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FrenziedRoach

FrenziedRoach

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FrenziedRoach
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  • Since we're sharing screenshots... Here's a really old one of mine.


    Tell me, was I supposed to just let this Meg go in this situation?


    image.png

    Some of you would say yes. Some of you would call it a desperate attempt at getting something from a losing fight.

    But to me - she got a full game. She had her fun. Now it's my turn.

    This is why camping is allowed.... is for situations like this.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156314#Comment_2156314

    Why does the pressure go away? Remember if the killer isn't standing next to the hook the hook timer continues as normal.

    Did I misread? Wasn't there something about the hook timer not ticking down? Given the amount of that thing I see, i may of just gotten you confused with somebody else.

  • Dude... every time he misses a ranged attack, just run to the next loop - you'll get a 4 second head start.


    Edit, oh crap.... this is like a really old thread. Shame on whoever above necroed this old thing. The killer has been nerfed since this thread was made.

  • @Ethelwulf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156334#Comment_2156334

    Guess you never played against a SWF with 4 head ons.

    I have.... and I still declare it not toxic.

    But, I start expecting it after the second or 3rd and get ready for it after that... so..... what's the problem again?

  • It's not toxic to use it to begin with. It's a perk to be used, nothing more.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156240#Comment_2156240

    Just checking could you walk me through how this scenario is different with or without the proposed change. Ie if the survivors swarm under current rules vs under the proposed changes

    Let me ask you this....

    When you are on a gen and you see a teammate hooked, do you not feel pressure abandon that generator and rescue them as you know their life is ticking away? Would you feel the same amount of pressure if they had all the time in the world to die?

    This is essentially what happened when the devs experimented with removing the decay on the hook whenever the killer stayed near. Survivors would pressure the killer into staying near the hook giving that last teammate all the time in the world to get things done on gens.

    Hooks are supposed to pressure survivors out of hiding and off gens and that pressure gets removed when the death timer gets tampered with in any way. it's part of the core dynamic of the game - survivors pressure killers to find them by doing the gens, killers pressure them away and out of hiding by hooking people. This is part of the reason you can solo a gen considerably faster than it takes for somebody to work through both stages of the hook and there are more survivors.

    All your proposal does is slow the game down the game which frankly we don't need.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155586#Comment_2155586

    Considering it can take a while to find matches as survivor... yes, yes it is a big deal.

    Seems to me the solution then is to shorten the Q's instead if that's what' s making 2 minutes of fail state a big deal to you. Because let's be frank - camping is never going to go away. We're on 5 years, with repeated statements from the devs that camping is a legit tactic - it's not going away nor will it be banned or punished anymore than it already is. And trying to socially shame killers into not doing it has zero effect over the years as well.

    But the fact that the killer q's are so short and the survivor q's are so long is interesting, it's almost as if there's a particular side of the game that's just no fun to play right now for some reason.... Survivor is unplayable my butt.....

  • Yes. Seeing them take off or come back for landing often clues me how long ago somebody passed by.

  • It's perfect as it is now, I wouldn't change it any further.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155585#Comment_2155585

    There are many reasons to facecamp:

    1. It removes someone from generators, thereby reducing gen speeds by 25%.
    2. It also removes the altruistic player who's now crouching nearby, thereby reducing gen speeds by 50%.
    3. It brings our targets to us, instead of making us look for them, thereby reducing the time between hook #1 and hook #2.

    So no, it does not need to be addressed. Every cry for 'punish camping' is actually saying 'Conform to our demands & make the game easier for us'.

    The 👏 Killer's 👏 Goal 👏 Is 👏 To 👏 Remove 👏 You 👏 From 👏 The 👏 Game! 👏

    You don't get to decide how or when the Killer does this. And that's all it is; Survivors wanting to decide when it's okay, and/or HOW it's okay, to beat them.

    It would be like logging into an FPS and saying 'I don't think it's fair that the enemy team can shoot at me. I keep being the first one shot & that removes me from the game before I can play'. Their goal is to remove you from the game. You accept that you might be removed from the game when you log in, because that is the opponents win state.

    I want to address number 1 as it's flawed. Please note I have nothing against camping...

    It's actually better to chase somebody because you actually remove THREE survivors from gens.

    • The guy on the hook
    • The guy doing the rescue
    • The guy your chasing.

    Don't get me wrong. If you hook somebody and you know there's another couple people right there, you have no reason to leave as you now have 3 people tied up at that hook - but if you don't know where anybody is, hanging around in most cases is not the best call.

  • I've never seen the big deal in spine chill myself, preferring other informational perks that tell me more like Bond or even Premonition.

    It's kind of habit for me to not look at generators directly when approaching them as a killer anyway. I typically pick non-traditional routes when approaching generators.

    I mean, sure I play a lot of Doc and he deletes stealth from the game making such perks like Spine Chill useless. But it never felt like an issue to me on killer's like Wraith or Myers either.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155431#Comment_2155431

    Genrushing doesn't stop the killer from playing the game (he can still chase and down survivors), facecamping stops the survivor from being able to play. I'm hoping it gets addressed, but I doubt it will.

    So by your logic, if I camp somebody when the gens are done would it be allowable? The survivor got a full game out of me at that point. That cool?

    Just trying to point out a flaw in your logic.

    It only takes 2 minutes to die on a hook. Being put into a failure state for 2 minutes out of your night doesn't seem like that big of a deal to most reasonable people.

  • Personally I think the problem is more that Wraith was so underused, nobody knows how to play against him anymore.

    Now that he's actually viable to play again, it's like we go ta new killer to learn and people aren't adjusting well to it yet.

    I mean, we're talking about a killer who's biggest weakness is still the common flashlight..... Are we seriously complaining about a killer who's power can be nullified by a flashlight?


  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155539#Comment_2155539

    Just something to point out really quick, the Windstorm add-ons weren't removed, just adjusted to match his new speed. They are much weaker now, but they still exist.

    Thank you for the correction

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154748#Comment_2154748

    Doesn't matter what Op is implying, killers just want easy games. It's all they want out of mmr, proven by the complaining when bhvr did their test.

    If I wanted easy games, why am I complaining about all these punks who keep suiciding on hooks and disconnecting?

    Strawman much?

  • It takes only 4 minutes to bleed out, you're able to mostly recover so teammates can get you up fast, and you can move around so you can get away from where the killer left you or get to a safer spot. You also have Unbreakable as an option.

    Nothing more needs to be done.

    Giving up getting slugged feels like it would just be abused by people who already give up too easily and suicide on the hook.

    I would get having all these options when you have games that can go on as long as 40 minutes (See any MOBA). But for a game like DBD where matches are often shorter than 15 minutes, I'm not sure why you all can't wait for 2 or 4 minutes to give up. If you are really that miserable you want out of the game, you should just disconnect and call it a night. But asking for more "legal" quit options so you can reroll the game and get an easier opponant is just a punk move IMO.

  • Yes, Wraith got a nice buff last patch. His speed addins were removed, he got a speed boost while cloaked, his post uncloak lunge was improved, and you can't see him past a certain distance when cloaked. For the first time as long as I can remember, the first killer I ever picked up is an actual threat now.

  • It was about... 1 month after the official release I think? Not long before Nurse went live, I remember that much.

    I did survivor first as it was my extremely biased survivor co-worker who got me into it.

    My first survivor was Meg... and it ended with me ending up in a trap.

    I switched to killer pretty fast, played Wraith to his first teachable then stopped because by that time I realize how bad both he and his perks were and I wasn't sure i wanted his bad perks poisoning the bloodweb yet (our bloodwebs were huge back then and much more expensive). So I switched to Trapper and he was the first one I got all his teachables on as Agitation and Brutal Strength were considered must-haves back then. By that time, Michael had came out and I switched to him and finally hit the red ranks for the first time.

  • Sounds to me like somebody hasn't learned the fine art of faking a grab.

    Things are fine as it is, just learn to work around it like most reasonable people do.

  • The thing you have to realize is in order to get killers to stop camping you have to actively take a few on the chin and sacrifice the person getting camped. Yes, it's no fun. But it's only 2 minutes out of your night.

    But if all survivors made the right call and just slammed out gens when people camped, you'd see less campers as those who do it simply because they don't know better will eventually get the message it better to chase others to slow down the gens or they'll think the game is unfair and quit - either outcome is good.

    If people stopped calling it toxic and yelling at the people doing it to troll, you'll stop feeding them and they'll eventually get bored and stop doing it it.

    But it all starts with more and more survivors accepting that they have to tighten their gut and do what must be done to train these people better.

  • I used to keep my hair like that when i was Dwight's age, so I like it.

  • I feel like that no matter how much you slowed down the gens or added baseline regression, people are still going to overuse these gen defense perks given how central they are to the game's premise.

    And given a ######### player like myself can still beat 2/3rds the teams I come across WITHOUT using gen defense as part of his standard perk layout, I feel like this is isn't the best idea.

  • Doctor is considered to be A tier already by some people, I think most of the playerbase looks at him at least B or better.

    As one who uses him as his main, I know that if you made his chase any stronger, he'd quickly get to S tier without much effort.

  • Depends on the the rank.

    In the lower ranks, Killer has a clear upper-hand

    In the higher ranks, it tilts toward survivor heavily.

  • On my main (doc), I'd probably switch it for something else and was considering doing so already.

    I'd probably still use it on other killers. But the thing is... I have less incentive to use it for it's intended purpose of encouraging rotating hooks if the bonus was removed. Remember, you get a token and thus the bonus if you hook somebody who hasn't been hooked yet. If you removed the bonus, people would use it more to check if somebody was nearby than they already do.

  • You need a few low skill-floor killers to let players do well with. While Wraith is powerful now, he doesn't reach the level of the more technically adept killers that reward skill better like Huntress or Nurse. A good Nurse or Huntress is still better than a good Wraith

  • I rarely GIVE the hatch away for free. But I will let it open and start the mad dash to it. If they make it at that point, good on them.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145991#Comment_2145991

    By that argument face camping is hyper hyper focusing? Doesn't seem right to me becuase it assumes targeting one survivor to the exclusion of all others is the best way to win

    Also if pushing hard is your definition of gen rushing what does that mean?doing x gens in y min? I've said earlier that I dislike this def but if it's yours I'd like to know the x and y values you use

    I don't use the term personally as I feel it's on me as the killer to push the survivors off gens. This is just my own personal observation on seeing my fellow killers use the term. They're usually used to outline some percieved "problem" with the game. When in my eyes, it's just people playing their objective.

    My own personal goal regarding gens getting done is actually pretty lax compared to others. I consider "normal" to be seeing 2 gens pop when the first person is hooked or shortly after: something that makes most people seem to lose their mind and think there's a problem with the game for some reason.

    I don't use the term personally as it's my observation is used in a disparaging manner to put down people who play their objective hard. IE - casuals yelling at try-hards or sweatlords or whatever dumb nickname they have for this generation.

  • I"m still behind one of the oldest ships in this game - Meg and Nea forever.

  • The tombstone is the last vestiges of a the game's core concept that your fortune can reverse at a moment's notice.

    A concept, I fear, that will get gutted soon.

  • *looks at the fact he makes bloodpoints faster as a killer than as a survivor*

    ######### are you on about mate?

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145975#Comment_2145975

    No that doesn't make sense. If all gen rushing mean is doing better than the killer can handle then that would mean everytime the survivors win they are genrushing.

    Killing a survivor is literally the killer's objective. Removing somebody from play by focusing on them (tunneling) is literally hyperfocusing the objective

    Doing gens is the survivor objective. pushing those hard is called Gen rushing

    Same thing, just terms usually used by mediocre players on both sides to complain that the other side is better than them.

  • It's a term used to describe survivors that push gens harder than a mediocre or worse killer can handle. Think of it as the survivor version of "tunneling" - IE Hyperfocus on their objective

  • @Eninya said:

    Deathslinger. Why a ranged killer doesn't have a terror radius, has near-hitscan, and extreme range, is beyond me. Huntress has a 45 meter hum, hatchet wind-up with very loud audio cues, slower hatchet throws with speed that only increases if you hold it, and has to reload specifically at lockers--time consuming, and inconvenient a lot of the time, and isn't conducive with chases. But Deathslinger? He's a Huntress with none of those weaknesses.

    Your hyperbolic rhetoric makes your argument hard to take seriously. 24 meters is somehow "no terror radius"? Really? And given how much I have to lead shots with the redeemer at max range, I find it hard to take your "near hitscan" laughable.

    You think he's OP eh? And yet... huntress is considered by most to be stronger than Deathslinger as her hits save her considerably more time. She gets instant results from her hits - he has to waste time reeling you for the hope that he'll get a hit.

    No, Huntress is the better chaser and will down you every single time she hits you with her hatchet when you're wounded. Deathslinger can't guarantee a down when you are wounded and his power wastes time to get results. This is why he has things she doesn't - to make up for this deficiency.

  • @Callisto_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143758#Comment_2143758

    Really? I wasn’t around back then but doesn’t she move incredibly fast during phasing and survivors don’t know which direction you’re coming from

    On release, you could hear her phasing sound when in her terror radius. So survivors knew mid-chase when she was phasing so there was no way for her to use the stand still mind game and it made her really hard to catch people in loops given her base speed is 110%. 110% killers rely heavily on their power to catch people in loops.

    Keep in mind this was when she still had collision so she could find people by running into them, she could still mind game windows as she didn't have a window vault animation by design, and her spirit beads were Laughably OP.

    So they took away the tell and it raised her from underpowered to hated almost overnight.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2142639#Comment_2142639

    it ain't easy playing killer

    SWF get to play stress free.

    Killers have to stress out

    With all due respect, Tony, you really need to take a step back if the game stresses you out that much.

  • @El_Gingero said:

    I don’t really think anyone needs a nerf tbh aside from spirit needing a tell when phasing.

    She had a tell when phasing on release and it made her laughibly bad. This suggestion is a no-go unless she gets something in return.

  • Doc is actually fine the way he is. These changes are unnecessary. He actually used to have a much more annoying ability to really screw with survivors skill checks at varying degress (without addins involved) but that was deemed too oppressive and went away with his rework.

    But - he gained the ability to find survivors on command with his static blast, and his range addins no longer have negatives to run. And that shock alone makes him decent in a chase.

    Remember; Doc's greatest strength is he always knows where everybody is. He literally spends very little time looking for survivors. So given he saves a lot of time finding people and has above average anti-loop - doing anything more to him to make him better in a chase or giving him anything close to his old slowdown potential will make him OP as #########.

    Doc is my Boi - leave him alone, he's in a great place right now

  • Survivor got really mad that I wouldn't let them farm an event Generator after their other 3 teammates died.

    So then went into petty "I'm going to hide and delay the game for 15 minutes".

    I did eventually find them.... down them, then proceeded to teach them that Pig Can T-Bag too for the entirety of the time they were bleeding out.

  • I don't play survivor because I'm tired of seeing my teammates making the wrong plays on a regular basis. I'm not expecting perfection as nobody is perfect, but I'm not about to sit in a lobby for 10 minutes only to see some nitwits feeding a camping killer then getting mad that the killer camped.

  • Jeez, I would of removed that video from twitch so fast....

  • Absolutely - the new game experience for survivors is a dumpster fire.

    This is why I keep saying new characters need to have all their perk slots unlocked from level 1 and they should have their 3 teachables and Kindred before they spend a single bloodpoint.

    It's not perfect, but it should at least help against that feeling of unfairness they get when they see the post-game and see that everybody has perks they don't. I know of at least one guy who quit the game after one night seeing that.

  • Halloween Chapter. Given Myers is the first killer I got to rank 1 and I still like him, I don't regret it.

  • I always figured it was his ADS spam. In open ground he can more or less just tap aim to fool survivors into weaving which makes it easier for him to catch up. They more or less have to weave because if they just shift-W, he's going to take the shot and there's almost no time to react when that thing goes off.

    His power totally justifies his 110% speed.

  • ONI - I had a lot of issues picking him up - and still do. Being the tallest killer, I found it really hard to judge my lunge distances and ended up missing a lot. Good to play if you aren't feeling subtle - because Oni doesn't know the meaning of the word.

    DEATHSLINGER - If you got good snap aim, you'll probably like him. I appreciate how certain perks that proc of basic hits actually synergize well with his power which is rare for most killer's that have some sort of ranged power.

  • @Hoodied said:

    The animation moves the camera, so we tend to go up and down during it

    Can confirm. Many killers look down slightly during their "blade wipe". I will often move the mouse up during the animation get get a lay of the land or maintain visual lock on my target. Given Legion is one of those killers that looks down slightly for this animation, this is a likely cause of the "nod" the OP is seeing.

  • Maybe he's just trying to get your attention? Did you drop your wallet and he was trying to return it?

    I'm sorry, couldn't resist. I always assume a Wraith that constantly bongs is just memeing so I often meme back by pointing at them

  • I don't like farming, but if I get a couple teammates that are really bad and quit in the opening seconds of the game, I do appreciate the opportunity to salvage a few BP out of it.

    From the killer side, I'll show leniency if the situation warrants it. While I play hard, there are just certain lines I don't cross

    • If you get stuck in the terrain, I'll do my best to free you and then give you a head start once your free.
    • If it appears to me you got screwed over by the games contextual controls. Such as I'm chasing you and it clearly looks like you were going for a vault but suddenly tried to open a chest or locker just as you got to said window vault. (I haven't seen this happen in a long time, but it used to be a regular thing until the devs started making passes on the map to fix it) In those cases I'll down you, but I'll likely just walk away instead of hooking you.
    • If the team loses people 2 two instant disconnects before I get a single proper chase, I'll let people farm. For 1 instant disconnect, I'll grant survivors one extra hook if they don't seem to be good at evading me. The "extra hook" is simply me carrying them to a hook, but then dropping them. Each survivor just gets one of those to make up for the lost teammate. After they get their freebee, the gloves come off.
  • After the first comment, I just shrugged, deleted it, then locked down the profile. Posted an explanation of why I have it locked down and how I felt about people who left hateful comments being petulant children who couldn't handle getting beat in a video game.

    Spouting hateful comments in console dm's or on Steam are pissing into the wind but are just too ignorant to realize how it makes them look less mature than my 7 year old who loves fart jokes.

    At least my 7 year old I can look at and smirk because it's kinda adorable at his age. But these comments I see from people just make me feel nothing but loathing contempt as they should really know better.

  • Tinkerer on a high mobility killer like Billy or Blight. When combined with pop or ruin, it makes trying to finish a gen absolutely oppressive.

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