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FSB75

FSB75

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FSB75
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  • It is fun as hell. Aside from the pigs jump-scare I think it's one of the last scary elements left in the game to be honest. You getting a lot of hate when you use it but it is fun

  • 4 hours??? Nioce! Love this system.

  • I, honestly, can't be bothered to argue about this issue. I am diametrically opposed to DCs...end of story. If it's a pissing contest you want...so be it. I drive a truck 10 -12 hours a day, and when I DO get off, it's usually around 2 -3 AM in the morning, with queue times around 10 minutes each.

    Bottom line....######### doesn't goes my way...I never quit, I never stop trying. It's because of this attitude that I've seen some really weird things happen. I look at it as though someone enabled hard mode, and it's more of a challenge.

    Last thing I'll say about the whole thing...if this game, it's players, or personal issues cause you to DC consistently...then this isn't the game for you. Go play something else, seriously. DBD is our game, not yours personally. The changes are made, they are for the better, I hope they keep these changes.

  • Just a couple things here before it's off to bed....

    Ranks were the worst introduction to this game. While it's understood that they were used early on as a "marketing tool"...an incentive for players to keep playing and provide visual affirmation of progress or skill...the fear of losing rank was the initial cause for most DCing. Since those early days, as to not appear to be a try hard or sweaty player (in what is suppose to be a casual survival game) a multitude of excuses have surfaced to legitimize DCing.

    PHUCK THAT FECES! You queued up for a game...play the damn game. Aside from your cat or ferret pulling your modem power cable out of the wall, there is nothing anyone could ever say about ANY situation that would convince me DCing is the best option.

    AFK killer and survivors? Who takes this game that seriously?! No, really...if that so ruins your game (which I'll never believe the feigned outrage of such a happening)...seek professional help. Free points for one or the other. You're not going to convince me you're the Predator standing on some soapbox of morality about the travesty that is a "ruined" game.

    This is you....this is what you sound like:

    Unless this trial is perfect to my standards...well....I'm just going...I'm gonna leave.

    I don't like this map...DC.

    I don't like this killer...DC.

    I don't like those add-ons...DC.

    Other survivors aren't good enough...DC.

    This killer tunnels....DC.

    This killer facecamps....DC.

    I was hit too soon...DC.

    I mean, the list of bullshit just goes on and on and on....but here's the thing champ...here's what you don't seem to get; We don't care!!! I want you to DC for any and every reason as much as you want....until we no longer have to deal with such a bitchy player.

    I will never NOT support the DC penalty. It's the best addition to a game filled with whining maggots!

  • It's worth it for the greater good.

    I'll take a 5 minute time out every hour if it helps segregate the people that want to play the game, vs people that only want to "win" the game.

    This DC ######### has got to stop somewhere...so it starts here, with a few bumps along the way.

  • Slugs it is...

  • In my humble, and of no consequence, opinion, the "time out" feature for players that DC is THE BEST change to DBD since the Entity prevented window juking.

    ABSOLUTELY spot on and a long time coming.

  • Obviously my question relates to the recently announced Gunslinger.

    I'm working on chapter 3 of the Rift, and yes there's new content on the PTB, but in order to play, I basically have to uninstall the game, install PTB files...play until I've decided I've taken enough time away from Rift progress, then uninstall the PTB files, reinstall the game files, and hope the community isn't split too much that I can still find a trial inside of 8 minutes each time.

    I'd rather the Devs just use this old mechanic of Offerings to allow me to play Gunslinger on a limited basis once the killer goes to live servers.

    Being honest, it's one of the only reasons I haven't purchased any DLC. I haven't bothered, or even been actively playing the game, to try them out on the PTB.

    I went so far as to purchase the Rift pass thing for like $10, then used the Auric Cells earned from the Rift (500) to purchase the Demogorgon, learn his teachable (Surge) and I've never played a round with him.

    In the end, I thought it was a reasonable request, as it's been done before, and the worst that could happen is...nothing.

  • Congratz bE.....you know your gaming is doing well when the bitching is reduced to a thread about pixel color.

  • I haven't seen one of these since shortly after the cannibal was released. Basically I'm just wondering if we'll get a free look at the new killer for chapter 15

  • @LordGlint said:

    I managed to finish this one on the first tome by just doing abit of slugging with Billy near the basement. I wasnt running agitation and all that to try to get someone to the basement from across the map, but rather I just kinda guided the game toward the middle where the basement was at (map was father's chapel). No one DCed, but that mightve been because it was less obvious what I was after. If you're dragging them halfway across the map with a basement build...they know you want the basement. With my game, they probably thought it was coincidence that the basement just happened to be close.

    Fair enough. I guess I'm just not getting basement luck cuz mine's always in a corner by one or two generators

  • Gen times were fine when the maps weren't the size of Australia and gens weren't as spread as my ex-wife.

    Be Bubba, Clown, or Trapper and wishing YOU had Sprint Burst for some of these gens. It's not wonder the 3 gen strat is gaining in popularity.

    Get going fat boy...you have a lot of running to do...

    image.png


  • @Aura_babyy said:

    Idk

    I think it was just salty survivors getting extremely salty over being put *only in the basement

    I dont think they pay attention too much to killer challenges because, well, it doesn't concern them. They could put 2 and 2 together and think you're doing a challenge but Idk, again some may do it out of spite to mess your challenge, and some are just salty.

    I guess try to put em In basement on their death hook

    There are 3 points here though:

    1. It becomes very obvious what the killer is attempting to do very quickly.
    2. It takes nothing more than a DC to ruin it...much to the survivors delight.
    3. There is nothing killers can do to prevent this.
  • Never really thought about it because it didn't mean that much to me. I go for the teachable perks on each killer and survivor. P3 Billy and Dweet. The rest can go to hell.

  • I never thought there was auto aim on PC, but I didn't doubt the possibility of it's existence on consoles.

  • Doc's shock doesn't work like it used to. There is a pause between the particle effect and the interrupt. Basically, they just changed the timing on it. That's why a lot of players are now pre throwing pallets. As to avoid being shocked and not being able to throw it down. In my opinion. Yes. It's working as intended.

  • @samination said:

    Doc was always op, just nobody played him.

    THIS x 1,000!!! I was Billy main until Doc came out. Doc was always strong with properly timed interrupts and gen jockey. I didn't want the rework, I don't care for the changes. Leave Doc alone...I just want all this attention to die down before something's else gets changed...

  • Stressful? Killer? How? Do you bet your mortgage on the outcome of the matches?

    It's a game.....lighten up Francis.

  • tl;dr If you don't monitor the gens or even kick them for regression..this is expected. Nothing to see here.

    This is easy to counter...I'm in NO way saying I'm better than anyone else (especially True)...BUT he plays the survivors. Gen jockey killers don't see much of this. The goal of the survivors is to escape...the goal of the killer is to prevent that escape. You don't prevent survivors from leaving if you give away the keys to the gate. A killer can only chase one survivor at a time...why leave 3 survivors to do what they want, when you just have to keep an eye on 3, immobile, generators?

    About a year ago, I switched from Billy main to Doc main..started 3 gen-ing and never looked back. I don't chase very far away from the gens, and I worry about 3 pallets, at best, never depended on totems.

    Overcharge, Unnerving, and Distressing work very well with "Calm" ( increases Terror Radius while Static Blast is ready). For the last add on I'm currently using Brutal Strength for faster gen kicks. Can't wait to get a hold of "Surge"....but I don't buy DLC, so I have to wait for it to come up on the Shrine.

    Obviously this doesn't work for larger maps, but the high stimulus electrode and that new ability help for those hard to reach areas.

  • I only use one survivor...sweaty Dweet. Yes, I use bond 50% of the time.

    Self Care, Leader, Prove Thyself, Iron Will (Bond).

  •  they're getting matched against you. why is it increasing? because there's no red rank killer available to take them


    Got it, thanks.....*fingerguns*

  • In all seriousness...leave Billy the F alone. No bullshit.

  • Whoa....removing players pseudo sense of self worth....

    It's a bold move Cotton, let's see if it pay off for them.

  • "I had to face camp and ended up getting a 1k. The person messages me and I apologise."

    This is part of the problem....always has been. From survivors, to killers, and even the Devs. Everyone tries to dictate player behavior, each with their own motivations.

    It's not binary, being a killer in game doesn't mean you are a dick in game.

    If I load into a match right now....hook one survivor and face camp, there is NOTHING wrong with that. Not ONE damn thing. As a killer, I am no more content for the survivors as survivors are content for the killer. It's just a game. Don't hack or exploit...it's not that difficult.

    I base my game play on the ability of the survivors. If 3 gens get popped inside 4 minutes....time to change to "sweaty" killer. I wanna get a kill fast...interrupt the momentum. So I'll tunnel, I'll gen jockey....and at the end of it all I'm the one that gets called "sweaty"....which is true, but it's a response to "sweaty" survivors popping 3 gens in a matter of "#########".

    If the ability seems matched...I'll go after the rescuer, not the rescued. I may loop a bit longer, vault a window....that type of #########. However....all that said, I've never apologized..

  • TY...this is the information I was looking for. Greatly appreciate it....careful in the fog.

  • When the game first came out (less than 3 months), I, and a lot of other people, thought the perk Insidious made the killer completely invisible. I would stand 5m away, just out in the open waiting for other survivors to rescue a hooked survivor. Adding insult to injury, I guess they thought I just went AFK and tried a hook rescue...so, I thought it was "working".

  • Yes.

    As a killer, at rank 8, I would constantly see rank 4,3, and 2 survivors. ONLY with a SWF would I see a survivor with a rank conversely lower than the norm. Like, I'm an 8, and getting 3s, that's 5 ranks higher, I never saw rank 13s on a regular basis.

  • Game so broken, I didn't even know this was a thing. I don't even mean the "work around"...I mean gens NOT awarding points. How long as this been going on?

  • First and foremost, welcome to the Fog....

    I've been saying for years now that DBD isn't a competitive game. I believe, right or wrong, that people KNOW what I'm talking about.

    DBD isn't CS:GO. It isn't League of Legends. Hell, it isn't even Hearthstone.

    DBD is a casual game...and there's NOTHING wrong with that. However, people will still be glib and start saying stuff like; "Well, as a survivor, it's my objective to leave the map. As a killer, it's to prevent survivors from escaping....so because there is that "struggle" it IS competitive".

    /piccardfacepalm

    So follow up with it. Who won the last MLG DBD tournament? What team took the trophy at CPL? Monopoly, Risk, Uno, and Battleship could be described as "competitive" by the low standards around here.

    Most people don't play Yahtzee like their life depended on it. Can you image your Grandmother rolling 5 6's then jumping up on the table to teabag in your face?

    Gamers have changed...without a doubt. Running as a pub player in ANY game 10 years ago, and coming out with the best K/D meant NOTHING to anyone. With the DBD crowd, there is an attached pseudo sense of achievement. Oh, and that door swings both ways. Not to get too far off track, but again....DC is the new fade. Got downed? No worries, DC and try again in a new game....because Rank (it's a ######### matchmaking system!!!!) means EVERYTHING around here.

    Personally, I blame Twitch.

  • Would you explain to us WHY you decided to bother this perk?

    As I understood it...different stuns last for different times.

    A pallet stun doesn't last as long a a survivor that wiggles free...WITH the adjusted time of the perk, the pallet stun is still within parameters. However, the "stun" from a survivor that wiggles free from a killer who has the perk is outside the desired time (meaning it doesn't last long enough).

    A such, reducing the timer "across the board" for stuns isn't practical. The perk "allows" just the right time for pallets, and too much reduction for flashlights.

    I never used it, so I couldn't care less, but that's how I understood it.


  • @Peanits said:

    Not to undermine your points, but it's still a valid complaint. If you down a guy once and camp him until he's sacrificed, he's not going to have barrels of fun sitting there on the hook. You're absolutely within your rights to do so, but you still have to acknowledge that when all is said and done, you're making the game less fun for them. Sames goes for what is essentially the survivor equivalent; pallet looping. If you play in a way that makes the game less fun for the other side (even if it is within the rules), you can't be surprised if they're not happy about it.

    I will totally disagree about adapting and overcoming, though. There is no way for that hooked survivor to do so. The other survivors can ignore the hook and rush the generators, but that still doesn't change anything for the guy getting camped. He can't just adapt and unhook himself.

    @Peanits

    That's a lofty ambition. Fun for everyone, yet someone HAS to "lose". Being camped isn't fun. You're probably correct. Being tunneled isn't fun. Being looped isn't fun. Being stunned isn't fun. Being blinded isn't fun. Being farmed isn't fun.

    I won't disagree that being camped on a hook is probably the least fun a survivor can have. It servers a purpose, it's for the greater good of the group...if the group takes advantage. I've had it happen to me, everyone has, no one here is special. We have all had multiple games, back to back, where, as a survivor, we are found within minutes of the game starting, tunneled and hooked....and that was the games entirety. However, I would argue that it doesn't happen enough to generate such fake outrage.

    Without the "low points", how would we ever appreciate those "high point" clutch moments?

  • When the opposition is complaining about your actions, rest assured, it's effective.

    Killers complain about looping, why? It's effective.

    I've never had a survivor thank me for face camping because they have yet to figure it out:

    "Thank you for standing in one spot for most of the game. It's allowed us to get 3 generators repaired unmolested".

  • @drunky26 said:

    You'll get ######### on in the end chat no matter how you play.

    This.

    Do "X" to kill a survivor and your a "toxic SOB".

    Don't do "X", survivors escape, and it's "git gud".

    This applies to most ANYTHING and everything a killer can do that affects survivors.

    I legit, let a survivor wiggle out of my grip to open the gate BEFORE the EGC could kill him...I mean, I just stood there....end chat/ ez *insert homophobic slur*. No joke...that happened.

  • So WGLF is supposed to be the survivor equivalent of BBQ and chili right?

    I have a problem with it being "on hit" auras are provided. If it's going to be like BBQ than it should be triggered the same, on hook.

    I have no problem with all survivors seeing all survivors AND the killer for four seconds, while the killer sees nothing different, every time a survivors with WGLF is hooked, but hit, I think that's a bit too much.

    One survivor can take 6 hits (minimum, without any heals)....that's 24 seconds of auras from ONE survivor. At that point you start running into overlapping perks like Kindred and Bond.

    Unless you think the killer running BBQ should be able to see all survivor auras for 4 seconds every time they get a hit.

    I'm not a fan of hyperbole, but sometimes it has to be considered for the possibility of WGLF becoming meta. Minimum auras of 24 seconds x 4 survivors is a 1 minutes and a half GPS for everyone against the killer. And that's a minimum, that doesn't even take into consideration a hit, a heal, a hit, a heal, a hit, a heal.

    At least "on hook" relegates it to 12 seconds per survivor.

    in WGLF Buff Comment by FSB75
  • @Almo said:

    A lot of SWF are so focused on getting everyone out alive, you can use that to your advantage. I am not saying how, though. ;)

    Bait

    I LOVE SWF....these people just do NOT give up. Just get one survivor down, and it's like someone rang the dinner bell, they all come running. At that point, you just have to whittle them down. Hook David, Claudette comes to rescue, hook Claudette, Davis comes back, smack Jane, hook David....it's like a non stop feeding killer frenzy!

    *Edit But you have to get at least ONE. Do whatever it takes, or it's just like what the OP described....I'm standing in the middle of the map and bam, bam, bam....chase, BAM...chasing, BAM....where did everyone go?

  • Only a Rank 8 Killer....I wait about 8 - 15 minutes per match. Sometimes I have to play against pings I might otherwise pass. As such, I've been playing a lot less lately.

  • @MegaWaffle said:

    @Bithard

    Shirtless David is already in the game it would be highly hypocritical.

    I can get my shirtless David body pillow...yet no shirtless Jane body pillow. Blatant sexism at work here folk. It's just fine to consider a man a warm soft OBJECT to cuddle up with at night...women....we get *crickets*

  • The honest problem about "toxicity" is that it's being used to describe ANYTHING that annoys ANYONE. It's overused, and as such, has lost any weight it originally had.

    The term "toxic" SHOULD be reserved for anything in game that takes place that is unintended by the Developers. Toxic could be used synonymously with "glitch".

    The reason players keep using the word "toxic" is because you take things too personal. The Killer slugged ME. The Killer tunneled ME The Claudette looped ME. The killer face camped ME. The survivor blinded ME.

    And yet....I would argue that each and every one of the examples given above is exactly what each of the roles of this game are SUPPOSE to do. How the hell can something be "toxic" if it's being true to the very nature of the role?! It's just business, don't take it too hard.

    There appears to be a very strong desire within this community to be "toxic". Many players want to believe that they are the cause of annoyance and frustration to the opposing role. It's as if they believe, the presence or strength in ANY perceived emotional response from the opposing role justifies the external validation of competency.

    Does this sound familiar?

    Survivor(s): *Body blocking and blinding a killer trying to pick up a downed survivor.

    Killer makes 4 attempts and fails

    Survivor: Oh, I think he's gonna do it, he's gonna DC. No Mr, Killer, don't do it! Don't DC.

    Killer DCs

    Survivors: *cheers loudly*

    Perceived and self defined actions of being "toxic" have taken over as primary motivation for playing this game. Players label everything as "toxic" to perpetuate most anything to fall in line with this motivation.

    Tea bagging is NOT toxic.....it's survivors NOT repairing generators or gaining distance.

    Pallets are NOT toxic...there are tools used by survivors to stun and slow killers.

    Looping is NOT toxic...survivors are supposed to run away. If infinite looping exist, that's the Devs fault...not the survivors.

    Body blocking is NOT toxic...as per the recent stair changes, IF the Devs didn't want survivors to block a killer from a hook, they would make collision changes. Perks are offered to counter this strategy.

    Flashlights are NOT toxic...just because a killer didn't take Lightborn or a survivor uses a maco to flippity a strobe light at you doesn't mean counters are not in place.

    Juggling a survivor suspected of having DS is NOT toxic...if it were Killer would not have an option to drop a survivor.

    Tunneling is NOT toxic...it's intelligent. IF the objective is to hook and kill survivors, there is NO argument with an IQ over 85 to be made.

    Face camping is NOT toxic...the Devs removed real face camping about 2 years ago. Time spent by the killer guarding a hooked survivor is time the Killer is no spending doing anything else killer-esque.'

    Slugging a survivor is NOT toxic...more often than not, the killer wants to attempt a 4k. By placing a survivor on a hook, it allows that survivor the power to suicide, increasing the chances the other survivor can escape through the hatch. Preventing an escape is NOT toxic.

    Gen rushing is NOT toxic...the Devs know the minimum possible amount of time needed by 4 survivors to repair 5 generators. Generators are exactly what survivors SHOULD be doing, as quickly as possible, all the time.

    The EGC is NOT toxic....survivors and killer taking the game hostage was very real, and still has a potential today (not so much Killer due to the stairs rework). The EGC is a game mechanic that removes the players ability to hold the game hostage.

    Farming....MAY be toxic. Being "rescued" from a hook with the killer less than 20m away, and no counter perks....MIGHT be toxic.

    Closing thoughts....again, you are NOT that special. Nothing done to you in this game is because of who you are, or who you think you are. As a Killer, you are in front of me, I am trying to hook you as many as 3 times. As a survivor, I'm going to attempt to slow and prevent the killer fro hooking me 3 times. As a killer, more times than not, I will change survivors when I witness blatant farming from the hook....other times, I won't. Sometimes a flash light makes you a priority target....sometimes it doesn't. Sometimes I want to get at least one kill and will outright face camp. Other times, I feel bad 2 survivors DCed and will chase hit and run away, chase hit, and run away. Bottom line, if you think a killer or a survivor is doing things in the game they were designed to do JUST BECAUSE it's YOU, your ego needs checked. There's NO rhyme or reason to it all....it's just a game.

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/472690#Comment_472690

    What I was saying with that is that it's often the survivor hiding in lockers and waiting for you to die who gets the hatch.

    Absolutely true. This was the original "hatch stand off". That's why slugging the 3rd survivor became so popular. Hook the 3rd survivor and they will suicide because the 4th survivor is standing on the damn hatch.

    Honestly, I can't tell you how many times 2 gens were complete, 2 survivors left, and neither one will work a gen, heal each other, or come out of hiding. It was a question of which survivor messes up first and dies.

    The hatch stand off was never truly between a survivor and a killer. It was always between the last 2 survivors. That's the TRUTH!

  • @liquidlight said:

    The survivor isn't going to patrol for the hatch if another survivor is still alive unless they're selfish and think they can get it before the other. Most survivors aren't and will continue to work on gens which leaves them static. You said it yourself... the killer is going to patrol which gives them a greater chance of viewing the surrounding areas (not even including when chasing) and seeing the hatch.

    The area between gens is much more limited than the rest of the entire map.

    The killer is limited in the "safe" area to protect the gens. The rest of the map is wide open. As a killer, I'm only going to chase you so far into that corn field or through the jungle gyms.

    Perhaps it just comes down to gameplay differences. I just don't see how a limited patrolling killer has a greater chance to come across a hatch that can spawn anywhere on the map before "free roam" survivors.

    I understand your point, I respect your point, I fundamentally disagree.

  • @liquidlight said:

    @FSB75 I don't know why you're confused. We were talking about WHEN the killer has seen the hatch how that gives him a slight advantage due to speed and the way the game progresses (such as slow death animation and other factors), and how the killer has more of a chance of seeing the hatch WHEN it becomes visible due to the fact they are more likely to move around more of the map since they chase survivors and patrol gens/totems. Yes, survivors have that chance to but its not as great and just because one survivor sees the hatch that doesn't mean they all do.

    @liquidlight And I'm saying that the window for the killer to "see" the hatch is no different than a survivors....meaning there is no real advantage.

    You said a killer that doesn't notice the hatch is TOO focused on the survivors.

    I'm saying that when I still have 3 survivors alive, and 1 gen to go, I don't change my priority to finding the hatch. Like most killers with 1 gen left, it's gen jockey time. IF the hatch so happens to spawn in the area or paths between the 3 remaining gens, so be it.

    AFAIK, only an idiot killer would ignore the 3 remaining gens and go look for the hatch....which is why the killers often miss it, NOT because they are too focused on survivors.

    I would argue that with 1 gen left to power the gates, BECAUSE a smart killer will patrol gens, that leaves the survivors much more time to locate the hatch. With the killers "area of concern" limited by gen placement....unless you (as a killer) just want to give up the last gen, IF the hatch isn't near the gens, survivors are free to find it way before the killer.

  • @liquidlight said:

    @FSB75 Yeah, I'm aware of that.

    I'm so confused.

    There are very limited circumstances of the hatch being visible to the killer...how can I look for something that can't be seen until it can be seen by everyone? How can I focus too much on survivors to NOT notice a hatch that hasn't even spawned yet?

    Just trying to understand your point of view.

  • @liquidlight said:

    @TAG Uh... the fact that the killer didn't see the hatch.

    In a typical game of 4 survivors fully loading into the game...4 generators MUST be complete before the hatch will spawn (closed) for everyone too see (find).

    Example: 2 survivors alive, 3 generators completed (2 more needed to power the gates), the hatch has not spawned for anyone. If the survivors complete the remaining 2 generators needed to power the gates, the hatch will NOT spawn (or even be shown). If one of the 2 survivors dies, even with the gates open, and the EGC started, the hatch will NOW spawn (open).

  • You people are crazy....yes, I said it.

    Unless it's down to 1 gens, I never know where the hatch is. Even when it is down to 1 gen, it's a 50 50 chance I've ran past it.

    I play killer almost exclusively, and I'm telling you, if you think the killer knows where the hatch is anymore than survivors before 4 gens are complete, you're lying to yourself.

    Who are these killers that can see the hatch after 1, 2, or 3 gens are complete? Was there a new perk added I don't know about? Killer mobility is about the only advantage to finding the hatch.

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