FrenziedRoach
FrenziedRoach
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- FrenziedRoach
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As long as I can remember, the flapping arms is a signal that the killer is nearby.
So as far as I'm concerned it's always been the universal signal for "I'm being camped, stay away"
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Kinda like how Wraith can make Borrowed Time useless.
Just sayin....
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You vets remember the "Machine Gun Build"? For you newer folks - ther was a time when STBFL and Unleashed helped the cooldown on both missed and hit attacks and they stacked. It was common for killers to happily take two perks slots for this.
Well, there was an exploit in the game around Xmas season one year where people were able to fill up all 4 slots with the same perk and people did this for the machine gun build.
You'd think an exploit as bad as that would get hotfixed right away... but it was the last 2 weeks of December and nobody was going to cancel their vacation to fix it. So we had to wait till early January to get a fix.
You'd think they'd learn after that... but then we had the release Legion who could swing repeatedly while in a feral frenzy... all while getting a small speed boost.
That, my friends, is the very essence of "Getting BHVR'd"
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Bricky is kind of out of touch with this game's balance, I think. Back when he played regularly, he used to make a few good points. But I spent this whole video thinking "######### are these suggestions".
The nurse lunge nerf was about the only suggestion that had any merit.
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So far I've seen...
- People l claim that pallets are the only defense in a game where staying hidden is perfectly viable against most of the killers.
- complain about neon clothes they are NOT required to wear
- ask somebody to "1v1 me" in a game that is 4v1.
Typical day in DbD then.
FFS, love this game to death. But the player base.... sheesh.
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I'm tired of getting reset to the brown ranks myself when I stop playing for long periods of time. If you make it to the yellow ranks, you should never drop into the brown ranks... PERIOD
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@TragicSolitude said:
I don't get mad at the killer for using NOED; I get mad at my team that I cleansed 4 totems and died to NOED because no one else could be bothered.
A totem counter on Small Game would be much appreciated, so I could know if I need to search for that fifth totem or not.
And leaving a totem untouched in the hope that it will become NOED almost never works, either. Every once in a while I get lucky on that, but it's rare. I'm not a lucky person.
A totem counter on small game is an idea I'd be willing to entertain.
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what's funny is that if every survivor did at least one totem, the workload to getting it done would be cake.
Eh, this community and sense has never been good friends though.
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Getting the same issue.
Guess somebody forgot to feed the hamster powering the servers?
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/683205#Comment_683205
He isn't that bad, but he needs buffs still
This is coming from a GhostFace main
I wouldn't say "coming from a ghostface main" as it's meaningless.
You could either be biased toward a killer you like or just making it up.
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It's my opinion the best killers are the ones who break one aspect of the survivor game.
No set of perks should be very powerful in all situations. It's my opinion, that you think about the things that you go up against, and you slot that which you hate dealing with the most.
For example, I hate with a passion how Hag limits my mobility as her traps often force me to crouch walk. So I bring Urban Evasion. Am I mad she makes me slot this perk? Not at all, I accept as a player this is the thing I struggle with, so I bring it along.
I have trouble seeing people in Corn as killer, so I make the addin that moves my red stain to the survivor as part of my base kit as Doc so I have an easier time seeing survivors I'm chasing through the corn.
Perks should be something you feel forced to use to cover weaknesses in your style of play.
The meta should always be shook up with new killers and survivors. Keeps the game fresh.
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I don't think he's as bad as people make him out to be myself. Now that he's not as loud as a 18 wheeler going through a warehouse of glass anyway.....
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It's not only easier to farm in KYF because you all could just agree to it, you also have access to all the BP enhancing perks to make it more efficient.
Given the grind is a large part of this game, it makes sense they would block it off.
That being said, however, the devs have always been good about periodically revisiting the blood webs and reworking them to be a little less grindy as our collection of perks grows. I think we've already been through at least 2 bloodweb reworks already and they're working on a 3rd rework right now last I heard.
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I generally prefer stealth and usually run BOND as my information gathering perk.
I know this seems weird, but the information it gathers is incredible. With it you can
- See which generators is being worked on
- See who is being chased by the killer and where they are at
- See if a rescue is being attempted
- Find teammates if wounded or help locate wounded teammates.
If you prefer, there are better perks to tell you wereabouts the killer is at without revealing yourself like
Premonition - probably the easiest perk to use and it will give you a direction the killer is coming from unlike Spinechill.
Spinechill - can tell you if a killer isn't looking your way and can be absolutely essential against a spirit as it will go off even when a spirit is phasing.
Alert - Tells you where the killer is every time they break a generator.
But yah, Object Of Obsession is not something I'd recommend for a stealth build.
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We used to have fewer hooks further appart, but all that did was making slugging more common than it is now which nobody likes. It also made things like Iron Grasp and Agitation meta.
So to bring out more variety in killer perks and to help reduce slugging, we have more hooks now.
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I picked up the game just as Nurse dropped. My first killer was Wraith
So I played him in the dark days. Many a day spent slowly breaking hundreds of pallets while all my hooks got saboed.
And this was in the original bloodweb, so getting a level was an accomplishment.
By the time I got to 30, I realized how crap his perks were back then (only good one he had was Shadowborn and it got nerfed into the ground by the time I had it). I didn't want to poison my future killer bloodwebs with those crap perks, so I dropped him and switched to Trapper for Brutal Strength and Agitation. Took him to 40 for his perks then switched to Billy and took him to 40 for his perks.
By that time, Myers had dropped and I took up Myers. Myers was the first killer I ever took to 50 and rank 1.
From that point forward, I leveled every killer I had to 50, including the originals. Only one I never leveled to 50 was nurse as I find her gameplay difficult to control
At some point I picked up Doc and made him my only P3 killer.
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Why is it, when a killer "Fails at his objective" it's unfair for him to use NOED>
But when a survivor team fails, that last person is supposed to get away?
This flippin' community and all the silly double-standards.
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@Science_Guy said:
Trapper as a Survivor is simple and hilarious.
Plague loses the rest of her foot in a bear trap.
Crouch, place a trap over the Hag's phantasm traps, she jumps through and gets snapped clean in half.
A trap suddenly snaps out of nowhere and turns out the poor Wraith's invisible chicken legs got caught.
Things would get messy.
Unfortunately, as Rin's limbs are already severed, trap would have no effect on Spirit
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My only objection to the instant death for the last survivor is they get denied struggle points.
Frankly, they should get those struggle points in the appropriate catagory as compensation for being the last person caught. Call it the "Last Survivor" bonus. I think that's fair.
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As long as it isn't your default behavior. Securing the kill on an annoying survivor at the end of the match is fair game.
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@Chaotic_Riddle said:
Imma just leave this here
A meme that's just as fictional as both the book it was ripped from and the opinion and putting forth.
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Doc - because I love his maddened cackles, even when he gets stunned.
Well, that and he looks so damn badass in his P3 outfit.
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I am a bit of a sadist, especially when I play pig.
I remember yanking somebody off a jigsaw box just as their timer expired. I then carried them around and started chasing one of their teammates.
Then said teammate pallet stunned me. My victom was freed only to have the headtrap immediately fire the moment she landed.
I looked at the Ming who just died, then back at the Claudette, then back at the dead Ming.
THIS IS YOUR FAULT YOU KNOW!
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Wow, that's really old Meta actually. Like, first 4 months of the game meta. I haven't seen anybody use that combo since those days.
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Oh look, an idea totally not suggested before and utterly rejected!
Oh wait....
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DS should go inactive if the killer hits anybody else, PERIOD.
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Perk I cannot start a match without
Killer - can't really think of any. I tend to not build for the meta.
Survivor - I MUST HAVE at least one information perk, preferably Bond. But I will settle for Empathy, Premonition, or even Aftercare if I'm desperate.
One perk I like to use but don't need.
Killer - That would be Nurses Calling I guess. it the only one I use consistently.
Survivor - Tossup between Urban Evasion and Self Care
Perk I like but don't use often
Killer - I think Monitor and Abuse. I usually run it when I go Railgun Doc. I match the docs maddened giggles every time I goose somebody with shocks from outside my terror radius
Survivor - Detective's Hunch or Small Game
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I don't use it because I refuse to use a perk that is only active for a small percentage of the match. I prefer having something that is almost always in effect.
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Not to mention they seem loath to have two separate branches of code for PC and console. Not that I can blame them for that.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/614583#Comment_614583
Somehow, feng min is able to pull Jeff off a meat hook, and then rub his wound for 16 seconds to fully heal him...
"Rub some dirt on it, walk it off"
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@TeambossFloze said:
https://forum.deadbydaylight.com/en/discussion/comment/615433#Comment_615433
what idiot would ignore a totem? If someone is that stupid then I hope killer runs noed to teach them a lesson
This is exactly my point
There are 4 survivors. Why is it so hard for each of you to find at least 1 totem a game?
NOED is for newbies to have a fighting chance against experienced players. Experienced players should be good enough to counter it - but they refuse to.
Laziness - pure and simple - on the part of people who attack this perk rather than counter it and ensure that the killer played the entire game 1 perk short.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/615415#Comment_615415
People who defend this abomination don't see it as a catchup tool.
And it's better for players to learn the damn fundamentals instead of relying on NOED. If anything, it makes bad players worse.
I see it as a catch up tool and am defending it.
What do you think I see it as?
Especially since I don't use it as I'd rather have 4 perks active at all times than 1 that is active for less than 5% of the game's time.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/615187#Comment_615187
As you wish, folk, we'll keep thinking differently. Only one of is right though, and you are not that one. The fact alone you are defending NOED already speaks for itself. Have fun being bad, friend ;)
If you and 3 other survivors can't find 5 totems before the game is over, your definition is bad needs to be re-evaluated.
@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/615289#Comment_615289
Great design pff
A perk that only kicks in after you failed isn't great design bud
I hate late game builds. Sure, let's not learn fundamentals or to apply pressure and get rewarded in the late game. It HAS to be kept weak to be healthy.
NOED is a catch up mechanic that gives a lesser experienced player a fighting chance and is completely counterable by experienced players who aren't lazy. Catch up mechanics are part of game design 101 and are an accepted standard in the industry. See also the Mario Kart Blue Shell and the CoD n00b tube.
The player who truly is a problem is the one who cannot counter a simple catch up mechanic.
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I hate Corn so much, I'd probably throw a party if Rotten Fields was miraculously removed from the game.
I'd rather play nothing but Pale Rose or Crotus Penn for the rest of my life than one round of Rotten Fields.
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@artist said:
adrenaline is fine, noed shouldn't give free bloodlust
Hope blunts the speed NOED gives the killer by boosting the survivor speed.
Seriously folks, you're given tools to deal with the things in this game you find distasteful, use them already.
I'd leave Adren and NOED alone myself.
Monsterous Shrine needs.... something. Anything.... Even Territorial Imperative is more useful
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As a survivor, my teammates are only Allies of CONVENIENCE.
You cease to be my teammate when you become inconvienient to my survival.
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@Okapi said:
https://forum.deadbydaylight.com/en/discussion/comment/614969#Comment_614969
The issue is that SWF groups get those nice bonus that perks like Kindred, Empathy, Buckle Up provide without having to use said perks. Instead they can equip other perks like DS, SB, BT, Deliverance, etc.
That is the SWF-solo gap. Yes I acknowledge they have done things in the past to help close it; but ever since they blocked the killer's loadout in the end screen last year they've since done nothing.
Even after speaking of making kindred baseline. They we're making good progress then for whatever reason they stopped.
I won't argue that they're slow about it. But that's because they're slow at EVERYTHING.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/615047#Comment_615047
I bet survs love your gen slowing doctor builds.
They usually don't, but that's the least of my concerns.
Just wait till I catch up unlocking my Legion, Plague, and Ghostface perks.. I got some plans for Doc with some of those perks....
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/615047#Comment_615047
Cool, no issue at all with your post then! Sorry for jumping the gun and assuming you’d be one sided lol.
As for the actual topic, I don’t really think anything should be done about camping or tunneling at base...same as I feel about gens (unless both things were addressed, that is). Just use the perks given. I would just prefer Kindred also had a use when another person is hooked though. I would totally use it then. As it stands, it’s hard to justify it when I find perks like DS and especially BT to be absolutely necessary. Since Kindred is a solo survivor perk, I do think there’s room to make it stronger imo.
I play both sides, I just prefer killer as i hate random teammates - most of them are so bloody stupid it drives me back to killer just to get some revenge.
At any rate, I solo when I play survivor, and I find no issues getting into purple ranks while not using BT or DS. If I get tunneled down, ah well - curse the dumbass who didn't rescue me properly and move on.
I don't run BT because I will not do a risky save if I don't believe I can stop the killer with my own skin.
Everything I preach, I do my best to follow.
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Naw, you're not the only one
It's the biggest reason why the "Red Glow" addon became part of my standard doc build - so I could spot those naughty survs trying to hide in the corn
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I can't play Nurse. Her head constant head-bob is just something I can't handle.
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I'd revert the Billy Flick myself, but I understand why it was taken out.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/614969#Comment_614969
Its totally relevant. When solo survivors want something done about camping in the base game, they are mocked and told to use multiple perks....as you did. When a killer complains that they shouldn’t need to run multiple gen slowing perks, most people jump on board and say BHVR needs to slow down gens at base. I just find that to be hypocritical, so I was wondering if you felt the same about both sides. Just as you say survivors have perks to deal with their issues, then so do killers. Yet one is an accepted criticism around here and the other isn’t.
Oh. For sure - if a killer thinkk the game is going too fast, then by all means run Ruin or find another perk to do it.
That's part of the reason I main doc, because with the right build I can slow the gens without needing to use Ruin. I detest Hex totems but I'm not going to complain if things go to fast because I won't use it.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/614935#Comment_614935
Would you say it’s equally weird that killers have gen slowing perks like Ruin, but complain that they shouldn’t have to use them?
How is that relevant to this thread?
@Okapi said:
https://forum.deadbydaylight.com/en/discussion/comment/614810#Comment_614810
https://forum.deadbydaylight.com/en/discussion/comment/614935#Comment_614935
The thing is 3-4 person SWF groups don't need to run any aura perk. They get most of them free, and better versions at that, from having voice-chat. That is the solo-SWF gap the devs refuse to close.
Um, they have NOT refused to close that gap. Things like showing what hexes are affecting you, seeing who the obsession is and if they are being chased, are all efforts to close the gap.
Perks are just a nice bonus they gave us solo players. It's on you if you choose not to run them.
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Happy B-day, but you know nothing about being old.
I'll be 49 in two months.
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I'm going to go ahead and repeat something I've said before in another one of your threads
Part of your problem is like many new players, you want to punish bad(or in this case, encourage) play by codifying something that does nothing to discourage the bad play from the survivors.
Frankly, I don't think enough is done to discourage hook farming. Why is it 1000 points for the unhook and 500 for the safe unhook, shouldn't that be the other way around?
I think we should be doing more to encourage survivors to be smart with their unhooks.
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it's almost as if Kindred or Bond doesn't exist for these people
So wierd.... they won't run perks that help them with the very problems they have.
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I once suggested this when I was new too. And part of me still thinks it's a good idea.
But as always, it got shot down as a viable counter to camping already exists.
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@CakeDuty said:
The healing cube to be reverted. Back then people would actually spend time healing themselves/each other but after the update the whole "No healing" meta began.
People complained about SC, they got their wish granted of it recieving a nerf (longer healing time), so instead they're getting rushed more than before cause competent survivors know that it's a waste of time to SC and heal each other.
Besides that from a survivor standpoint it's boring to hold M1 for longer, even if it's just 4 sec (if the killer isn't running any mangled perks/addons).
I disagree. The no heal meta was the best thing that ever happened to this game. It made killer's hits have more impact and took back time that was seriously needed. It also made perks previously useless useful again.
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I'm trying to figure out why "playing to win" is somehow bad or toxic
This mindset is completely alien to me.