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FellowKillerMain

FellowKillerMain

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FellowKillerMain
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  • I always thought that the term sweaty tryhard was meant for someone who was being competitive when the rest of their team was trying to have fun. So like, you're part of an SWF and 3/4 of you are trying to mess around with the killer, but your fourth teammate starts criticizing everyone else for not doing objectives. The guy criticizing everyone else is the sweaty tryhard. As the killer, I don't see how it applies, because being a sweaty tryhard (in the eyes of the survivors) is the only way to really win as a killer.

    Edit: Also, I haven't had any problems 4king as a console killer with crossplay. If I didn't have the sensitivity BHVR recently added, I would have been in trouble. But PC survivors behave just like console survivors. Granted, they do spin A LOT more quickly. When I go up against a bunch of other platforms, I'm extra careful with aiming my hits.

  • My first couple of matches had lots of lag, but things seem to be improving. I'll have to see how it goes over the weekend, though. Primetime might have the lag again.

  • @TreSen said:

    In the PTB, I wanted this. But now I'm actually not for it.

    Bubba is considerably powerful now. His power should have some skill/experience utility to it. You can get the muscle memory down on his charges and just know by reflex when you can tap the use-charge button and when you can't. If they're going to keep Bubba where he's at, I'd rather people at least need to learn to grasp that without any guiding mechanics.

    That's true. I guess it would be nice if a brown addon could add this, like the knight for doctor, or cloth for nurse.

  • Don't really main any killers, play all of them mostly. Depending on how I'm feeling.

    The same goes for survivors. I think the only thing that determines who I'm playing with either role is whether or not they have an 100% xp offering.

  • @tabula_rasa3922 said:

    99ing the exit gate is completely fair. Killers get NOED, blood warden, and can use Moris (and most newer killers have built in Moris due to perks) killer mains need to stop whining. As some who plays both killer and survivor I have to say I have an easier time playing killer bc I can easily down and hook survivors and am permitted to "babysit" an area waiting for rescues resulting in more hooks)

    There's only one killer with built in moris, lol.

  • @Pipefish said:

    Honestly the endgame collapse timer should start the moment all the generators are powered in my opinion.

    That would be fantastic.

    If not that, make exit gates function like totems, except rather than completely resetting when let go, make them only regress to 50% completion. As it stands, there's really no consequence for 99%ing the exit gate, and it's hardly any different than how things were before EGC was implemented. The only difference is that now the killer can open the exit gate if he wants to. But often times, it doesn't make sense to do that, unless you have a downed survivor and blood warden equipped.

  • This used to happen a lot. Except it would force everyone to stay in the match. Sometimes the EGC would kill them, but they would just sit there. Everyone would remain in the game, with survivors impaled by the entity beyond the exit gate, lol. Eventually crows would start circling and whatnot, even though they were pretty dead. Everyone would have to restart their game.

  • @Buttercake said:

    Bowel movement? 🦄

    As someone who has been gaming forever, I didn't know what BM meant, either. I imagine it comes from eSports or something, but as far as I know it means 'bad manners'. When I was coming up, people just called it griefing.

  • @Justalittlepeeck said:

    Yeah, I would like to see that happening. BHVR needs to be stricter with people who write ######### in postgame chat and harass people in their steam profiles/Xbox/PS pm

    Consoles just straight up suspend people if they're rude in personal messages. I've seen people on the playstation reddit talking about it. What's kinda messed up though is that, at least on PS4, some people will troll you to get you to be rude to them, then report you to get you banned from PSN.

  • Well, they did say that rank no longer factors in. Instead it's how you perform in the previous game.

    For me, I think it works fine. But I've been playing forever and am used to players from all experience levels. So, I don't know if I'm a good gauge on it's effectiveness, especially when considering newer killers' experience with it.

    It did however break my BP farming build. The build relied on survivors finishing gens quickly, so I didn't damage gens and focused on just hooking people once. I normally safety pipped, or depipped, but still played against skilled players. With the new system, I eventually get players who don't finish gens quickly, forcing me to kill everyone which takes a lot longer.

  • Weird... on the forums they have banned people for disagreeing with others. Granted, the person is suspended, then questions the mod why they were suspended or whatever, then get banned permanently - happened to more than one friend on here! So, I don't know why they're so lenient in ingame chat.

  • I doubt that. All survivors need is a killer shack next to a TL wall jungle gym and bubba (or any base movement speed killer) is screwed any time survivors run to it, and these combinations of tiles happen all of the time. You're just playing against bad survivors.

  • @MikaKim said:

    Lol this thread.

    If you'd played since release you'd know that survivor has been nerfed far more, relative to killer.

    Killer is significantly easier now, then it ever was at release.

    lol, how is it easier without ruin, interrupts rarely work, and now auras are fugged. Sure, you can't get rid of exhaustion while running, but that was a fix they said. They also said that the infinite loops they changed were broken, and were fixed. The new loops aren't much weaker than the former, it's just that you can actually catch a survivor if you decide to chase them around the loop for 2 minutes.

  • The new system broke my BP farming build. The build relied on survivors finishing gens quickly, so I didn't damage gens and focused on just hooking people once. I normally safety pipped, or depipped, but still played against skilled players. With the new system, I eventually get players who don't finish gens quickly, forcing me to kill everyone which takes a lot longer.

  • How many times have the devs changed something in this game that had 'unintended' consequences for killers, then they just left it like that forever. Removing ruin - they threw us a bone by adding 8 seconds to cooperative gen speeds; Changing the way hit boxes determine successful swings - no fix yet on the weird auto aim forcing you to miss; Patch 3.0.0 breaking interruptions - almost a year later and no fix; dealing with the lag from dedicated servers, which everyone had to deal with, survivors included.

    I haven't played in about 3 weeks, and coming back to this just makes me wonder why I even logged back in. I don't think I can take another issue with killer like this.

  • @BubbaMain64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417812#Comment_1417812

    The thing with a pallet fake is that you can predict the survivor using it against you the next time. With Spirit it's just "well she's invisible now so I guess I should try to do something". When she phases and you're still at a loop she gets you. If you run away, she gets you. The problem is that there's no indicator of where she is. She can be anywhere and there's nothing you can do about it. A pallet fake may extend a chase by a few seconds at most, but even then if they're giving you trouble at that one area you can break the pallet and catch them somewhere else. Spirit is just a loss no matter what. Damned if you do damned if you don't.

    If you start walking away while shes standing still, she will watch where you head for a few moments, but she won't have a choice but to phase after you. Meaning that a few seconds of walking away means she's phasing, so randomize your behavior considering that she can't see you. Also, you don't need to know where she is, only for her to be confused about where you are for a few seconds. You could walk away for a bit, then after a few seconds run back to the pallet, then vault it, or just start walking away from it again. Perks like quick and quiet would easily confuse her. You can also use spine chill.

  • @Veen said:

    Because I'm allergic to gluten, I also want to know if they're vegan by any chance, to make the offerings more inclusive.

    I don't think you have to eat the eyeballs. However, the devs didn't provide any nutritional information, just lots of sweet sweet bloodpoint bonuses.

  • @ASurvkillivorer said:

    Some of this might not even be known yet but here goes.

    Will survivors be able to void the timer simply by dropping the item? Like they can now.

    If not does that mean swapping an item at a chest will also start to consume the item you swapped out?

    Will survivors have some type of "system" much like how the Hex symbol appears when one is active. To let them known they need to find their item within 90 seconds? Do survivors also see the aura?

    Does the timer actually START when the survivor is hit? I feel like this makes it far too easy for the survivor to lose their item so I am wondering what the catch is here.

    Went from TINY penalty to charges to SURELY item loss especially when the longer the chase the more likely the survivor is to lose the item. Considering a lot of changes that have been made recently I can't think BHVR wants survivors to be losing their items as an almost guarantee which is what this perk sounds like it will do. So obviously I am wondering if there is some huge catch to this.

    I have the same concerns! Except from the killer's perspective, lol. I made a post about this exact thing on the feedback forums. Survivors already drop items to prevent them from receiving damage from franklins already. The new franklins would be completely negated by dropping an item. Currently, the condition for damaging the item with franklins requires you to hit the survivor with the perk equipped. So if they drop it, there is no damage. I assume this will be the same for the new perk, which is going to be a big issue if they don't do something like make the consumption timer apply to all items that are dropped, say, within the killer's terror radius. So, whether it's knocked out of their hand, or they drop it, they still face the penalty.

  • @TWiXT said:

    2 of them are "Okay," if a bit situational, but the other 2 are pretty much useless. I'm talking about:

    Rust-Colored Egg: Survivors affected by Rites of Judgement suffer from the Blindness Status Effect for 60 seconds.

    and

    Crimson Ceremony Book: Injured Survivors affected by Torment suffer from the Hemorrhage Status Effect.

    Blindness, as it is currently, is a fairly useless Status effect. It's rendered completely useless by SWF, but even for solo players, It does very little to provide a killer any advantages. As for the Hemorrhage effect, if they were going to have it apply the effect at a Very Rare add-on Level, they could've at least made it so they suffer "Tremendously" from it when injured by increasing the bleeding frequency, and just regularly suffer from it while healthy, since that would make it a decent tracking tool, especially if it also increased how long the blood spots remained.

    Either way, Can we get at least 1 of these replaced with "Considerably (1 second) reduces the cooldown of Punishment of the Damned."? Currently PotD takes 1 second to plant the knife, 0.6 seconds to fire it off, and 2.75 seconds to cooldown before you can start the process all over again, so in total that is 4.35 seconds to do 1 attack. If something is going to be "Very Rare" add-on worthy, it needs to justify its VR status by being something that either changes how the killer uses their power, or gives them a significant advantage when using their power. Dropping the cooldown on PotD exists nowhere else among the rest of the add-ons, and shedding 1 second from the 4.35 seconds total for using this attack (which is honestly very easy to avoid anyway), seems to be VR add-on worthy to me.

    What do you guys think?

    I agree. Punishment is pretty... punishing, if it misses. I started only using it when I can guarantee a hit, or for mindgames. It's way too easy to miss if the survivors aren't locked into position by a hallway or some interaction. On the other hand, it does go through obstacles and hits multiple people. So far, my best has been downing 3 survivors at one time. So, it can be powerful, but the cooldown really sucks.

    Regarding the blindness, I agree too. It's not very beneficial when only one survivor is affected by it. I tried using third seal to see if it hid people in cages, but most of the time it's cleansed before I use a cage.

    And for the addons... I agree, too! All useless for the most part :P

  • If a fix meant waiting longer for matches, do you think you would still want that change?

  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417753#Comment_1417753

    My original idea for reworking Monstrous Shrine was later used for Hangman's Trick, and my post for Buckle Up which you can find in my profile was later used for Soul Guard. I label these as coincidences since I am certain no one would believe me, nor do I wish to take away credit from Behavior (though some aura cells would be a nice way to thank me *wink wink*)

    It is a shame, Remember Me was once my favorite killer perk and especially on classic Freddy. It was a decent counter to decisive strike as well before that perk was changed. I believe that we should look back at the perks we have and revisit those that are low in usage, we should ask ourselves why do we choose not to use these perks and are the effect worth their value? I do appreciate that we receive a new chapter every 3 months, but the more perks we receive the more difficult it will be to appropriately change or buff the old perks, not just for Killer but for Survivor as well.

    I don't know if they're coincidences! I mean, it's always good to remain modest, but I believe you, and I think that's awesome. I mean, as evidence that BHVR listens to their community are the community outfits. There's nothing to be gained from those outfits other than to give back to the game's community. Also, I remember an idea for what we now know as the plague was in a post by a user on reddit.

    I agree, there are a lot of killer perks that I sometimes wish I could toss because they just take up space, but all of them have potential with a few changes. So, keep postin them ideas!

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1418097#Comment_1418097

    "You have same information as you would running a jungle gym against a killer who's undetectable. How do you know where ghosty or pig is gonna pop up around a jungle gym you can see through"

    Because they provide visual and audio queues when using their power. The audio que? Their lack of heartbeat, and ghostie boi has some swooshing sound too. Their visual que? Pig is crouched and ghostface has no stain. Spirit has none of the ques except 'she's standing still'. This is my point, she has no reliable tell. Notice my use of reliable because shards aren't, the hair bug is a bug and doesn't exist 95% of the time, and I have yet to see a glow on any of her skins that aren't just the shards.

    "How do you know when a huntress or a deathslinger will shot their shot? You don't, you guess."

    I'll give you deathslinger, but huntress grunts and pulls up a hatchet, your visual and auditory que. When will she release it? That's the mindgame part- you know she's using her power, now comes the question of when will it release. Spirit? You don't know the first bit, and so the naturally following second bit also doesn't exist.

    "When a nurse blinks through walls to hit you...thats not a lot of time to see her coming if you're up against the wall so how do you avoid it?"

    You can see she's charging up and holding a blink, unless she does a short range one in which case you'd be hit in 99% of all other scenarios anyway when a killer is that close. You can hear her wheeze when it's fully charged, and begin to double back when you expect her to blink, or double back then double back on the double back to make her waste that fully charged, 20m long blink and either force her into fatigue, giving you a further 12m of distance or force her to use her 12m blink to catch up with you.

    My point here is, every single killer has a reliable tell as to when they're using their power, except spirit. This game is all about information in a chase- as killer, you withold it to make a survivor guess, and as survivor you need to try and force them to tell you as much as possible. With Spirit, there's no certain way to make this happen, as there is to all other killers, which is why I have such a massive issue with her. Again, if I wanted to gamble with odds instead of skill I'd go black Blackjack.

    Distance is bad. Her reliable tell is that a few seconds after you start move away from her, she is going to phase after you. Most killers will watch where you're heading for a few moments, but then they will phase assuming they know where you're going to be. Most survivors are exactly where they're expected to be. I don't understand why survivors need a cue to respond to.

    I'm starting to think that the bigger issue is with survivors not knowing how fast she's moving while she's phasing, rather than the standing still mind games.

  • @Fen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1418071#Comment_1418071

    I honestly don't know how relying on the information as a survivor is a bad thing. The entire roster of killers that we have atm is providing some info when they use their power, but Spirit is different. I love Rin with all my heart, but this is just.. Strange, to say the least.

    I agree with you on Spine Chill part. Spine Chill in general is a pretty good perk, but i dislike the fact that you have to use certain perks to counter Spirit.

    And i don't think that Spirit is broken. I think that she is uninterractive, that's it. Maybe she was broken before her addons and collision during phase adjustments, but i don't care about that since i did not use any of this stuff. The nerf changed nothing for me, too. But.. Idk. I just want Spirit to be more interractive, that's all.

    That's fair to want that, I can't fault you for wanting it to be more interactive. I mean, if they did make her more interactive, they would probably be forced to give her 115% because her power would become really weak.

    I honestly don't believe her power is very strong, it's just that it requires more effort to counter than most killers do. Most killer powers sort of function like a cap gun to start a race... they give these clear indications that signal you to perform some familiar behavior. I think the spirit is more nuanced than that, which is what drew me to her.

    Beyond spine chill, I believe you can know when shes phasing by walking away from her. As soon as you start to walk away, shes going to start phasing... it doesn't make sense to let survivors just walk away. So, start walking away, assume she will phase soon, then randomize your behavior however you like. I guess the indication to know she is phasing is when you start to move away from her position when she's standing still.

  • @Fen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417927#Comment_1417927

    Believe me, i've played Spirit long enough so i can tell you that there is NO mindgames with her whatsoever. Everytime you play against the Spirit you're playing into the game called 'well i hope that this guy does not have some good headphones'.

    There is no problem with Spirit being strong. The problem with her is that she does not give survivors any kind of information about her actions. She does not chase survivors, she kills them without any interraction.

    That was fun for a couple of weeks when DLC with Spirit dropped, and then survivors eventually started killing themselves on hook everytime i played Spirit. So i guess that tells something. She does not move bushes and you hardly can hear her footsteps while in chase thanks to chase music being loud. Relying on a bug with glasses on Spirit's body is not the right way to counter her. She is not problematic as she used to be, but Spirit still needs some changes.

    And this is coming from a Spirit main who barely plays survivor.

    Yep... spirit main here, too. I would argue that the problem lies in survivors being too dependent on the information that they're normally given. It's pretty similar to how survivors behave when the killer has undetectable or when their red stain is gone. Survivors don't know what to do because they crutch on that information.

    Survivors do have a way to get information on what she's doing with spine chill, as the icon will go dim momentarily while phasing if she is standing directly across from you. You could also run perpendicular to the direction she's facing to make the icon go dark.

    You guys have simply decided that she's broken and there's no way to counter her, and that's final. Yet, I've described a couple of ways you can know that she is phasing. I've actually said one of them multiple times in this same thread, but no one wants to tell me what's flawed about that approach.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417979#Comment_1417979

    So you mean to say that playing a killer repeatedly over and over will mean that you won't get any information?

    Also, if its silly to assume anyone is entitled to information for participating, why does spirit not have omni-directional audio?

    There's a big difference between getting any information, and getting the right information. Sure, you're going to get information from playing her, but it doesn't mean that you're going to get the right information unless you're looking for it. When playing spirit, you're fully capable of paying attention to when you are phasing and when you're not, especially during fakes. Like when both survivor and spirit are on either side of a pallet, the point is to bamboozle the survivor into making a mistake. Newb spirits will phase immediately, vets will stand there to see what you do and after some time start phasing, especially if the survivor is moving away. If the spirit is still standing still and you've started moving away, you should know that she is now phasing and can't see you. It wouldn't make sense for her to sit there and watch you walk away.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417951#Comment_1417951

    No, no, doesn't count. You heard the lad, "Being a spirit main doesn't mean you are awarded insight for free." Clearly you just gotta play more spirit and it's definitely not because there's a glaring flaw in her power the devs didn't fix when they changed her 🤷

    It's silly to assume that anyone is entitled to information just because they participate. Sometimes problem solving requires more work than we expect, and we come to conclusions about things prematurely.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417927#Comment_1417927

    If a spirit pays attention they can see the dust particules rise from a vault of a pallet or window, with or without quick and quiet.

    In terms of your other point, I agree. But being a spirit main (ie playing predominantly spirit) for 2 months (or in the case of MegMain or Fen probably longer) is enough time to learn her counters and how to deal with them.

    It's why I don't have an issue facing freddy or doctor; I play them and so I know their counters. With doctor hide in a locker, and with freddy just be awake.

    I'm not talking about survivor vaulting from the perspective of spirit, I'm saying from any killer's perspective... or basically just 'baiting'. My argument is that these two circumstances are the same, they just look different. The solutions to both problems are the same, they just look different. Knowing what gives value to the baiting in either of those circumstances, from both perspectives can tell one how to predict baiting before it happens. If there are problems even after 'figuring it out', then the problem hasn't been fully realized. It's at this point most people turn and point the finger elsewhere.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417880#Comment_1417880

    Don't really know for console. But you IP address should tell the game roughly where your physical real world location is. Likely not the street address but your country, state, and city at least. Using that the game puts you in the closet server to that location.

    This is why people hate VPNs. They feed your traffic through a server giving its IP address for any connection traces and the game reads that VPN server as your location. Allowing you to match with anyone anywhere in the world.

    Ahh, I was asking because the person I had replied to said they had some weird behavior by changing the language on their console, suggesting that server routing was dependent on that, possibly.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417900#Comment_1417900

    I mained spirit for 2 months, @BigBrainMegMain is a spirit main on PS4, and @Fen is also a spirit main but I guess we just don't play enough spirit.

    Being a spirit main doesn't mean you are awarded insight for free. If you play her long enough you should understand how mind games work with her and how to counter them. There are plenty of moments where you can reliably assume she's phasing, other moments you can rely that she might not be.

    Also, I feel like I'm beating a dead horse here, but a survivor can fake vault just the same as the spirit can fake phasing. "It's all just a guessing game, there's no indication whether the survivor is going to vault, or fake vault. They both run at the pallet in the same way."

  • @BigBrainMegMain said:

    You know when Nurse is Porting. Cool.

    You know when Trapper is placing traps. Cool.

    You know when Ghostface is in stealth, you can still hear him swoosh around.

    You can SEE Wraith's shimmer and you can hear his bing bong.

    You can hear Billy Rev.

    Huntress grunts when she readies her hatchet and she throws it.

    Clown readies his bottles.

    Demo opens his mouth.

    Every single killer has a method to KNOW when they're using their power.

    Why is Spirit any different? Standing Still shouldn't be a free hit, or a mindgame it isn't a mind game.

    And I'm a PS4 Spirit Main.

    https://us.v-cdn.net/6030815/uploads/IKKS33507JBO/rank-1-killer-png.png

    She's so easy to 4k and to get to Rank 1 with.

    Holy cow that is a really old screenshot; you can see the 'switch to survivor' button on the side bar. Do you have a current screenshot that you can post? Preferably one that shows you wearing the same outfit, same level, and a dedication that's higher than the level in the screenshot? Rank doesn't matter.

    Also, you know when the spirit is phasing. When she is standing still. Oh, she's faking it? Start walking away, count to 3, now you can bet your arse she's phasing.

  • @chase131119 said:

    Run Iron Will? Great, I can get by that.

    So... what do we do when she runs stridor? Run two iron wills?

    You guys don't get to be completely invincible. However, you could run no mither, and iron will. But you have to take the good with the bad.

    As for people saying there's no counter play... y'all just don't understand how spirit works because you have probably never spent time playing her long enough to know how to effectively play her. If you did, you wouldn't see her as a problem.

  • @Peanits said:

    If you don't want to get caught by BBQ & Chilli, hop in a locker whenever the killer picks someone up. You'll hear when they hook someone. Count to 4, maybe even 5 to play it safe, then leave the locker. You'll completely avoid BBQ, they'll have no idea where you are.

    Just to add to this, you could also start entering the locker just after the survivor is hooked. The killer will see you climbing in the locker. Wait a couple of seconds, then get out of the locker, go hide behind a rock and wait for the killer to come and check every locker in the area.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417844#Comment_1417844

    Do you know how the game decides which server it puts you in?

    I tend to have an average of 60ish ping, but if I change the language of my PS4 to English, my ping goes through the roof.

    So I'm guessing the servers use my system language to determine where it puts me.

    What happens if you put it to English - UK? Just out of curiosity :P

    You could use traceroute on the command line to see where the connection is pinging through to reach the server. You'd have to manually look up the addresses in the route, but it would tell you where the connection is being routed to. If it changes based on the language you've selected, then I would say you figured it out! However, I don't know if that's due to how playstation network works, or how DBD's sevrers work.

    It's kind of fascinating how these things work. Like, recently I found out that clearing the learning dictionary on my PS4 reduces lag. Not sure how, but it worked a bit.

  • @xenotimebong said:

    I’d be extremely surprised if most people have issues. In a dev stream a little while back they said that a ping of 150 is good, so the vast majority of players will probably not be penalised if they have similar thresholds for server validation. It will most likely only be those on VPNs or with god awful connections that will suffer, and that’s fair IMO.

    The connection in my neighborhood has regular T3 timeouts due to some feedback in the line somewhere. People in my neighborhood got together and asked the ISP to find it and fix it, but they usually just send out some incompetent martyr to take the flack, while giving the impression that they're trying to fix it. I don't know why they are so unwilling to fix it, but a friend suggested it's the cost - he's a network engineer that started as a tech for a cable company before going to school. Apparently it can be really expensive to locate it. But, anyways, these timeouts are unpredictable and can cause huge lag spikes. I don't know why it's only ever been an issue in this game, but I don't have a good feeling about this. No offense to the devs, but sometimes I wonder if their programmers are learning about network engineering in their free time or something like that, or they're simply not putting in the money to hire enough of them. I just don't understand why I've never seen the kinds of issues I experience in DBD in other games that I've played.

  • When they announced it, my first thought was "this is going to be the thing to do it."

    I don't know about any other killers, but after dealing with interrupts not working, and the changes to ruin... my tolerance is running low. If they do this, and it doesn't work out, they better not implement it anyway like they did dedicated servers - even though they aren't ready, add them to the game anyway. I'm at a point with the failed interrupts that whenever it happens and makes me lose the match, I just turn the game off. It's too damn discouraging, and I have better things I could be doing.

  • @BubbaMain64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417706#Comment_1417706

    Except you can tell when they fake the pallet and not fall for it next time.. There's no difference between a Spirit who stands still and one who is phasing, meaning there is no possible way to tell until you're dead.

    There's no difference between a survivor who vaults and doesn't vault, they both run at the pallet meaning there's no way to know until you've decided what to do in response to them running at a pallet.

    The answer is the same to both, your argument and the argument I made. It's about behaving in a random, unpredictable way. You should always assume when the spirit stands still that she is phasing, i.e. don't get close to her, run away, or walk away and avoid grass. You should always assume that the survivor is going to vault.

    If the spirit stands still, assume she is phasing, if she tricks you then assume she isn't phasing. If the survivor fake vaults, assume they will fake vault.

    What really comes down to for both situations is know both roles well enough to understand when and why players fake certain behaviors, then predict the fakes before they happen. Is a survivor within range to hit if they choose to vault? Assume they're going to fake. Is the spirit standing still at a safe loop? Assume she is faking. Start walking away from the loop, count to 3, assume she has started phasing to come get you, turn and run perpendicular to the direction you were walking in, or run back to the pallet. No spirit is ever going to stand still and fake phasing if a survivor starts walking away. They will assume you are going to walk away a certain distance, then begin to run hoping to conceal scratch marks. So many survivors do this, but they never seem to consider that once the faking spirit sees you leaving, they begin to phase within the next 2-3 seconds.

  • I've been playing a long time... and I have to say that 9/10 times the killer is camping/tunneling because people BM'd them. It could have been the previous match, or the current match, but it's usually due to players being mean to the killer. Get survivors to stop BMing and you stop camping/tunneling.

  • I forgot about this perk... ahhhhh hahha... ahem. Anyways, yeah, this perk is effing terrible. Lots of killer perks suck. I appreciate you making your template or whatever you've done to make all of these posts.

    Unfortunately, we don't see many adjustments made to bad perks. Just look at monstrous shrine... who would use that? The effect it has on the match is 100% against the killer. It wastes your time by requiring you to bring people to the basement, then on top of that, you end up de-ranking because survivors undergo less hook actions.

  • @Huff said:

    Time for a cookie cutter response to a cookie cutter post:

    Ranks are not indicative of skill. The devs themselves say this.

    The way it comes off when people make posts like this is "these people were too good for me, it's matchmaking's fault!" If you "lost," it's because you made too many mistakes in the game.

    I just can't wait to see the next excuse people are going to bring up once they ditch this current ranking system for their upcoming MMR system and people can't be confused by meaningless numbers.

    Or he went up against a squadded SWF, which by looking at the survivor's perks, it appears to be the case. Bubba, or any base movement speed killer is no fun vs a squadded SWF.

  • @Relbuh said:

    Noed in bubba; you deserve to get bullied

    No one deserves to be bullied.

  • @BubbaMain64 said:

    I just don't see how come we nerf the most balanced killer in the game, yet let the strongest and most brain-dead ones still thrive? Spirit has no legitimate counter other than hope that they're bad and Freddy can just spam snares to ensure a kill regardlessly. Pair that with the broken swing animation so you can't accurately judge the distance between you two. Why? These are the ones in need of a legitimate nerf but nope I guess we should just nerf Billy. Lets nerf Legion one more time while we're at it too. Maybe Pig also.

    Maybe you're braindead if you can't figure out how to outplay a spirit. I could also argue against survivors using your reasoning for spirit counterplay, "killers have no legitimate counters to survivors that fake vault windows/pallets. It's basically a guessing game. As killer, we should know when they are or are not going to vault."

  • @shanny_boi said:

    1) NOED is very annoying, survivors know that more than anyone else. However, it can be countered. Just cleanse every totem you find or memorize their locations. Many survivors just do generators and play as optimally as possible to escape. While that might seem great, you're just putting yourself at risk of triggering NOED and possibly costing you the game. In a way, NOED helps against gen-rushers.

    2) When I first started playing this game, I only played survivor which for the most part was a very smooth and comfortable experience. When I tried playing killer, I gave up because of survivors teabagging and constantly escaping. I thought killer was too stressful so I just went back to survivor. However, after discovering NOED and adding it to my loadout, I started to get kills. While these kills weren't necessarily "earned," the satisfaction of getting them encouraged me to play more killer. As I kept playing, I learned new strategies and playstyles and got more used to it. As I got better, I started to get matches where all 5 gens weren't even completed, so the perk became useless. I swapped it out for more useful perks. Now, I'm a Rank 1 killer that gets 4ks pretty often. NOED is basically the training wheels on a bicycle, for new killers.

    If it wasn't for NOED, I would not even be playing this game right now. Killer, not survivor, kept me playing. It just grew on me.

    This is a really great point, and explains why there is such a divide in those that think it's good or bad. I don't ever use it anymore, and feel kinda icky when I do use it. Sometimes I regret that I don't use it on base movement speed killers when I get stomped by a squadded SWF. It's sort of like a second chance, and as a newb, you need a lot of those.

  • Cages are helpful when picking up a survivor is going to waste another opportunity you have, or they have DS. Sometimes you don't use them because they aren't tormented. A good time to use them is when you know survivors are near you, otherwise that survivor in the cage will end up right next to another survivor on the map, in which case you just helped the survivors to get far away to easily heal.

    Other than that, a lot of strong perks rely on a hooking action to activate, so to get the bonus you have to hook them. If you put them in a cage, you don't get that bonus, like from BBQ, or Pop Goes the Weasel.

  • @HexLatency said:

    I think that the bloodweb could use a bit of tweaking. The very nature of the bloodweb is RNG, and adding new killers into the game only adds perks that usually just add to the clutter. At level 50, a perfect 32K game usually only grants about 2/3 of a level, and that usually doesn't happen for survivors if they are against a strong killer.

    I wish i could say "This is what we need to do!", but honestly I don't know. I just wish the bloodweb could feel more reliable. Personally, I haven't even SEEN BBQ throughout roughly 100 levels as clown.

    TL;DR

    Just add some sort of consistency please?

    I agree with this.

    Personally, I get characters to level 50, and then use up all of their items before I Prestige them. As killer, I often get BBQ in the bloodweb before P3, but as soon as I hit P3 it's like it becomes more rare. Some killers saw BBQ early on in P3, but that was before the bloodweb functionality was changed. The characters I've prestiged to p3 since that change haven't seen BBQ until I have almost all perks unlocked, which includes Huntress, Nurse, Shape, Oni and Hillbilly. I'm about to P3 executioner, but I want to use all of his Gateaus before I do so, I will be sure to let y'all know how soon I get BBQ after P3ing him, lol.

    On top of that, when I'm navigating the killer bloodweb, more often than not the entity is a complete ass. He will jump all the way across the bloodweb just to take an item I'm going for, then I'll switch paths and he will jump over and take that, which I could have gotten had I not wasted the nodes going for the other item. It's like double punishment, lol.

    This doesn't happen when I am leveling up survivors; it seems toned down, honestly. When leveling up survivors I almost always see WGLF or Self-Care within the first 50 levels, too.

    Iunno... I leveled up ghostface to P3 within a few days of his release, and unlocked all perks. The entity was much 'nicer' as it's behavior was predictable, and if you were careful you could manipulate it into consuming most of the bloodweb. But it's like y'all got really mad about doing that sort of thing, and now just make leveling up sort of punishing. The entity seems to go wherever the hell it wants, and is usually gunning for whatever you are heading towards, which is annoying. Previously it would prioritize the item with more rarity. But nope, now it prioritizes addons, and ######### loves to make me buy stage offerings which I effing hate.

  • Mad grit was more useful when it was initially released. It was pretty common for survivors to stack on a hook to prevent a survivor from being hooked. However, they've added more perks since then that allow other means to be just as effective. So, mad grit has kinda of lost it's usefulness. As for forced penance... it is a bad perk. I don't see any uses for it yet.

  • @Thatbrownmonster said:

    I keep seeing people complaining about the upcoming changes and a lot of "just wait for the ptb, devs will listen if we don't like it"

    hum.... when did that ever happen?

    There are sooooo many things in this game that were the community's idea. I've seen people suggest perks in the feedback forum and they become perks later. Feedback suggested in the forums is definitely listened to.

  • It's definitely a cause for concern, and if it's done wrong it's going to be hell. But, we will really have to wait for PTB to find out. I hope that these changes work flawlessly, and that interrupts will finally be fixed.

  • @ManyAchievables said:

    Oh, it was a joke? Sorry, I couldn't decipher that.

    Well, kind of.

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