GingerBeard
GingerBeard
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- GingerBeard
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I have a very good chunk of games where I cleanse at least three totems, and its not uncommon for me to cleanse four or even all five. I'm attracted to totems like a moth to a flame, so it's not surprising. So when I do get hit, its usually frustration since its probably the the last totem left standing and there is a good chance I, or my teammates, spent twenty minutes looking for it.
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I did a recent meme build with Ghostface which used both movement speed addons while crouching, and any perks to give you movement speed and/or insta downs.
I don't have all the perks on GF, so I had to use PWYF, NOED, Bamboozle, and a fourth perk I don't remember.
Basically stay crouched whenever you can, even when chasing. The couple times I used it I had some funny moments happen and the survivors never expected NOED, so it gave me a kill or two that otherwise never would have happened.
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@Nickeh said:
I'm just amazed at the amount of people so against increasing bloodpoint gains for someone at absolutely no detriment to their own gains.
Yeah it's unfortunate, definitely seems to stem from the us-vs-them mentality that is so rampant in this community.
The grind is still insane imo, any way to alleviate it would be welcome in my books, weather it be for survivor or killer. Just so happens that survivors need it more. From my own experience, I can play killer and easily get 25k to 30k BP most games, while as survivor 15k to 22k BP is my usual average.
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A bad piggy is almost on the same level as a god nurse, I wish more people would realize this. Like I remember dying to a pig one time... seriously thats just wrong.
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I find them alright, don't think I hate or love them.
However, I agree with @anarchy753 in that the maps just don't feel different enough. I would of rather had one or maybe two variations, but have the variations feel different from another to a greater degree. It doesn't help that they end up being one of my most played realms due to the amount of them, which has me burning out on the realm quicker. I wonder did the devs abandon the idea of having multiple versions of a map?
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When I play killer I don't care for kills, doesn't bother me if I get a 0k or 4k. What I do care about is how much BP I earned, and if I managed to two hook every survivor. I don't consider it a lose though if I don't hook everyone twice, as long as I still managed to earn more than 20k points.
As a survivor I want to escape and earn a decent chunk of BP. However, playing as a solo means usually not escaping, so if I get enough BP but die, i'm still usually satisfied. There are some games where I really do want to escape, so getting sacrificed does feel like a lose even if I got a lot of points.
Any game whether it be killer or survivor feels like a loss if I walk away with less than 15k points.
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IMO, this and not creating an option to turn off struggle button mashing are probably some of the most backwards and frustrating decisions the devs have stuck with. I dunno if its because someone higher up is stubborn, or they're so strapped for time and resources due to content crunch, or their own code being so bad that it would be a nightmare to change, or all the above. Whatever the reason, no excuse is gonna satisfy me, its been too long.
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Oh wow, didn't notice Nea was getting a new skin. She was my survivor main since I started playing, but I was never completely satisfied with my outfit since they changed the hair. I recently switched to Lisa, and now I want to main Nea again, probably my favorite outfit for her now.
Its a very rare skin, which I thought only legendary skins would be sets. However, maybe its a set because of the clipping issues that would arise from her hoodie. Not sure about the legs though, maybe they could be swapped out without clipping? IDK.
I like the look of the full set though, so not sure if I would personally swap anything out.
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I agree. If all four survivors are slugged, an option to hold M2 to bleed out faster should pop up. It should also make your bleed-out timer flash for both sides, just so everyone knows who is doing what.
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He should change how he plays against a PH, try being more sneaky and avoid getting in chase as much as possible. It will also help to wait until less people are playing as PH, hes still new so you'll see him more than normal.
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I don't believe this is what he needs, but i'm not sure what I would change about him.
Clown is my go to when I play killer. I've played more as him than I have as any other killer. Yet oddly enough I don't find him to be that fun to play as or go against. I guess his power just feels too bland and one dimensional to me. Maybe like @Blueberry said, have his gas do something to gens, or maybe instead of throwing a bottle, he could place one down that would act like a proximity mine.
One thing I would like to see, is maybe an addon or two to increase the velocity of thrown bottles.
Also I hate his two pink addons. Even though I said I don't believe he needs recharging bottles, maybe it could replace one of his ultra rares.
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I tend not to run the same four perks every time, I just kinda choose based on how I feel like playing and how the killers are playing. I also like doing builds a lot.
However, if i'm not doing a build I like to run the following:
- Aftercare/Kindred (sometimes i'll run both)
- Iron Will
- We'll Make It/Botany Knowledge (also sometimes run both)
- The last perk is usually a wild card.
I don't own all the perks though, there a a few that if I did have I would probably use often, such as Autodidact.
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Hag might be my most hated killer to face for three reasons.
- I still have a heart attack when I set off a trap I didn't expect. Makes me nervous to go anywhere.
- I good hag, once her web is set, will usually steamroll solo survivors without breaking a sweat.
- A bad hag will use her power to proxy camp. They tend to place many traps around a hook, and stay within teleport range. If you don't set off her traps going for the unhook, she'll immediately come running back once they get the unhook notification knowing that you're not getting far.
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I played solo survivor for about three to four hours yesterday, and didn't walk away with a single crown. It was a crapshoot from game one, where the killer DC'd within the first minute of the game. Came across my share of killers who would tunnel/camp too, so I eventually gave up, switched to Clown, and played two games where I let all the survivors leave after two hooking all of them.
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I don't understand the people who justify being toxic to one side because one side was toxic to them. I just can't understand the mentality you need to have for that to make sense, I was always taught two wrongs don't make a right. As a player, whenever I play one side and the other is attempting to ruin my game, do you know what I do? I continue playing the game like normal and move on, and if I do start to feel frustrated I simply stop playing for the day. Too many feel the need for vengeance, and too many lack empathy.
I wonder if people realize that when they decide to go into the next trial with the intent on making it a miserable experience for the other, simply because they were miserable last trial, if they understand they are facing different players. If someone slights you, it doesn't make sense to take it out on someone completely unrelated. They very well could be upstanding players, ones who just want to have fun, never make an attempt at being toxic, and may even have even shown some empathy for you. Yet it somehow makes sense for some to punish them all because someone else did something to offend them. Reminds me of my time in elementary school, when teachers would punish the whole class because one student misbehaved, where is the logic.
One last thing, I believe a psychologist or someone did a study on this game? They made a post about it which was an interesting read, should give it a read if you can find it.
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Not sure if this would make the perk too good or not, but it sounds nice.
Another way of going about it would instead make it activate for (x)s every time you get injured or unhooked. That way if it being permanent is too much, it at least can never be permanently deactivated.
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I 100% agree. I wanted some kind of BP reward for sticking out a face camp for awhile now.
Earning BP as survivor is already extremely slow compared to killer, and even for killers the grind is still insane. Any way to give survivors a bit more BP would be a good thing, especially since if you get face camped from first hook you'll walk away with abysmal BP.
It does not negatively affect the killer in any way. It incentives survivors to do the proper thing when face camped and buy as much time for their teammates as possible. It helps take the sting out of being camped, which will only hurt those killers who do it to to try and ruin the game for the survivor.
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@MrPenguin said:
if they do this they should add a short aura reading, or at the very least a notification when someone gets pulled out the cage. Knowing where the cages are is a good tool to guess the survivors next move when they get pulled out, so a different form of that would be fine.
I agree with the removal of the cage aura, but like you said, there should still be notification when they get pulled out.
Thankfully I haven't met a PH who tunneled me out of the cage, but i've been in matches where they 100% could have. I had one match a day ago where I was sent to the cage from the around the center of the map. One teammate was dead, and the other two were healing up with PH in between them and me. Could have easily been camped but wasn't.
The more survivors that are dead the worse this problem gets, as there is less chance for a survivor to be close enough to grab you before PH can get there.
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When I face him I try to avoid letting him find me in the first place, and when he does, try to loose him as much as possible. Like you, i've noticed that against a decent PH you tend to get hit at a loop no matter what you do. If you lock yourself into an animation, he'll use his ranged to get a free hit. If you instead fake it, he'll just M1 you.
I'm not gonna say he is OP or anything, since he's still new. I just haven't reliably been able to do anything at a loop besides hoping the PH player messes up. Thankfully a lot of people still seem to be trying to hit with his ranged when they shouldn't, and that buys me a little time to run away and attempt to sneak away.
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I think I would be fine with this change. You do loose the benefits of being undetectable as killer though, but I feel like it's a worthy trade-off. As survivor, you could always run Alert to effectively give you the same effect the perk does now.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1370927#Comment_1370927
Depends on your play style. If you like throwing bottles directly at survivors, bigger gas clouds won't do much. If you're good at throwing ahead of them though, they are excellent, as they have to run through the entire cloud. There's also cheeky uses of it, such as throwing bottles at a tree branch/trunk, to rain the cloud down on a loop, so the cloud covers both sides of it. Can be done on some Ormond loops, for example, or throwing up and over the killer shack so it rains down and covers practically the entire interior of the shack.
Gas clouds that linger longer is great for shorter loops or jungle gyms, but aren't too helpful in just cutting survivors off between those or in more open areas.
Extra hindered penalty is just good in general and obviously strong with longer intoxication duration as well.
I don't consider myself a good Clown though, so y'know, take any advice I say with a big grain of salt. :P
Clown has been my main for a while now, which is funny because I find his power to be one of the most boring to use. Anyway, not the point.
Like you said, the extra hindered from the Flask of Bleach addon is always a good choice, and is what I run most of the time. I also agree on the bigger gas clouds for the same reason you mentioned, so I either run the Bottle of Chloroform or the Garish Make-up Kit. The Ether addons are nice also, but I find they kinda do the same thing as larger gas clouds. With larger clouds however, you also get the benefit of survivors having a harder time dodging/going around it.
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I've only played two matches on it as killer, while the vast majority has been survivor.
Going from memory, I can recall two really safe pallets, and two vaults that also really safe until a wall is broken. There might be more, but as I said i'm going off of memory. It seems most other loops are rather small and don't have much/any LOS blockers. I dislike looping and prefer trying to instead bamboozle the killer and loose them in chase, but that felt like a pipe dream most of time.
I'm still learning the map though, maybe I also just suck I dunno.
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I would be a big fan of an Amnesia chapter. Now you got me brainstorming what the power/perks would be...
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Accidental double post.
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I really like the staircase that is sealed off by two breakable walls on Midwich. With maybe a few exceptions, this is how I wanted them to work originally. Opening up completely new routes that can change the flow of a map, but can remain sealed if the killer decides its beneficial for them to do so.
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@APoipleTurtle said:
I'm absolutely spitballing here, the idea just popped into my head by your mention of this, but what if Solidarity just effected all survivors in the interaction?
If you have the perk, are injured, and find someone else injured, either one of you could heal the other and the healer would partially recover themselves in the process. Diminishing returns depending on how many people participate in the healing action (ie, one survivor healing another would recover 50%, two survivors healing one would net 30% each, three would get 15% each).
All survivors involved in the healing action would be rewarded altruism points for the heal as well (and possibly an altruism bonus if the Solidarity user was healthy).
I doubt it would be nearly good enough to make Solidarity into a popular perk, but maybe that would at least be a slightly stronger buff for it?
I believe only up to two survivors can be healing a single survivor at a time, but i'm never in a situation where all four of us are together and healing so maybe i'm wrong.
It does sound like an interesting buff for the perk though, beyond just straight up increasing the conversion %. Making healing perks more attractive to use can only be a good thing, but I doubt we'll be seeing a buff to this one anytime soon. Which is why I only asked for this small QOL change.
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As others have said, its not hard to predict at all. If I see my tormented teammate go down across the map, i'll usually immediately run straight to where I believe the cage will spawn. I do this mainly to give my teammate the most time to heal or get away against a PH who wants to run straight to the cage and tunnel them.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1367664#Comment_1367664
If its not possible (agree that DBD may not be able to alter the voice as they do not OWN the license) then why hype up Legendary skins as "playing a completely new character" and pricing them at ridiculous prices.
Don't promise something you can't deliver as its just going to upset the consumer.
I think the problem is how people interpreted what was said. I got exactly what I thought I was gonna get, which was a skin for Cheryl that changes her model. When I came onto the forums a couple days ago, I was actually surprised the first time I read a post saying they believed Lisa would get her own voice and lore. I never once believed it would be anything more than a model change because of the fact that they called it a skin, regardless if its legendary or not.
That doesn't mean I wouldn't appreciate it if they gave her own voice, and I do believe they should at least display Lisa's name instead of Cheryl's when in lobby. I usually also wouldn't pay so much for a skin, but I already gave my reasoning in another post.
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I don't think this add-on's effect is necessarily bad, just very situational. It definitively should be brought to a lower tier, but PH is still new, maybe we don't see the value in it yet (doubt it)?
Not sure when it started, but I feel like killer add-ons in general have been getting worse for awhile. Creativity seems to have taken a hit, and we keep getting add-ons that inflict hemorrhage or blindness which is just a bummer.
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Just keep practicing against him, you'll get much better at dodging his ranged attack. If you haven't yet done so, and if you even own him, play as PH to get a feel for his ability.
He is similar to Demo/Huntress in that you need to bait out his ranged by making them think you're going to commit to a vault or pallet drop. Its also not the easiest to use so moving erratically can really mess up their aim. Distance also helps, so try not to hug the loop too tightly if you can to give yourself more time to react, since the ranged attack has a set travel time.
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I bought the skin and played quite a few matches today, and I didn't notice a single game where I felt targeted (luck?). Didn't know there were people being so petty about it, but it doesn't surprise me. I believe a good chunk community doesn't have the maturity level to handle this game.
As for the skin, its probably one of my favorite skins in the game and will be my main from now on. I tend to run healing builds so now I have a skin to role-play with which is really cool. Considering the fact that I didn't buy the last three chapters nor any battle-pass/skins I felt like I could spend more cash than I normally would on a single skin that i'll probably use until DBD dies.
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I had facial hair in high school, which is a brownish-red color, and in the right lighting looks almost completely red. However, my hair color (as in on top of my head) is pure brown. One of my classmates called me ginger beard and I happily accepted it. Now I use it for my name on anything if it isn't taken.
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Red Herring: When repairing a generator for a least 3 seconds Red herring activates and highlights the generator to all survivors with a blue aura for as long as it is active. For the next (x) seconds the generator will visually and audibly appear to be near completion to the killer. If the killer regresses the gen while Red Herring is active or the timer runs out, the effect immediately ends.
Predator: In addition to it's current effects, while following scratch marks and not in chase gain (x%) in movement speed.
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This guy gets it.
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On the killer side it would be I'm All Ears.
On the survivor side it would be Aftercare, which is one of my favorite perks in the game. Once you get it activated on all other survivors, the amount of information you can gather (and send) by seeing what your teammates are doing/not doing at all times is invaluable. The fact that those survivors can also see your aura is also extremely important, an aspect of the perk that I feel is often overlooked.
Many months ago I had a game versus Spirit with only three of us left after the last gen was repaired. One survivor was on hook, who the Spirit was camping with NOED and Insidious. I was hiding behind some tires next to the hook, while the Spirit was standing close by hiding between some walls. The hooked survivor was in struggle and almost out of time, but I waited because I could see the other survivor running around looking for the totem, who knew I was poised to get the save thanks to the perk. I saw them start to cleanse, and right before it popped, I ran out and got the unhook. I then got hit and chased for about two minutes, but managed to mind game the killer and get out the door.