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Exerath1992

Exerath1992

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Exerath1992
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  • All you people saying this means the game is broken... You're wrong. If these guys went against a better, more prepared killer, it woulda been an even match. They ran that about as effectively as possible, but on-point killers can make SWF groups look like beginners. Just because this is one of the better teams out there doesn't mean they can't be beaten

  • Well, he did okay, no glaring fails. Not the best at mind games and he definately didn't use his snares effectively. But you gotta bring your A game to beat a SWF with 4 new part toolboxes.

  • Its likely that another gen hit 70% at the same time as the first gen was completed. Happens to me a lot

  • Oh hail naw. No way. Uh-unh. Nope. Never. No thank you. Sorry, your call found not be connected, please hang up and try again

  • Well I go for thana, tinkerer, discordance, and nurses calling. Its not the meta, but works for me.

    Gameplay suggestions: try to spread the damage of your rush to as many as possible. If there's no killer instinct, use the rest of your FF to catch up to the last survivor you hit, get right in fron of them, body block a window or pallet they were going for if you can, and cancel your power. Great survivors will see it coming and turn around, but it gets me a down about 70% of the time.

    Protect your 3 gen as best you can, cause if you have a good 3 gen at the end game, your FF speed really makes it hard for them to finish the final gen they need, especially if you have gen info perks like tinkerer and discordance.

    Keep in mind, you are short. So try to use line of sight blockers to your advantage when getting looped or when approaching a gen that is being worked on.

    There is an advanced technique I know little about that I think is called "legion pallet spec" that has to do with getting pallet stunned and blinded right after activating your power so that you recover almost instantly. I may be a bit incorrect with the details, but there are plenty of streamer vids on how to do this

  • @TurtleSushiTV said:

    as a Killer main I don't mind the T, what really grinds my gears is once the survivors have opened the exit gates or hatch they wait and don't leave. I get it you want to assert yourself, It just gets really annoying after the first couple games.

    Well, there's a mechanical reason for doing that. If you start a chase they get a couple "chase points" and a "escaped chase" bonus. I don't mind it at the exit gates, especially if they let you hit them before they bounce. A few extra points all around.

    What i really hate is teabagging mid chase. Really grinds my gears. And if i can, I will tunnel that survivor so hard to the point where i don't care about losing

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851235#Comment_1851235

    It could be a slow regression, but just enough to make the 99% strategy unviable, and enough that extra time is wasted with a follow up heal if an interruption of the first instance of healing occurs.

    I think it should state "hemorrhage: injured survivors bleed more frequently. Afflicted survivors have healing regression at 2% per second when running, repairing, cleansing or sabotaging. If a medkit was used for this healing, charges are refunded to the medkit at an equal rate to the healing regression"

  • @CheyeneKL said:

    HELL no. It's a cool idea but utterly too killer favored. Sure, hemorrhage is a fairly useless status effect (unless you often rely on tracking blood, which of course comes in handy to every killer once in a while). But changing it in this manner would make many killer perk+add on builds absolutley oppressive for less experienced players. Good luck to the mid level players who can't finish heals because the killer has sloppy+nurse's+BBQ!

    There are way too many perks and add ons that give the hemorrhage effect for it to be a reasonable change. If hemorrhage got changed this way, medkits would have to be incredibly buffed to not be rendered nearly obsolete (due to the fact that it is very common to get interrupted during a heal). Which would then screw killers over who DIDN'T have a hemorrhage effect giving perk/add on equipped.

    If anything, I think it would be a cool hex perk. Not even a normal perk, a HEX perk. You'd otherwise have to give survivors a sort of base self care ability.

    Also, I guarantee that if this was implemented as a base mechanic for the hemorrhage status effect, you'd get players quitting, like people STILL DC for Legion. Nobody enjoys mending and healing simulator and a change like this would be just about the same thing.

    Anyways, I think it would be awesome as a hex perk. Ruin for heals, with maybe a little something else to make it even more worth taking. But definitely not as a base mechanic for the hemorrhage effect.

    What if, as you lose your healing progression, the medkit regains the equivalent charges you used?

  • It sounds a LOT like oni

  • I can say I see this ONLY when its a team of 3-4 flashlights. If its only one flashlight mixed with keys, toolboxes, and medkits, the flashlight user usually is a bit better. I think when you see a bunch of clicky-clicky bois and gals they're usually practicing, meme-ing, doing a challenge or know they're bad and think a flashlight swarm will make it better for them.

    Someone needs to tell them "the killer just needs to look down. If in a pickup animation, they will usually counter by looking at a wall. And a lot of us will fake a pickup to draw you out for a free hit."

    I love it when someone thinks they've blinded me and starts tea bagging just to get slashed in the face. I even get hits while blinded pretty often because they get cocky and i have a good headset.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850192#Comment_1850192

    Yes, it does say it decreases the chainsaw sweep movement speed. But that's for the base speed. You're supposed to get a big initial speed boost when you first use it and consume all dash charges. Its supposed to work like "big initial dash and then you're barely faster than survs for the rest of the long dash"

    Otherwise there is literally no good aspect of it. You have less control and it slows your base chainsaw speed down. Not what an iri add on is supposed to do

  • @Trashmaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850184#Comment_1850184

    I am pretty damn sure that it even reads on the description that it slightly slows you down. It seems to be completely intentional but I sure didn't see anything on patch notes about it being changed

    Yes, it does say it decreases the chainsaw sweep movement speed. But that's for the base speed. You're supposed to get a big initial speed boost when you first use it and consume all dash charges. Its supposed to work like "big initial dash and then you're barely faster than survs for the rest of the long dash"

  • The plague. Runner ups are the clown with his booze breath

  • @Exerath1992 said:

    Carburetor tuning guide is bugged right now. I made a post with a similar question. Its supposed to give you a big speed boost, but right now it slows you down. I'm not touching that add on if i can help it, I got laughably stomped when i tried it out recently.

    @Peanits @MandyTalk any word on when carburetor tuning guide will be fixed?

  • Carburetor tuning guide is bugged right now. I made a post with a similar question. Its supposed to give you a big speed boost, but right now it slows you down. I'm not touching that add on if i can help it, I got laughably stomped when i tried it out recently.

  • So I've only played the twins 3 times now, and one thing to counter victor is tight, circular loops. Going to a t-wall, jungle gym, killers shack or similar complicated loops gives him too many straight away to charge his leap. If you circle around a large tree or something like that, its nearly impossible for victor to get you.

    Another counter for victor is he's really easy to hide from in grass because of his low POV.

    My final tip for victor is that his leap is nearly impossible to use when going up stairs, down stairs, or narrow drop downs (like a hole in the floor or a window out of the 2nd story).

    TLDR: victor is good at shutting down the typical loops, hiding in corners. or resources like pallets and windows. Instead of the usual loops, go for short, tight loops. Instead of hiding in a corner, hide in grass. Instead of looking for pallets/windows (unless you're great at timing pallet drops), look for 2 story buildings with vertical loop potential.

  • @Exerath1992 said:

    I'd be down for a pitch king thing. What if survivors he kills come back and can go around kicking gens for him so they can earn some points, and if they do nothing for too long they start revealing the auras of survivors?

    And if the killer hits them they are removed from the match and the killer gets a small speed buff for a time. Maybe the risen survivors can't sprint or something so they cant waste killers time. Like, in case they're following the killer to give their SWF team callouts

  • I'd be down for a pitch king thing. What if survivors he kills come back and can go around kicking gens for him so they can earn some points, and if they do nothing for too long they start revealing the auras of survivors?

  • @TheWizzbone said:

    https://forum.deadbydaylight.com/en/discussion/216250/why-do-killers-shake-their-head-at-survivor

    I do it to be an ass. Why should they be able to teabag and we can’t? I do it to toxic survivors when they try to pull something ridiculous on me and I just shake my head like “nope, can’t do that!”.

    For toxic survivors, i spin in circles 3 times after downing them.

  • I usually do it to say "im looking for hatch". That being said... Last time I played deathslinger I did it, they stopped struggling, i walked up to the hatch... And shook my head again and walked them to a nearby basement. To be fair, i was trying to do the basement hook challenge before the devs changed it. But it was pretty toxic, I feel a little bad that i was cackling like an evil maniac the whole time

  • Everybody who died should get a significant bloodpoint bonus package for each player that escapes, awarded next time you're in the main menus just like the event gifts. This would give survivors incentive to not die on hook to give their team better odds to survive. Maybe 10k, 15k, or 20k bloodpoints depending on how many people escaped

  • Another one of these... -_-

    Everybody on here complains, and complaints that the other side complains too much or doesn't complain correctly are so dumb

  • Read the following in a cheesy, fallout 3 commercial announcer voice:

    "Do you have a killer getting under your skin? Maybe their powers are too good? Or maybe their perk combination has you saying "well dad gum!"? Do you find yourself wanting to punch that killer in their stupid face or stab them In the jugular? Would you like to do this regardless of getting killed for it? Well, us here at BHVR interactive have a new line of products JUST FOR YOU!

    Try our most popular product, BHVR brand "decisive strike", perfect to irritate even the most dedicated tunnelers. After you have been removed from our BHVR brand sacrificial hook, pull out your BHVR brand plastic prison shank, and for the next 60 seconds, your dream could be a reality. If the killer continues to tunnel you, or you decide to be a hero and take a protection hit for one of your friends, or even if you just want to shake your butt in the killers face for fun, you are one easy skillcheck away from leaving that killer angrier than a survivor stuck under the hill.

    Does the meta perk not tickle your fancy? Then try our BHVR brand "head on" perk. Just hop in a locker and wait for the killer to approach and BAM, superman punch to the face. You may be exhausted, but at least you wiped that smile off their smug face.

    Both of these products could be yours for the low low cost of 1000 auric cells!*

    *Some level grinding required to unlock perk, and much more level grinding to teach it to your favorite survivor"

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846069#Comment_1846069

    Sorry for such a late reply, but thanks for clarifying!

    I do prefer the second idea, and it will be implemented asap. Thanks again for your help

    No problem, I have done about a half dozen of these and like helping people work out their mechanics. Check out the posts under my profile if you wanna see my work!

  • I think all she needs is the ability to throw victor as though he's leaping when he's attached. Adding that would give them more power when linked and give more of a reason to summon him back.

  • Nice, brats buddy. Happy new years eve

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845863#Comment_1845863

    I'll definitely change the first perk to do that, thanks for the feedback!

    On the power, I'll definitely fill all that out. I'm not sure I understand the suggested change, though, are you saying it starts with 4 tokens?

    The other suggestion does seem pretty cool, though, thank you!

    No, im just saying you have a maximum token count of 4, and when you do the hold ctrl for 3 seconds to consume all tokens ability, you don't get more tokens for hitti g survivors during. instead, when you hit survivors during the 30 second period, you gain 10 more seconds of your power and they are hindered for 10 seconds. The alternative is that when you hit someone during the 30 second power, you still gain a token, and if you use it during the 30 second time frame, you get an Insta-down attack or something like that

  • I like this quite a bit. The earlier perk is way too powerful, i would maybe change out the Insta-down for giving them broken or something similar.

    The power is great until you get the the "consume all charges part". I have a few questions:

    -if you consume all charges, that means you have to hit someone during the 30 seconds to get new ones, correct?

    -if you use a token while in ultimate mode, do yoi get the 110% speed slowdown after?

    -there's no token cap? Seems like it could make the game really broken if you stockpiled.

    If you want to hear my suggested change: make it where the tokens cap at 4. instead of gaining a token when you hit someone, you extend the power by 10 seconds and the survivor hit is hindered for 10 seconds.

    If you don't like the power extending option, instead, gaining and using tokens while in ultimate mode gives you an insta-down dash attack or something more creative

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843288#Comment_1843288

    Saying that dead by daylight's level of frustration is no different than a game like dark souls, makes me wonder if you have played dark souls.

    What keeps gamers coming back to a game like dark souls is that despite how frustrating some encounters may be, the core mechanics are there to overcome any obstacle and any challenge, it just takes practice. Now yes there is a level of practice to be had with DBD, but DBD is so bug-ridden, so heavily dependent on a good ping, so heavily reliant on the right perks and proper matchmaking, on top of hoping that players don't play in a toxic way (camping, tunnelling, etc), that comparing the frustration levels in both games couldn't be more night and day.

    Well I've beaten DS2, DS3, and bloodborne multiple times, so yes, i have played them and there's bugs in them too that break the game.

    I did make clear that bugs are a separate issue. My point was the frustration at learning curves and, yes, even toxic players are a part of the "good frustration". You learn the scope of what the opposition is capable of and change your strategies and builds to counteract them. Plus, in PVP games, the feeling of loss frustration is greater because there's an actual person that you can blame, instead of AI. I stand by my comment because the difficulty frustration and learning curves are similar. You have to be at the top of your game to do well, which makes success more satisfying

  • @TheStabbiNAngeL said:

    After a frustrating match and you win,a rush of euphoria feels you're, but if you don't win that euphoria becomes venom.

    I do feel though he is right ,if killer's didn't have that constant threat the games would be boring.

    Like I said if you don't when you're just left with that anger and if you're like me you want to get the one's who made you mad ,so the anger I feel leaves with the survivor's and don't take that anger in other matches.

    Ill be honest, sometimes I carry it to other matches. Like, if I get totally destroyed by a god looping David, if there's a David in the next match I'm like "you shall pay for the sins of your brethren!" Lol

  • I like my leggy and bing bong bois

  • I mean, think about dark souls. Its so frustrating because it doesn't always make things exactly fair, you throw the controller, walk away for days, but you pick it up again. Why? Because the frustration of failure makes the victories so much sweeter. Of course bad bugs are frustrating in a different way entirely. What im talking about is the frustration of learning a new killer (as or against) but getting better and learning how to cover for where they lack. Survivors feel frustrating because you feel powerless, but you learn where you excel and play to your strengths. High mobility killers are frustrating because they're hard to control. You get better through practice. High effectiveness killers get frustrated because of a lack of gen pressure, but you learn what perks and tactics best cover where you fall short.

    If darksouls wasn't hard it wouldn't be satisfying. Same for DBD.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1841798#Comment_1841798

    4 minutes stacks by each trial happening, and slugging is one of the things any killer will do most of the matches to apply pressure and gain more time regardless of the fun from everyone

    I know, I'm a killer main and I'll slug if I think i can get another hit on someone else without going too far. Just pointing out to him that 10 min is a bit of an exaggeration, and you're rarely on the ground the whole 4 min unless your team sucks or you're the last one

  • @TotemsCleanser said:

    Ppl actually take it as "killer camping"??? Where I play it means "hey pls unhook me now". Usually it's something along the lines of "hey no one is coming, can one of you pls stop doing gens and come to unhook me pls". If someone starts moving in the hook's direction, I stop waving to signal that someone's coming. At least that's how I think it works in Brazilian servers??? Bc I've seen lots of other ppl do the same thing.

    It seems like the majority of people view it as a camping signal.

  • @laKUKA said:

    The slug is the first reason I stopped playing this game. I am NOT going to play a game where I am 10 minutes on the ground waiting for the killer to shoot the remaining 3. I have more than 50 games on steam "to have fun" and have a good time.

    being on the floor all the time is not fun. They lose customers.

    But... Its not possible to spend 10 minutes slugged... The max is 4 minutes...

  • As a killer, I play around using gen information perks to find survivors. I always try to run discordance or tinkerer, usually both. If not, thrilling tremors, surveillance or dragons grip works in a pinch

  • Idk, there should be something to discourage hook camping. Like, he only gets undetectable if there are no hooked survs in his TR.

  • @CherylMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839927#Comment_1839927

    That's why I said it's a strech lmao, never know, but I doubt it

    Fair nuff. Maybe now that the scream series flopped (I assume) they will be more open to letting BHVR have the full license

  • I would love to see her in the game, but alas, BHVR only got a license to the ghost face mask, but nothing else from the scream saga

  • Naw, I don't mind SWF, and im a killer main. I took on a well coordinated purple rank SWF yesterday as legion without meta perks (I ran thana, nurses calling, discordance and tinkerer) and they only got 1 gen done. Once you realize they are swf, yiu have to play a bit differently. This is how i change it up:

    -I stop feeling bad for tunnelling, because the point of me tunnelling isn't to get the player sacrificed, its to cause other members of the team to focus on protection instead of gens.

    -The more the person has been hooked, the more likely another survivor or possibly multiple will abandon their objectives to try and body block. I make them run as a group for a bit until im in a good position to hit the body blocker and not lose sight of the tunnel target. I keep it up until I down the target or the body blocker, possibly downing both if I do it right.

    -if I down my tunnelling target and they're dead on hook, I DONT hook them. I patrol the area and wait for the unbreakable or for someone to try and save them. They're perfect bait because they're much so valuable to the team alive that they will almost always abandon gens to save them. I hit people that try to rescue and continue to camp the slug until an injured surv tries to rescue, they stop trying, or I get another down. Then I hook the person whos not dead on hook and continue to camp the slug until they almost bleed out.

    -another important thing to keep in mind is to cause misinformation. If you are chasing and know where someone is repairing, break the chase and pretend to go for the gen, the double back and surprise the person you were chasing. It adds an element of surprise AND the chased surv will tell the repairing surv that you're coming, often making them flee the gen, buying some time. There are other similar mind games you can play.

    -expect cocky flashlight, head on, or pallet saves. Use their cockiness to your advantage. Bait them into using it and punish them for it. Agitation and mad grit are a perfect combo for SWF because they will be more likely to try and save each other from getting hooked

  • Basekit insidious with a serious nerf. Make it take 5 seconds to proc and it doesn't work if you're within 24 meters of a hooked survivor. I play this game for the jumpscares and a change like this would leave me tickled pink

  • I think the whole map sound of portal use is fair, as it doesnt tell them exactly where you're going and the undetectable makes it where you could get a head start. The real problem is his noisy @$$ clodhoppers. Take 1 step and the undetectable is useless

  • And they say killers complain about everything... Everything except the ghost face reveal mechanic is fine, and how do you "exploit" the reveal mechanic? It just sorta happens.

  • @Pig_Is_Pog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838444#Comment_1838444

    i get that but it literally looks like your looking threw a piece of stained glass at the Notre dame. it’s badly designed

    Feel free to have that opinion, plenty of people agree. I just don't mind it, i think its interesting at least.

  • Idk, I kinda like it. Serial killer games aren't supposed to be "pretty" like skyrim or dead island

  • I could definately see this as a game mode. Maybe even all perks in game except for ones you haven't gotten the DLCs for could be in the pot, which would make it perfect for trying out killers you've recently unlocked. Like, I have several killers that are at level 15 with crappy perks that i would love to take into a game mode like that.

  • Honestly, I've gotten that error plenty of times with no DC penalty. Either mine was an error on the server side and the system recognized it, or its forgiving if the DC is occasional. Do you lobby dodge and ALSO get frequent errors?

  • They hook swarm to flex. If you try to flex on someone in real life you get smacked down. Why are they so surprised in a game?

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