Harold_Shipman
Harold_Shipman
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- Harold_Shipman
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2086378#Comment_2086378
Then you need to get better at being self aware and looking around for the killer before assuming you're safe. But like I said find a teammate and get it done quicker without losing ds, I've played only solo for 4 years I rarely even have to be asked to be healed before they're Tbagging next to me to heal me.
There's many reasons why its never that straight forward. It was a suggestion that is to the detriment of nobody but tunnelling killers who return immediately to the hook to rehook the guy whos just come off, didn't think it would be so controversial.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2086365#Comment_2086365
So if you're going somewhere else and the killer finds you then you have ds and the perks worked as intended. I only play solo queue and I can't go anywhere injured without being swarmed by teammates chasing me to heal me for bloodpoints.
not if you've moved elsewhere, tapped self heal and then the killer has found you through your blood trails and a frighteningly small terror radius.
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@realflashboss said:
https://forum.deadbydaylight.com/en/discussion/comment/2086337#Comment_2086337
I think so! I know NOED is frustrating sometimes but I genuinely think this small change would be a really great addition and don't really see much negative or counter arguement for it in terms of fairness!
Totems would still be just as hard to find on certain maps etc. But the mechanic should hopefully be quite beneficial to both killer and survivor.
Even for killers running NOED it would let them know to change their game plan of they hear all 5 cleansed for example.
I dont think any killer running noed has a plan B tbh. The amount of times i've been hit after all gens are done and noed doesnt proc because we cleansed all the totems, and the killer has just stood there for several seconds trying to work out why he isnt getting his free kills is astounding.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2086344#Comment_2086344
Don't heal near the hook and get to a safe place. Also find a teammate to heal you because it's quicker and you don't lose ds.
easier said than done when you're leaving blood trails everywhere; as I say this is an issue mainly for stealth/high mobility killers more than anything. And getting team mates to heal you is all well and good with swf, but in solo q, which is of course already one of the worst experiences in the game, not so much.
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Agree with OP, Pallets are intended to be his weakness in chase, he already has incredible chase potential and this would just make him even stronger in an area where he does not need any more help.
Deathslinger really struggles on larger maps where the team splits up, matches can be pretty much unwinnable against coordinated teams on the right map; if he needs any help, its here.
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@Kirkylad said:
If you're sat on a gen you're progressing the match and therefore aren't getting tunnelled because if you were you wouldn't be able to do that.
It's the killers job to stop the gens getting done so if you're going to jump straight on a gen after getting unhooked you're running that risk. Also the killer isn't tunnelling he's gone to a gen and found you on it so you can't do a surprised pikachu face because he stops you and puts you back on the hook.
Agree with gens, but sometimes you can try self healing before killer comes charging straight back, even if you move from hook you have blood and injured noises. Personally id like to see it deactivate when you reach 50/75% self heal progress more than anything
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broken keys should just be less useless. Maybe make them able to reopen the hatch once its been closed.
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changing the totem pop sound effect to global would be an easy fix and good information for both sides.
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I'm pretty confident something like this will be implemented at some point. Right now, killers are just leaving the hook and waiting a short time before returning to tunnel. Not so bad on regular killers but on high mobility/stealth killers it means its failing as an anti tunnel perk.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2084413#Comment_2084413
It could maybe do with fewer tokens then. It's basically a DS, stuns the killer and grants an additional health state. Maybe if tokens were gained via safe unhooks or something, it could be a better version of DS. After safely unhooking a unique survivor, it gains a token, that way you can only have a maximum of 3 per game.
Thought about how broken insta-heal med kits were and then imagined that x 3 and thought "yeah, no." I wouldn't wanna come across that on killer it would be absolutely tilting, so thought up a rework.
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It comes to something when you have pop 5 gens, 99 the gates and then decide you have to go and get somebody hooked so that you can get altruism and chase points in order to pip up.
Likewise, I've downed all 4 survivors nearly immediately and then had to let one escape and unhook/pick up the others to avoid the depip before. If they then go on to win the match, I can still pip up, whereas if i'd hooked them and won i'd probably depip? Its very odd.
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I;d say either/or, maybe not both. Honestly, if you had the mini pop effect, you would WANT them to gen tap, because you could kick it again for another 5% regression anyway.
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@Seraphor said:
Nice idea for an actor survivor.
Stunt Double should probably come with the additional condition of "When injured". Other wise you could stun the killer three times in your first chase before you even get hit and waste the entire perk.
Good spot, that would be terrible
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Ruining other peoples fun is some peoples idea of fun sadly. That's why blatant hackers are a thing. I'm guessing they probably had a bad childhood or something.
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While active, I certainly played more survivor than killer, but both sides I was paired pretty well I thought. We had 1 or 2 matches where we all escaped, but mostly it was a mix of escapes and deaths. Killer side, It was a bit hit and miss, but I don't think I ever got completely crushed, as I often do without MMR. There were certainly 4 escape matches, but with a few people on death hook, so not as bad as it sounds.
Many people are using the end result as an indicator of how balanced the match was; if all 4 survivors escape but are on death hook; that seems like it was a good match to me. Likewise, if you 4k but all gens were repaired when last survivor was killed, again, a good match.
Bad match making is getting 1-2 hooks before everybody gets out, or being crushed at 5 gens.
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Personally I like OoO as it is right now, a high risk, high reward type perk, but it is extremely broken against certain killers. Id rather just see Trapper have an undetectable phase when setting up, which is broken when he is seen by survivors (like ghostface but with a much quicker reveal) or enters a chase and that he reneters passively after being out of sight for awhile.
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@MojoTheFabulous said:
It'd be great to have another item to use. Maybe they can finish the add-ons they were making for the firecrackers so it can be a full on item.
I'd love to have more items for survivor. Each chapter brings so much for killers in terms of a killer, a new power, new perks, new addons, if there is a map, it will be based around the killer too (for obvious reasons, and I guess you could argue both sides get this). Survivors essentially get a new skin and 3 perks.
I'd love to see a new item based off fire crackers and possibly a few other things to shake it up, such as smoke bombs to help you escape and trip wires that reveal the killers aura etc.
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@C3Tooth said:
I think DS should deactivated if Survivor is fully healed, rather than healing.
Problem is people would just heal to 99% to abuse it and then tap self heal when needed. Maybe if they healed to 50/75%?
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He is incredibly powerful with a very low skill ceiling.
Are there stronger killers? Sure, but they require at least a bit of effort in learning to use their powers effectively.
Freddy can teleport, deny loops, deny perks such as borrowed time, slow the game tremendously through addons, has limited ability to sneak up on survivors whilst they are awake and has obliviousness on asleep survivors. And most of this is passive and requires literally no input.
Imagine if clown could teleport. And he'd still have less in his kit.
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Most hated: Clown, because I know once the trial is over he's going to bust one out over my severed finger :(
Favourite: Deathslinger but thats probably just because I main him.
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@Phasmamain said:
I actually like what they’ve done with it but I’d make one change to it
Make it work on both hook stages even if used on the first. Why shouldn’t the killer be punished for tunnelling the same guy off both hooks?
This, plus a grace period of a few seconds would be good. You often don't realise you're going to be tunnelled until a short time after being unhooked, by which time you may have started trying to self heal, with the killer returning to hook shortly after you begin.
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These are the same difficulty ratings that rate Freddy as Hard and David king as intermediate. Just go with the opposite of what they say.
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literally just had a hacking myers, recorded it and submitted video evidence, but honestly, bhvr make it so difficult to report. A streamlined reporting process would be very welcome, as well as lesss strict file size limitations on video evidence.
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2081021#Comment_2081021
Go play soloQ.
Record your first match, show me how easy it is to find all totems without detectives or small game.
Same guy who started an entire thread complaining about post nerf DS because it doesn't let him tunnel people, best not waste your breath. It's a very different game for him down at rank 17.
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I will usually farm if survivors have a DC or somebody kill themselves on hook early on, because it just sucks when that happens as survivor and its not likely to be a gripping, edge of your seat match for me either.
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@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/2080884#Comment_2080884
I'm with you that it rewards bad killers (same as DS rewarded bad survivors) but there needs to be a sweet spot for totem balance. If they spawn out in the open its to easy. If they are well hidden like on indoormaps, thats another story.
Indeed, totem spawns in general can be pretty horrible. I stopped running hex perks as my lit totems would always be blindingly obvious. But the problem with noed is that you only need 1 of the dull totems to be a god spawn totem, hidden in some tall grass or inside a cart or where ever, and then unless the survivors have Detectives or something similar, Noed is all but guaranteed. Its even worse than a god tier ruin/devour as at least lit totems make a crackling noise to help locate them, whereas dull totems don't.
Long story short, I'd happily trade better totem spawns for a NOED rework, as I'm sure would most killers who have made it out of the yellow ranks.
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@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/2080844#Comment_2080844
If you did 4 totems and the other 3 surv couldn't even do one its on them.
if you, as a team, do 4 totems but cant find the remaining one, you are being punished the same regardless as if you had done none. You're not being lazy survivors, some totem spawns can be incredibly good. In fact, in these cases, the remaining totem that nobody can find is guaranteed to be NOED so by doing 4/5 totems you've actually screwed yourself more than if you had done none.
This isn't punishing lazy survivors as OP said. This is punishing bad luck and rewarding a bad killer. If, for example, the number of exposed survivors was limited to the amount of remaining dull totems at end game, I would fully agree. All survivors exposed means at most 1 totem has been done and they deserve to be punished accordingly.
But as it is, thats not the case. NOED rewards bad killers far more than it punishes lazy survivors.
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/2080844#Comment_2080844
be in denial all you want buddy
An excellent, insightful counter argument.
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haven't seen him for a couple of days now. Went from every other match to not at all very quickly.
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you can break 4 totems, miss the last one because its hidden in space somewhere and still fall victim to a terrible killer with noed. Thats not gen rushing, that's terrible luck. If noeds power were based on the remaining number of dull totems at end games, the "it punishes bad survivors" argument would be valid. But it doesn't, so it isn't.
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it is inferior to both. Deja vu tells you which gens you should be focusing on to avid a 3 gen. Detectives hunch also shows totems. Visionary is only any good on indoor maps and even then doesnt stop you 3 genning yourself
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@dspaceman20 said:
I have made a post before about spine chill and I have decided in order to get better I'm going to play a few games without it. But I have to ask
To the people who play without spine chill. How is it for you? How often so you get hit or grabbed from stealth killers. Are they a bug problem or not?
I often run it not just for stealth killers but also to give a head start. Working on a gen that you cant finish before the killer arrives, often I find it better to leave early to prolong the chase and give my team mates time to unhook/finish gens before I go down against some of the killers with more deadly chase potential. Deathslinger for example, with low mobility and a limited range can have a real hard time against survivors with a head start, especially as if you wait until he arrives to start the chase, he can end it very very quickly.
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Nurse with devour, retribution, haunted ground, undying.
Myers with nemesis, PWYF, spirit Fury and enduring, a tombstone piece and judiths journal is hilarious.
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Fantastic perk, and can really help not just against stealth killers, but also killers with high chase potential such as Deathslinger.
If you aren't going to be finishing a gen before the killer arrives when it goes off, the head start it can give you can be absolutely crippling to their chase.
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As an anti tunnel perk, I find it to be more useful right now tbh, because even when there's an obsession, most killers don't seem to expect it any more. Rather than slugging you during a basement escape, killers will now attempt to rehook you, giving you an easy escape. It is also still a free escape during the end game, and can be combined with inner strength/head on for a free health state following unhook, so it still has its uses.
The downside is that as nobody expects it, I have seen far more tunnelling. I have, for the first time ever, used it on a clown. Players confident enough to play clown previously seemed to have the game sense to avoid the recently unhooked and just slug them if they went out their way to be obstructive, as they assumed everybody had DS. I don't think its a coincidence that I came across my first tunnelling clown post nerf.
Personally I think DS is exactly where it needs to be. A situational perk that can potentially alter the flow of a game, but is by no means guaranteed to do so, much like deliverance. Perks should be used to compliment your play, not dictate it. The problem isn't that DS is now useless, its that other perks are far too strong, on both sides.
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because the killer was #########
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True enough. But if you begin to heal yourself shortly after being unhooked, you can still be tunnelled, you may just not have realised the killer is heading back yet. The problem is you don't realise the killer is going to tunnel you until its too late. I do think a short grace period (say 10 seconds) wouldn't be a bad thing, as by that time you should have a clear indication of the killers intentions.
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Had a few Myers games but he's certainly one of the rarer killers to go against. At the moment its 60% trickster, the rest an assortment of killers but mostly spirit.
Prior to the chapter release, every other match was a plague shortly after Otzdarva got his 100 win streak on her. And prior to that it was mostly Clown. It seems that most of my matches are whatever the big streamers are playing, even down to copying the builds.
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appears to be bugged, didnt work for me either
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it cant be completed anyway, did ass it asked like 5 times in a match and it just ignored it. Just avoid it.
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@Gyungahungi said:
I love that they called the chapter all kill, because that's the complete opposite of what's gonna happen whenever you play him.
they werent talking about the trickster they meant wraith
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detectives hunch. Although I still use DS too, personally.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2064300#Comment_2064300
Taken from a wiki:
Your goal is to gain as many points as possible for this Emblem:
- 0 points: starting value
- 0-100 points: completing Generator Repairs (1 point per contributed percent)
- Co-op repairing a Generator does not award bonus points; points for Generator Repairs are split across all contributing Survivors
- 0-33.333 points: being chased while other Survivors repair a Generator (the maximum gain is multiplied by the Repair percentage progress, ranging from values 0-1)
- 5 points: awarded to all Survivors when a Generator is completed
- 15 points: awarded to all Survivors when opening an Exit Gate
- 20 points: cleansing a Dull Totem
- 5 points: cleansing a Dull Totem mid-chase
- 50 points: cleansing a Hex Totem
- 10 points: cleansing a Hex Totem mid-chase
As you can see, if a person is truly occupying the killer, not only are they boosting the hell out of their own score if they're doing it effectively, they're elevating their team.
I never knew that about gen repairs, thank you. Would be good to see that extended to healing etc.
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Agreed, currently it seems to be more beneficial to deliberately lose a chase so you can pick up altruism/objective points once you're unhooked. If you do pretty much all the work (bar holding m1 on a gen) and keep the killer occupied the entire game, you are worse off.
Perhaps in chase survivors should also be awarded for actions carried out by other survivors whilst they are in a chase; for example, if your team mate manages to unhook somebody and heal them up whilst you are being chased and keeping the killer occupied, you should be rewarded for the altruism too.
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Survivor: Ash... need I say more?
Killer: Trickster, because if he did decide to try get all killy, I reckon 90% of people could take him in a fight without the entity powering him
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@stvnhthr said:
https://forum.deadbydaylight.com/en/discussion/comment/2060503#Comment_2060503
I get the feeling there are some really creative and smart folks working at Behaviour but there must also be some idiot with a management role who does not get DBD at all. So many great movie and genre monsters and killers to choose from and somehow they land on K-Pop? Seriously they passed over Candyman, Mr. Hyde, the Grim Reaper, Alien, Predator, Chucky, Dracula, Wolfman, Frankenstein, Jack the Ripper, Slenderman, the Fly, the Gillman, the Mummy, Zombies, Killer Robot, Bigfoot, Wendigo, Hellraiser, Phantom of the Opera, Wax Museum, the Thing, and said, "Okay, those guys are kind of scary, but you know what is really scary? K-Pop."
I get the feeling they had a look at which country is spending the most on cosmetics and made their decisions from there tbh.
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also when he flings them to the side it should enable ragdoll physics and apply loads of force so they go flying ragdoll across the map
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seconded
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For the people is also a good obsession perk and decent anti slug, although personally DS is still pretty sweet imo.
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I haven't lost a single match to him yet, and I'm really really bad at the game.