Hektic3000
Hektic3000
About
- Username
- Hektic3000
- Joined
- Visits
- 1,742
- Last Active
Comments
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2286019#Comment_2286019
So, when you are sick and see a doctor, should you immediately doubt what they are saying because they aren't always correct? Generally you have enough faith in them to assume they are doing the right thing. You can ask questions, but ultimately you trust them until they prove otherwise. Why not the same for streamers?
Well with seeing a doctor you should always go to another doctor for what they call a second opinion since what the first doctor says might not be the case. Blind faith is never a good thing to have despite them being a doctor they can be wrong. Streamers can be wrong but since they have a big following people can bandwagon onto what they say and people will think its fact, that's why i also said take things with a grain of salt.
-
@BabyCameron10 said:
I currently am playing on Xbox one and holy #########, the amount of times I keep teleporting when playing against him is insane. Yes, it has been happening when going against any killer but it is more of a problem and more common when playing against him.
I played a match as him yesterday and mid-game, my game just crashed. I called it a day and played something else.
I have also noticed that not many people are playing him anymore either. So I am just going to guess that they are having the same issue as well. Has this been happening to anybody else??
"But he works fine for PC right?" "If we only test for PC then we're sure it'll work for consoles right?" "Just get the newest console so you can play this game that was designed to work with the old consoles." "Instead of giving players info on a fix lets show them how to make a spine chill drink." These are all reasons(bad ones) why they wont disable him.
-
@van9684 said:
uh oh. You cannot say that in these parts. This is killer main territory ( like most forums). They’ll likely tell you to “get good” or say you’re a bad player for even mentioning survivor buffs. Sadly that is the agenda here. I agree with you however. Solo is awful!
With how much I see on there forums that killers are too strong and killer perks need to be nerfed i disagree. People constantly complain about Camping/Tunneling despite the devs saying that its fine. @Sluzzy being allowed to make posts all the time about "overpowered killers" or their "OP" perks shows me that no, the forums don't cater to one side or the other, its all a mixed bag.
-
@TheDarkTyrant said:
So I bought the RE4 Leon skin as soon as the chapter came out on PS5. We were told we could get refunds if you bought it before it was a set. How do I do it and where do I go? I tried it but I had no response yet so I'm just seeing if I did it right. Been trying since the 2nd day of the chapter.
Honestly they should just run a check to see who has it and refund based off that instead of having you jump though these extra hoops.
-
@Wazzup said:
At the moment solo survivors are at a massive informational disadvantage compared to SWF. BHVR has acknowledged this but so far has not made any actual changes. So what are everyone's thoughts on the best way to improve this situation?
One way would be in-game comms or at least a communication wheel for simple comments such as "Going for a Save!" . My headcanon being that the survivors have walkies-talkies :)
Alternatively, or in addition, (credit to Cheryl's Guardian and probably others) the Devs could add a couple of free slots for aura perks for solo survivor players only So solos could get a couple of Kindred, Bond, Empathy, Blood Pact for 'free'. This would help immensely with the lack of information and co-ordination that frequently plagues solo queue.
So what are your favourite ideas?
The game was designed around Solo survivors and they should be the standard for balancing, because swf have advantages not meant to be in the game you shouldn't base balance decisions around them. Giving survivors more perks for free just means they have less reason to vary their builds and will just keep running the same meta perks that plague the game now. Maybe survivors should just be expected to give more effort through the game than to be rewarded for nothing, just because they have the tools doesn't mean they'll utilize them.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2285999#Comment_2285999
I agree that people put too much emphasis on streamers. However you can't just discount them by saying "they are a streamer" so ignore them. Not saying you said that, but many do.
Streamers play this game literally as a job, they have thousands of hours in the game. I find them more credible at face value than some random forum poster. Just as you would trust a doctor knows what they are talking about when it comes to medical stuff. Generally you put some baseline level of trust in their expertise. Now if they prove otherwise that they aren't good at their job, then that can inform your opinion. But the fact that this is their job, does give them far more credibility at the start.
The thing is, you need to take what people say with a grain of salt. Sure he has lots of experience but what he says isn't always correct, its just his opinion, which he's allowed to have. As much love as i have for otz and tru3, if they're wrong about something I can disagree despite their experience. The best thing is to not put so much weight on the opinions others have on the game and stop making essentially the same posts about the same topic(OP not you particularly).
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2285884#Comment_2285884
But his traps aren't ignorable. You have to specifically use Dead Hard to get past 1 trap and it's the only way to ignore traps and it only ignores traps if the survivor sees it and if the survivor is hurt and if the survivor isn't exhausted. These are extremely specific conditions to justify a nerf to a perk, don't you think? Should a perk be nerfed just because, in very specific conditions against a specific killer a survivor happens to use a very specific perk that allows a survivor to ignore a killers power 1 time every 40 seconds? Does this seem over-powered to you?
You start by saying his traps aren't ignorable and then tell me that they are in fact ignorable....Being hurt and not exhausted isn't really that specific of a condition, its not like exhaustion lasts for minutes its perfectly controllable. Ill give you this just so you understand something, franklins was nerfed to stop nemesis players from making survivors unable to use vaccines. Instead of just changing vaccines they nerf the whole perk to do something else, instead of this one specific instance.
-
@van9684 said:
And why does the community accept it just because it’s a bubba player? Literally every single game they get that one survivor in the basement and the camp begins. Also, how is that even fun for the killer? You have a one hit down chainsaw and you choose to ruin the game for all playing. Why is it mostly seen on this one particular killer over all the others?
I'm sure the people that to basement camp with bubba only do it for the memes at this point. For everybody else, why would i not take advantage of a survivor mistake and my ability to instantly down anybody coming for the rescue. Survivors need to respect the basement and bubba a bit more if they don't want to live down there with him. For the record I don't think bubba is in a good spot at all and is a chore to play against but i can understand the logic behind it.
-
@bibibib8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285895#Comment_2285895
Its probably true but i had corrupt during those time but yesturday i got 2 team who hide the entire time of corrupt so i remove it for lethal persuer
Corrupt buys you much more time than Lethal Pursuer, use discordance with corrupt if you can't find people or use spies if they're hiding. Id rather have a perk last for 2 mins than one that lasts for 9 seconds.
-
@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285865#Comment_2285865
Just because the devs say something dosent make it right
In this instance though, since they make the rules that we follow there's nothing players can say to dispute the fact that tunneling is a part of the game, like it or not.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2285801#Comment_2285801
But you have already said that the Trapper special power isn't the problem with Dead Hard, you said the problem is a perfectly used Dead Hard can avoid M1s and Special Abilities. But again, I ask, why is a perfectly used Dead Hard a reason to nerf a perk? How does Dead Hard unbalance the game? I think we can assume you mean it unfairly extends chases, wasting killers time. But how does it unfairly waste killers times more than other exhaustion perks?
I never said using dead hard to avoid m1's and special attacks is the problem, that's something you tried to push onto me. I'm perfectly fine with people using it for that or to make distance, I have a problem with Trappers traps being ignorable when its literally the only thing he has going for him, his traps should be something you either respect/avoid or you actively disarm to deny him the benefit.
-
@HulkRogan said:
https://forum.deadbydaylight.com/en/discussion/comment/2285830#Comment_2285830
So you're saying tunneling is okay and perfectly acceptable and that it's the survivor's fault? doesn't sound like you play much survivor
Tunneling is perfectly acceptable since its been stated to be by the dev's multiple times, yet survivors can't get it through their heads. A survivor being on the hook or coming off the hook isn't justification for them not being placed right back on the hook if the survivor team doesn't prevent that, since its a team game.
-
@HulkRogan said:
https://forum.deadbydaylight.com/en/discussion/comment/2285828#Comment_2285828
the thing about that is the playerbase has openly said many, many times to just fix the big bugs. Fix the things that need to be fixed. A mixed cosmetic does not break the game. Meanwhile there are issues with the servers and the game itself that need to be fixed that they just aren't fixing
I agree that they should stop adding and refine what they already have in game, since them adding tends to break things that aren't even related sometimes. With the way their code works I could very well see how a mixed cosmetic breaks something despite not being related.
-
@HulkRogan said:
https://forum.deadbydaylight.com/en/discussion/comment/2285817#Comment_2285817
so you're saying that me depipping further from red ranks was justified because a killer decided to not let me play the game? If you read the post fully you would've seen that it said I was almost at red ranks. There were no other hooks between me being unhooked and rehooked. The killer would come back to hook, chase me, down me, and hook me again. I was not allowed to play the game.
Yes because 1st, rank means nothing aside from play time so don't use that as a metric for anything. The killer didn't take away your ability to play, if you want to play then don't be hooked, the killer is just playing the game given to them by hooking you. Just because you load into the match doesn't mean you're entitled to eascape, that has to be something you earn by playing smart.
-
@HulkRogan said:
So I recently noticed that not even a week after the RE chapter was released, BHVR patched the bug for delinking those sets. While their game was having server issues that screw players out of their items, add ons, their BP, and their time. Even today I got a merciless game on Nemesis and once it ended, I got a player level error message and I didnt get anything from that match. Anybody know why they don't prioritize bigger issues over stupid cosmetic delinking?
Cosmetics make money, although a functioning game makes people want to play and also spend money which does the same thing. They must make sure cosmetics can't be tainted and you spend the extra $4 for some hair with a single strand in a different place.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2285677#Comment_2285677
So you don't want Dead Hard nerfed because of the Trapper, you want Dead Hard nerfed because if it is used perfectly, it allows you to dodge any killers basic or special power. But just because a perk does something special, don't necessitate it needing a nerf. You agree that a nerf is needed on something that is causing unbalance in the game? What unbalance is Dead Hard causing in the game that other perks aren't causing?
Since you don't want to listen to me here is someone else telling you.
@FancyMrB said:
https://forum.deadbydaylight.com/en/discussion/comment/2285510#Comment_2285510
Trapper could have have both those buffs and that would great for him! Carry at least 2 traps and DH doesn't null his traps.
You are right that there are perks that counter killers powers. However, Trapper is a special case. First, his power is already countered by disarming traps... no perk required. Second, Trapper's power requires going to get his traps, setting them up, and resetting them when they are sprung. This takes a ton of time away from chases and gen defense just to use his power. On top of all that swf on coms obliterate him. They know where traps are and can pop them fast.
So survivors already have the means to counter his power. DH not only gives survivors that invincibility frame but it also hinders Trapper. That pallet you trapped that a survivor just DH through... you can't follow them. You have to now pick up your trap to get past. At this point the survivor is long gone or they are going to play the pallet further wasting your time.
With Iron Will Spirit can still phase, still see scratch marks (or blood). She can use her power. Calm Spirit stops screaming but not madness. The doctors powers still work... also who runs calm sprit? I haven't seen that used in ages. As for Spine Chill it is good against sneaky killers but it doesn't stop stalking, invisibility, or reverse bear traps.
DH is a meta perk and in most games. Trapper has a very unique disadvantage to the perk and something should be done about it.
So survivors already have the means to counter his power. DH not only gives survivors that invincibility frame but it also hinders Trapper. That pallet you trapped that a survivor just DH through... you can't follow them. You have to now pick up your trap to get past. At this point the survivor is long gone or they are going to play the pallet further wasting your time.
-
@FancyMrB said:
https://forum.deadbydaylight.com/en/discussion/comment/2285510#Comment_2285510
Trapper could have have both those buffs and that would great for him! Carry at least 2 traps and DH doesn't null his traps.
You are right that there are perks that counter killers powers. However, Trapper is a special case. First, his power is already countered by disarming traps... no perk required. Second, Trapper's power requires going to get his traps, setting them up, and resetting them when they are sprung. This takes a ton of time away from chases and gen defense just to use his power. On top of all that swf on coms obliterate him. They know where traps are and can pop them fast.
So survivors already have the means to counter his power. DH not only gives survivors that invincibility frame but it also hinders Trapper. That pallet you trapped that a survivor just DH through... you can't follow them. You have to now pick up your trap to get past. At this point the survivor is long gone or they are going to play the pallet further wasting your time.
With Iron Will Spirit can still phase, still see scratch marks (or blood). She can use her power. Calm Spirit stops screaming but not madness. The doctors powers still work... also who runs calm sprit? I haven't seen that used in ages. As for Spine Chill it is good against sneaky killers but it doesn't stop stalking, invisibility, or reverse bear traps.
DH is a meta perk and in most games. Trapper has a very unique disadvantage to the perk and something should be done about it.
All of this is valid but no, since they're the trapper main and they say DH isn't a problem its ok. /s
-
@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/2285657#Comment_2285657
To be honest quite a few perks were reworked or nerfed to reduce the "######### You Factor" against certain killers.
Small Game used to proc on killer belongings such as bear traps, hag traps, freddy fake pallets, etc. (This change I actually don't really agree with since it gave small game a niche compared to Detective's Hunch, but I understand the reasoning.)
Object Of Obsession used to proc on stealth killers. Like if you were Wraith and someone had OoO you might as well DC because you don't have a power.
Slippery Meat used to increase the chance of wiggling out of trapper traps.
Sabotage in general was nerfed. Bear Traps used to be saboable and it was absolutely infuriating at launch since originally sabo'd traps never respawned, meaning survivors with toolboxes could destroy your power entirely. (And it worked on non-armed traps too IIRC so they could get to work destroying your traps as soon as the match started.) First they changed bear traps so they respawn when sabo'd, and it was changed again so they're no longer saboable period.
Which makes me wonder why they're so adamant about trapper traps staying exploitable vs dead hard despite being a trapper main...
-
@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/2285627#Comment_2285627
Your logic is saying that a Survivor that does ABSOLUTELY NOTHING the entire trial and escapes should rank up?
Meanwhile the Survivor that is saving others, doing generators, being chased and dying during this time should derank?
How is a Survivor given points for not escaping, they don't get 5k for dying....HELLO?
Next time you play Killer make sure you watch right before the game ends.
There will be a little notification that pops up called "No One Escaped", it gives 625 points for each Survivor that Did not escape.
Clearly you have no idea what you are even talking about.
Survivors constantly complain that they have teammates of the same rank that absolutely dont belong there. The person I replied to says they rank up despite not surviving matches sometimes and that kinda contributes to survivors not belonging in certain ranks. Survivors can be given emblem points for yeeting teammates off hooks with BT(guaranteeing a safe unhook) and not interacting with the killer the whole game(not being hooked) and that's acceptable? If by points you think i mean blood points then i think you need to re-read what i wrote im talking about emblem points so maybe you dont know what you're talking about. In regards to emblems why is it that rank 12-2 survivors have less rank up requirements than killers of the same rank, why is it easier for survivors to rank up despite doing less?
-
@bsloth87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285627#Comment_2285627
Absolutely.
there are actually 4 goals for each the survivor, and the killer. Doing incredibly well in three of them(obtaining iridescent emblems), and doing okay in the unbroken emblem(if you do well, but ultimately die you get silver) that results in a pip. The same applies to killers. I have pipped on many 3k games. Wanna know why? I don’t camp, so I maximize hooks, and I dump chases I feel are dragging out to apply generator pressure again. That really helps out in the gatekeeper emblem. You’re just an all around bad player it sounds like. You’ll figure it all out once you put a decent amount of time into the game, so chin up sport.
Lol comical, you instantly try to belittle me so you think your point has validity. I've been playing the game for a while and im pretty sure i've already put a decent amount of time into it to understand basic things but no ill let the person that didn't know flashbangs could make the killer drop a carried survivor tell me how to play....
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2285605#Comment_2285605
So Dead Hard should be nerfed so it doesn't negate a killers power but other perks that negate other killers powers should not be nerfed, so what makes Dead Hard different from all the other perks that negate other killers powers?
So ill go with Calm Spirit and the doctor, calm spirit prevents the screams doctor makes you do since its his power. Its a good perk for him that isn't always used since the effect of calm spirit isn't applicable in every situation. Dead hard, allows you to dodge any killer attack(basic or special) or make distance, which can always be of use, as well as dodge a trap set by the killer that you would normally have to disarm...i think that's just a bit much....
-
@bsloth87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2285470#Comment_2285470
You’re logic is absolutely flawed. If I fix multiple generators, unhook 4-5 survivors, break totems, heal people, and run the killer ######### ragged……I definitely deserve to pip. I should de-pip because I died in the endgame collapse, or on a single hook as the last survivor? You should pip because your a face camping bubba? GTFOH
You’re one of those baby killers I hear so much about.
My logic is flawed? Wanna explain that to me, since based on what you said, survivors not achieving their goal to escape should be rewarded by ranking up? If the general goal is for survivors to escape and killers to kill the survivors why is one side given points for not escaping and the other not given points for killing everyone?
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2285519#Comment_2285519
If Dead Hard should be nerfed, like you are saying, because it negates a specific killers power every once in a while, does that mean that every other perk that negates a other killers powers be nerfed also?
No, because im saying that you can change dead hard for this one specific instance, that technically doesn't make sense. I started by saying that you don't need to nerf dead hard but i guess you ignored that, you can change it without it being a "nerf". I didn't say change the way it worked at all except for allowing you to step over bear traps for no reason, since the point of bear traps is to cut off options for survivors at the cost of having them disarm.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2285352#Comment_2285352
I main Trapper and Trapper is one of the lower tier killers. However, just because 1 perk out of ~50 perks, counters, allows 1 survivor to counter 1 or 2 traps the entire match, does not indicate that 1 perk needs nerfed. Iron Will counters Spirits power, Calm Spirit Counters Doctors power, Spine Chill counters Stealth Killers powers. There should be perks that somewhat counter killer powers. It's what really makes this game unique. It makes every game different, sometimes the killer has the advantage because of perks, sometimes the survivors have advantages because of perks.
The Trapper should be buffed and start out with 2 traps. Nerfing Dead Hard is not helping the Trapper and asking for a Dead Hard nerf for the Trapper just means that the Trapper is getting a crappy buff when the Trapper could be getting a much better buff.
But i mean you don't need to nerf dead hard, just make it so you can't ignore bear traps. Why must survivors be able to ignore killer powers, it defeats the purpose of having a power in the first place.
-
@bsloth87 said:
https://forum.deadbydaylight.com/en/discussion/258877/this-game-babys-the-killers-too-much
They base every single thing in this game based on the chance the killer side will encounter a 4 person team with comms. At least the silver lining for us is that you don’t have to survive to pip. I die in at least 85% of my matches because I play with randoms, but at least I stay in the red ranks as a consolation. The thing that pisses me off more than player interactions is the difference in blood webs. I have a 3rd prestige Meg, and a 3rd prestige Myers that I stockpile a million blood points for. Half goes into each, and Meg might get one ultra rare add on(mostly syringe which is useless) every other blood web. Myers will have 2 Judiths tombstones, an ebony momento, and a fragrant tuft of hair in just about every damn one.
They don't base things or balance around high level 4man swf, they balance with new survivors in mind all the time, which they shouldn't since new survivors don't know how to survive well to begin with. If you're dying and still pipping then that shows the ranking system is bad, since a killer can kill everyone and not pip. You shouldn't maintain rank for not achieving your goal of escaping, but that's why there are tons of red ranks that don't belong there. Meg doesn't get a bunch of ultra rares since she's part of the 4 player team(who could all be running ultra rare addons) vs the killer that's all alone.
-
@brokedownpalace said:
Big oof if so. There's like, what, 5 maps disabled, including the brand new one, constant freezes, glitched out killers, etc.
So the big question is what did I pay for with this dlc? I got nemesis sure, but using him causes my game to freeze. Aside from that i guess its nice to see the new survivors but I can't see the new map since that'll cause the game to crash. I get that people want to give BHVR the benefit of the doubt but this shows that this dlc shouldn't have been released and should have gone through testing just a bit longer since it broke quite a lot of things that aren't even related.
-
@Shuryuken778 said:
This Game has Become almost Unplayable Do to the Fact that there is little to no way to fend off killers a lot of empty areas where there is no pallet also killers get unlimited special moves with no cooldowns killers like nemesis spam the tentacle and easily break pallet with no cooldown or pallet stun also maps are very bright and make it easy for killer to spot survivors killers need cooldowns for using special moves like the chainsaw moves, moves that require one hit types especially idk I Enjoyed this game but people cry because they were not good at killing always cater the weak.. I guess
1st post- Check
Complaining that killers kill too much- Check
Not playing the killer even once to know that they do in-fact have a cooldown for tentacle attacks- Check
-
@NMCKE said:
You'd use Lethal Pursuer with Corrupt Intervention to get value during the early game, that's what I been using on my killers to prevent the loss of multiple generators starting the trial.
I hate that idea though because at some point you'll only be playing with 2 perks, and that just doesn't sit right with me.
-
@D3spair said:
Idk about this man. Sure its an okay perk that is neither strong or weak, it's just meh. Like I had this Match while using it, 2 Survivors started working on Generator sure I saw them working on it through the perk but Discordance would have yielded the same results while being reliable throughout the whole trial. Like a fellow friend of mine said that he loves Lethal Pursuer more as you know where to find survivor at the start of the trial but wouldn't just Discordance, Undying or just heading to the opposite direction as a Killer would get you the same results rather that just getting to see the survivors for a few seconds at the start?
Its not a good perk for anybody that's been playing the game for a while. Its "good" for new players to learn survivor spawns but its not needed since like you said other perks do the same job but better. I hate killers perks that get disabled throughout the match, why would I willingly only play with 3 perks for the rest of the match? Its like how some hex's aren't good enough to even warrant them being hex totems, the high risk high reward style they should be. I can only say I hope no more perks come out like this, but i know they'll keep doing it.
-
I would really love to know since I'm tired of the game freezing every time I try to use his tentacle strike. It sucks that console players are the ones that get shafted with still no word on a fix.
-
- Make it so that if someone dies while infected then that spawns another zombie to roam around the map.
- Since tier 1 tentacle slaps dont damage unless infected make it so that tier 2 or 3 slaps damage and infect survivors not already infected.
- Maybe once nemesis reaches tier 3 of his power the zombies could be powered up too, since the only thing he gets for tier 3 is a 1m range increase.
-
Lethal is not a good perk at all. Sure it gives you information on where survivors are at the start of the match but once those 9 seconds are gone it does nothing for you the rest of the game. I guess if you're a new player it lets you learn spawns but I've been playing for about 3 years so I can guess survivor spawns fairly easily. I hate the idea of playing with only 3 perks and if Lethal had some passive benefit then I could understand using it.
-
@CapricornZeus3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2263011#Comment_2263011
Or maybe I just wanted to bring an iri mori and iri add ons cause I have access to them, is that so wrong?
Nobody said it was wrong, killers can do whatever they want.
-
@Venzhas said:
I just had an boring game with a Pig that tunneled, camps and slug me to death, with one gen done only. So that was'nt a question of "strategy" or pressure to me but whatever
Without salt or toxicity, i asked him post game why he needed to do that, the only answer i got is "GG ez Entitled survivor"
The guy was probably a sad teen in need of attention but it make me think about, at some points, what is your vision of an "entitled" survivor. And why we never talk about "entitled" killer ?
No shaming or conflict or whatever , just being curious, when did a player starts to be "entitled" ?
Every time i end up facing a killer going hard on the survivors, bringing good add-ons or a mori, I just end up thinking "what happened to them last match". I've seen and experienced it happen many times and it sucks that the next group have to deal with the killer taking out their frustration on people that didn't do anything. To me an entitled survivor is someone that's spamming noise notifications because I don't want to chase them, anyone that has to msg the killer win or lose after the match, or people so glued to gens that the game doesn't last more than 5 mins.
-
@Iudex_Nemesis said:
I skipped the twins and waited for the shrine to bring the perks.
Now that hoarder has been added the other two will soon follow.
Are any of them useful or are they all lackluster? If I can remember the only one that stood out to me was oppression but I've only seen it used against me once.
Hoarder- There's no reason to use this when franklins exists, plus why is the killer giving the survivors 2 additional chests? The perk might have been the cause of item rarity being broken for a time. It used to decrease item rarity for the items in the chests but that part seems to have been removed.
Oppression - Could be good if it didn't have such a long cooldown, I get that its to stop it from being spammed but why take it when i could take any other perk that helps with gen regression.
Coup de Grâce- The reward for letting gens get done is a slightly increased lunge up to a max of 5 times...as a killer you want perks to help you stop gens from being done.
-
@syain said:
Before starting I'd like to point out I'm a fairly new player (~500h, devotion 2) who mostly plays survivor but also does killer on and off, mostly for dailies and rift challenges. Please correct me if there's something I'm failing to see about this.
Just got a rift challenge "robbed" from me (Macmillan's Mastery, which I have been attempting to do for over 3 hours now) because of RNG. I was on Mother's Dwelling as the Trapper, managed to get the 3k within the first 3 generators, found the hatch which by itself is just a means of letting a survivor who should've already lost the game escape, closed it and then proceeded to realize the exit gates were on opposite sides of the map from each other.
In this scenario, I thought of two things I could do: pick up a trap and trap one of the exit gates then only patrol one of them as I'll know if the one I trapped is disturbed, or just walk back and forth and hope for the best. I decided to go with the first option. Walked up to a trap, picked it up, trapped an exit gate and started walking to the other one which no joke must have taken around 15 seconds to get there, only to watch as the third bulb lits up and the survivor finishes opening the gate in my face and leaves.
Why does gate RNG even allow them to spawn so far apart when there are killers who would literally take the 20 seconds it takes to open a gate to even get to one? If I went with the second option, what would stop the survivor from leaving the gate at 20% which doesn't light any bulbs and then continue opening it as soon as I turned my back to head to the other gate? Why are there so many extremely convenient LoS blockers in the cases it would be possible to watch both gates from any given side of the map? I really think gate spawns shouldn't be random especially while the hatch is still a possibility.
That's just how it is as a killer, the same way the gates can spawn on the same wall and give survivors no chance of opening them.
-
@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2254616#Comment_2254616
So you think it's ok to get unhooked in front of the killer, no ds, no bt, get downed and hooked again? All within the first couple minutes of a match? After waiting in the awful survivor queues 10+ minutes?
Sounds like a good way to spend my time, hanging in a hook for less time I spent in queue
Whatever happens between the survivor team isn't my fault nor anything I should concern myself with as a killer. If the team is playing bad and allows me to punish them for doing it then I should have every right to do that. Yes I get that it sucks for the survivor on the hook but again its not my fault they were unsafely saved.
-
@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2254578#Comment_2254578
Camping isn't a problem...as long as you aren't trying to down and rehook the person on hook as soon as they come off. That's the issue people have with it; people camping to down the hooked person again which is also tunneling.
Tunneling is just being an a-hole honestly. Sure it's a "strategy" in the same way people will dc to give team mates hatch.
I play killer about 75% of my time with dbd, and I have yet to find a need to tunnel someone out of the game to ensure a win.
Tunneling isn't being an a-hole tho, if a killer can get one person out of the game then why shouldn't they? If someone preforms an unsafe unhook with the killer close by then that's not the killers fault its a survivor issue. DC'ing from the game isn't a "strategy", if it was then there wouldn't be a ban on people that do it frequently. Just because you never feel the need to tunnel someone doesn't mean others cant or shouldn't do it, yeah i get that it sucks to be put out of the game early but that's kinda the thing you sign up for loading up the game. You're never guaranteed to make it out alive.
-
@stikyard said:
The funny thing is, Keys only account for 3% survival escapes and Killers are averaging 60% Kill rate.
But they rage about keys...
Well when a good majority of survivors are not as good at the game as they think they are then kill rates will be kinda high.
-
@GannTM said:
Will Yui get a model rework where she looks more like what she does in the Cursed Legacy trailer? I think all the insults that Yui gets need to end so can we please get a face rework so she can look more “appealing” for everyone (her in game face never bothered me and Yui doesn’t deserve the constant insults)?
She’s such a hottie
https://us.v-cdn.net/6030815/uploads/2AS2MCVJY5Z0/f82b10b1-3b52-4ea9-beda-0d94968ec3eb.jpeg
I mean Yui is relatively still new, so i don't think she'll be up for a face rework anytime soon. They still have to get through the original survivors and then i think before anyone else gets a change Quentin deserves one the most.
-
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2251599#Comment_2251599
Detective's Hunch is your friend.
Especially when totems spawn near gens, in loops, near loops, out in the open by a random tree. Lets not forget small game that pretty much tells you where they are. Nah, solo's doing totems is completely out of the question.
-
@fogdonkey said:
Just remember the totem locations when you see them.
If you cleanse totems it could happen that the last totem will be hidden somewhere where you can't find it.
So the counter to noed is to cleanse totems so it wont proc, yet you say not to cleanse totems so noed will still proc is the true counter? Why are survivors so against just doing bones?
-
@DecisiveDwight said:
Obviously they give everyone in the match a boost for bp but as soon as you actually put them in the killer kills you instead of point farms obviously they have no obligation to do so but it's just nice to not have a try hard match where everyone gets what they really want which is BP with little to no effort. I've been in matches where other players get the killer to farm but it seems whenever I do it the killer just wants to sweat for a 4k and make off with extra bp that I gave them.
Just because I see a survivor play BPS doesn't mean I have to farm with them. If anyone plays that offering they better be willing to earn their double blood-points and not be given them. Don't expect other people to play a certain way because you want to, they could have challenges to do or limited time to play and not want matches to feel like a chore.
-
@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/2201973#Comment_2201973
Never said losing had anything to do with it. Camping most likely let's survivors win, but did they enjoy that match, no, because the killer didnt interact with them and they held m1 on a gen for over a minute. Did the killer have fun, maybe enjoying the survivor suffering on the hook, but other then that probably not.
You can do something about it with out making it a abusable. The devs just are not interested because they believe you should run the same perks to "counter it", but as Ive before perks are not counter and when you have 70+ perks in a 4 perk slot system you want to run something different.
Plaster fixing bad game design is a bad way to go about it and is the reason there game is complained about. They dont try things or when they do they do it 1 time and give up, and create a perk to try and fix it.
Survivors are not always gonna have a good game and escape, just like killers won't always kill all 4 survivors. That is something you just need to accept about the game, you can't always win. Camping being "no fun" is subjective to whoever you ask and you can't say it ruins the game for everyone cause it really doesn't and some people enjoy thwarting the camping killer. Perks are literally there to be used and trying to say you need a defense without the use of perks is pretty silly, you use perks to help you stop situations that are bad for you. The game has been designed this way for almost 5 years, with this same complaint of camping being brought up time and time again. There's probably a reason that its still in the game and still able to be done, cause there are points where you need to camp to buy yourself time as a killer.
-
@Fantasy said:
I'd go out my way to not tunnel, slug, go back to hooks, run non meta perks etc. What did I get for playing nice? Teabag at exit and hatch.
Now I play the opposite to how I used to, kill everyone a lot more and survivors don't like it. (Tunneling weak links is very effective.)
I guess the message here is if you get a killer who plays fair don't be a dick at the end or you'll end up with more merciless killers.
The more you play the more you realize there's no reason to give survivors even more chances than the game and perks already give them. I can't be held accountable for doing what I know gives me the win vs the team of 4 other players with 16 perks divided between them.
-
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2199798#Comment_2199798
Ignoring the fact that I called it about someone claiming removing Killer agency is 'for the health of the game', let's look at the 'solutions' to camping:
Make the hook teleport away.
Let's imagine you chased someone, and 2-3 gens popped in that first chase. You now hook that person...and the hook teleports across the map. Now, Survivors are spread out, so it's impossible for the hook to appear far away from the Killer AND every Survivor. So it spawns near a Survivor. They're unhooked in the space of 10 seconds, and both working on a gen together. Before the Killer can even walk across the map.
There goes any gen pressure from having a hooked Survivor. Or, even worse; the unhook came as final gen popped. Or, even WORSE; this garbage idea happens in Endgame Collapse, denying the Killer even 1 Kill. Because he can't stay near the one Survivor he caught, when he as no other goal except 'Get a kill' at this point. Gens are done, gate is open. He got a down, and the hook sods off.
Garbage idea.
A 'No Killer Zone' Around the Hook.
Ignoring that this zone would cut off certain L-Walls and Jungle Gyms, giving Survivors infinite loops if a hooked Survivor were in such a place, it would also allow Survivors to sit under a hooked Survivor a heal before unhooking them.
But the Zone goes away if a Survivor is near the hook! Ok, then Killers would just camp outside the zone, and enter the moment Survivors went for an unhook. Still 'camping'.
Also a trash idea.
Make the Killer lose BP!
If this is an idea anyone agrees with; their whole reasoning behind 'the health of the game' is a bald-faced lie.
On top of that; Survivors would circle the hook to force BP drain.
Trash idea.
Cap the Killer's emblems if he stays near the hook!
See 'Lose BP' above.
Also a trash idea.
Slow the Struggle Meter when a Killer is nearby.
Survivors already abused this one, but here we go again. A Survivor would circle the hook, forcing a slowed Struggle Meter.
And if it turned off 'if a Survivor is nearby', they would just stay 50 meters out, in opposite directions. This would force the Killer to either camp the hook (because 2 Survivors are there), or make him walk away, knowingly giving up an unhook. Because Survivors are too far away to start a chase. And 1 is doing gens while 2 camp outside the chase radius.
Trash idea.
See why camping is allowed? Because every idea would be abuseable or outright spitefully bad, and all would be even worse for the 'health of the game'.
You can tell by how the game is still going strong after 5 years with 'campers' and 'tunnelers'. Clearly an accepted tactic meant to help Killers do their goal is not going to kill the game.
All Survivors who whine and snivel about 'camping' want is easy unhooks and forced plays meant to shackle Killers into sub-optimal play styles so they can win easy. When they say 'It's for the health of the game', what they mean is 'I don't want to play if I can't win every time. Please remove Killer agency'.
And even after this someone will still try telling you that it is unhealthy for the game.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2199363#Comment_2199363
actually, objection.
a good pyramid head is able to consistently hit shots out of animation lock and end chases in seconds. a bad pyramid head will only ever use their power during animation lock and becomes 30x more predictable
Sure a good player can hit shots without needing to wait for animation locks but that's not always consistently possible against good survivors.
-
@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2199787#Comment_2199787
I didn’t see requests for nerfs anywhere in the OP, they were just complaining that they find him unfun. You don’t have to defend the honour of your chosen killer, it’s okay if people don’t like them. They just have different taste than you.
While I admit that using the "nerfed" term didn't really tie into what I was trying to say, that's usually what the conversations when something is "unfun" evolve into.
-
@xenotimebong said:
Lol, all the people with PH profile pics like “no he’s really fun I swear!!!!!!”
(No shade, we should all play whoever we like, I just found it funny. 😁)
I mean what's wrong with people that know and enjoy the killer defending him from baseless accusations that he needs to be nerfed?
-
@aurum_exe said:
As i said other times here, i play killer too... mostly killer than survivor, but when i play this last role, i often face killers who say in chat: "You toxic tryhards... why the genrush? Can you do something different than just pressing M1?". It happens many times. End of game and in chat you meet an angry person who says the magic words: "you toxic genrushers". A part giving a new meaning to the word "toxic", is the "genrush" survivors fault? The game has one simple rule: "complete 5 generators in order to escape the trial and the killer must stop you to do so". What am i supposed to do in order to avoid the genrush based on your logic? Wandering around random, organizing parties with my teammates, doing absolutely nothing but giving you all the time necessary to hook every single one of us? Every time i hear this excuse, i cry out laughing. C'mon, killers, isn't that a pathetic and childish excuse for being a failure at the game? If i was able to "genrush" you, is because you gave me all the time to do it. Ez. So who's the fault? Me? I'm playing survivor, my job is do gens, juke you a couple of times and escape. Period. Your job is stopping me. Just do your job and if you wasn't able to do it, just say "gg wp" and move on!
Don't make this into something only killers do, that's really unfair. The same thing can be said for survivors that complain about Camping/Tunneling, that's just the killer following their one simple rule: to kill survivors.