Iron
Iron
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- Iron
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If they haven't said anything then they probably aren't banning for it yet. I was running around with Sloppy Butcher on Wraith during the bleeding bug until someone told me about it and I didn't get banned for it
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I agree with this analysis, honestly I would love to see him start with and be able to hold another one or two traps on hand, this would make setup a lot faster as I've spent many matches running around not being able to place more than 2-3 traps before I need to pressure gens.
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I don't face Freddy as frequently as you do, otherwise pretty accurate as I never see hag or plague
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@elvangulley said:
Im terrible at finding anybody so most games have at least 3 people still alive especially if ita an indoors map or they have flashlights
I know I'm a little late on this discussion but I saw your comment and wanted to say that if you're having trouble finding people early game remember that on many maps (square shaped) they aren't going to spawn in the opposite corner from you, pick the left or the right (you'll get better at this with time) and let whispers guide you a bit. You'll be surprised how many times you'll find people wandering around in the first minute.
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@Multiplenames said:
https://forum.deadbydaylight.com/en/discussion/comment/1126010#Comment_1126010
very late response as i dont check forums much, but 3 hours is more like 6-9 games because of survivor que times, and on top of that it's about a 30% escape rate because of the spastic matchmaking, where rank 8's are equal to rank 20's in skill level
I'm confused, if you are getting 6-9 matches in 3 hours you would have a 44-87% escape rate to finish the challenge as per your first comment. That seems well within reason to me, am I missing something here?
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They've already made it massively easier by giving us 2 perks obtainable per web, it used to be only one at a time.
They've also increased the available bp through the shrine, increased bp by adding the rift. They've done so much that honestly it's fine right now.
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@Multiplenames said:
i think the devs underestimated the 'escape 5 trials' one, it took me probably 3 hours to finish that one because of matchmaking time and you know, solo que escaping
3 hours is equivalent to maybe 10-12 games due to survivor queue time (at least at red ranks). If you did it in that amount of time it seems perfectly reasonable considering you would have a 40-50% escape rate. If the challenge was 10 or more times then yes, that's grindy. 3 hours is nothing when you have 2+ weeks on each tome level.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1125191#Comment_1125191
was thinking of treating it more like Devour hope and have it set to maybe 6 token to get a minute but i would also suggest that instead of it activating when you hook someone when the gates are open it activate when all gens are done and you hook someone would that be a fair change?
I think that would be fair to have it activate on hook after last gen, have the timer start counting after gates are fully open. I was just stuck on a really high amount of tokens in my head or maybe I just misunderstood something
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1125191#Comment_1125191
was thinking of treating it more like Devour hope and have it set to maybe 6 token to get a minute but i would also suggest that instead of it activating when you hook someone when the gates are open it activate when all gens are done and you hook someone would that be a fair change?
I think it would be fair that way. If it activated on a hook after last gen, but the built up time didn't start counting until the gate was fully opened that'd be cool. I think I was just stuck on some ridiculous 12 token plan in my head lol
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@GeordieKiller said:
i think it should move to a token based perk so my idea is each time you hook a survivor you gain a token each token you get will add time to how long the exit are blocked once the gates are open maxium i think should be a minute as freddy perks are meant to be it gets stronger as you play the game and certain actions are done like remember me requires you to hit obession fire up are gens getting done so BW can be done for getting hooks what do you guys think?
I feel like that would just turn into a win more mechanic, maybe I'm wrong but it just feels like dying light for gates, by the time it's useful everyone is dead
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I chose neither, but I want BW reworked to become active after a gate is started and a hook action is performed, then blocking after the gate is 100%
This way it can be a delayed block on the gates or they have to take the whole time to open the gate while running to prevent it from working.
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I mean I've actually been going through this one faster. I'm at 56 right now. I complete every challenge so maybe that's why?
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To your edited question, most people believe that making her a permanent m1 killer is better than giving her range. I personally disagree since you give so much location information through coughing, infecting objects etc, but if your team isn't cleansing and her power ends up being granted by someone then you suddenly have an injured team against a pretty decent ranged attack.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1123433#Comment_1123433
Bought him before matchmaking and ruin changes.
https://forum.deadbydaylight.com/en/discussion/comment/1123434#Comment_1123434
Blood echo is useless for me. I'm colorblind so added blood stains might as well be invisible. I'm PC, so aiming with deathslinger won't be an issue.
The point of blood echo is to keep them exhausted so they can't head-on, dead hard, sprint burst etc.
I'm also colorblind so I understand your pain on finding blood, also the yamoaka maps are a nightmare to find anyone remotely red/brown/dark green.
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I'm really happy that she's getting her one pool no matter what, it's a nice quality of life thing for her and a strategic thing to think about when you need it. I've invested a decent amount of time into her (P3 50 all perks) and now I'll be happier than ever playing her.
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I think it would be more accurate to say commit to a strategy against Plague. Either all cleanse or no one cleanse. Saying bar none never cleanse is stupid because on inside maps I would rather chase you around only needing one hit than having to puke around walls. But if 2-3 of you refuse to cleanse and the other person/people do you better conform and not stick to your strategy because you're screwed.
Little known (or at least implemented) strategy is also cleanse in every pool quickly, it forces the corrupt to be taken when they don't necessarily want it. Hard to pull off but I've done it while someone was being carried into basement a couple times and it wastes a ton of time on the corrupt.
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@LordFireFist said:
Adding effects to survivors would be tough since there isn't a lot of different effects they could have, faster movement, faster repair, faster healing and so on, if devs were to design more complex abilities for survivors we would probably have a content slowdown and the devs would have to have a lot more to think about when i comes to current and future perk designs and thus placing unneccesary limts on themselves
I would be ok with them slowing down on content release like maybe three chapters a year instead of four, as it would give a little more time for ironing things out.
@DelsKibara said:
Oh god no, I want new features to make survivor gameplay feel different but giving every survivor an ability would turn everyone into Meg mains.
For very very obvious reasons.
Why not Laurie, Bill, and David mains as well? I honestly would still play Nea if I got urban all the time.
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Nurse
I'm relearning her so I look at my mistakes as a lesson and not something to get mad about
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1113187#Comment_1113187
That the best part he good against red ranks because of that.
He's used for mindgames, not because he can be revealed/ or not from behind a rock lol
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1113013#Comment_1113013
The new Ghostface skin is cool and scary.
I agree, and overall I really do enjoy him, but the reveal mechanic is just what makes him unfun to face at times since you can reveal/be revealed from behind things or be caressing each other and not be revealed/reveal him lol
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Least favorite is spirit and ghostface.
Spirit has a super fun design and playstyle for killer side, but being a survivor you just run and guess.
Ghostface because let's face it the reveal and stalk is just super awkward
Favorite is nurse and hillbilly
Both of these two are my favorite intense chase killers where positioning and decision making are key.
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@Dominum_vestri said:
I don't have fotage - i just leaved in game report :/
Next time try to get footage, or at least get some screenshots. It is reportable if they are refusing to let you leave and the more evidence the better
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No nerfing piano, make piano stronger, if two or more characters are near the piano at the same time they start line dancing for 20 seconds. This cannot be interrupted and can be used to dance with the killer potentially making you fall in love.
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Freddy is not overpowered, he's still not even in the same tier as Spirit, Billy, and Nurse. I'll agree he doesn't have a high skill ceiling, but using teleport in chase, fake teleports, and setting up for future chases all require creativity and timing to do them well. The only reason that people have trouble with him is when they refuse to adapt or they are facing a really creative killer.
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@KornySon10 said:
Plague is already one of the strongest killers. You get almost perma tier 3 myers for just touching the survivors with the tiniest amount of puke, and can slap on thanta for an easy 16% slowdown on top of it. Or you just puke on generators and don't even have to see the survivors to get your perma tier 3.
Her red puke is ludicrously overpowered in the hands of a skilled player, and that's why nobody ever cleanses at the high ranks.
If you wanted to use her power, you could bring an apple, and those are readily available since they are both common and uncommon add-ons.
The fact they are going to be indirectly buffing wallhacks plague is hilarious, and shows they don't know how to balance a competitive game in the slightest.
The apples are uncommon and rare, there is no common apple. Also the black incense is an ultra rare add-on, which when I took her to P3 50 all perk I got 16 of in total.
She has a unique playstyle which is rewarded by people understanding how to play her, I think you're overreacting a bit.
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Please don't touch her, I actually enjoy playing as her (there's a reason she is my second P3 all perk) and there very much is strategy involved. Perks such as blood echo and thanatophobia are given more purpose with her as she is than many other killers. If you think her gameplay is stagnant then maybe the community needs to rethink how they approach their strategy against her, because let's be honest the no heal strat works only sometimes, I've 4k'd many a group that tried it.
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@Skelemania said:
https://forum.deadbydaylight.com/en/discussion/comment/1098998#Comment_1098998
Many of the "best" streamers aren't as good as they think they are. Hexy & Tru3 come to mind.
I personally have never watched either of them. I only recently started watching any streamers, otz and tofu being the ones I enjoy since they own up to their mistakes while they make them. But my choice of wording could have been better, you're right.
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Many of the best streamers use slugging to help keep pressuring. They're just mad at you.
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Honestly I do want NOED changed. I've had the idea for while now that only tier 3 should give one hits. Tier 1 and 2 should give something like 5% and 10% movement speed and attack cool down buffs respectively.
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I had someone try to hook tech the other day while injured and I downed them behind the other person. End game chat they said I shouldn't have been able to hit them since they were behind the person on hook and I swung through. I told them they shouldn't be able to be back there in the first place, but here we are. Moral of the story don't use exploits and then get mad when the killer knows how to deal with it.
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I wouldn't, I've been playing better without it than I ever did with it. It was a psychological hindrance to my gameplay if it was taken out super early, now I don't worry about it and I mentally am in most games for longer.
I would like new ruin to be buffed slightly though, even if at a minimum each tier's regression was upped by 50% I think it would be better.
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@DetectiveBingBong said:
I had a game, where I had two dead, three gens left, in the way that's easy to patrol. The survivors decided to hide. I spent around 30 minutes looking around for them. Got a message saying "Come find us lol." Another 4 or so minutes, I find them teabagging out in the open. Take one down, the other books it to the hatch. This game lasted almost an hour because the survivors wanted to mess around to try and get me to DC. So i'd say that survivors are infinitely more capable of holding a game hostage.
Had a similar situation as the spirit, 2 survivors, 2 gens left to do on Father Campbell's Chapel. 10 minutes patrolling gens not to hear any being worked on, afk go to the bathroom, come back still nothing, 5 minutes later finally find one and kill them, somehow find hatch first and got last kill out of sheer luck from the hatch spawn. 35 minute 4k, get told the match was boring afterwards.
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Feeling like I challenged the other side.
As killer I can get 0 kills but if I feel like I pressured them a majority of the game I'm happy.
As survivor I can die happy if I had decent chases that helped my team progress.
Mindgames, suspense, clutch plays on both sides, that's fun to me.
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@[Deleted User] said:
Playing hag, by the time you set your traps and start a chase and get some hooks: 4 gens done. Doesn’t mean she lost she can still pull it off but that’s just ridiculous.
I'm happy if I get a couple hooks before last 2 gens, but they better by damned good to get through the 8 traps around my 3 gen lol
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Imo Object of Obsession is the most toxic as most people will use it to give all info to their swf team and then will sit there pointing or whatever when they know they are out of range and you can't get them. Any defensive perk used in a brash offensive strategy as a get out of jail free is annoying.
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I personally run Thanatophobia, Blood Echo, Infectious Fright, and BBQ.
The first three all force the survivor's hand into giving you your power if they want the ability to work on gens faster and have their exhaustion perks available. BBQ because bloodpoints and if you're on a really big map knowing they're far away helps. Sometimes I'll switch in Stridor if I think they're being sneaky.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1072320#Comment_1072320
The body is the important part since that is what determines the voice and pose.
Fair, I do have pink hair Susie as well, just depends on my mood really as to which one I play
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Bamboozle, Thanatophobia, Sloppy Butcher, Pop Goes the Weasel
I'm not sure which one I main because I'm currently using Susie's rusted smile mask,. Joey's modern karambit, and Julie's party crasher body.
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I feel bad when this happens, for the first minute or two I run around doing things until I notice things are going too fast and people aren't getting hit. I stepped into a trapper trap the other day to kick things off (little did I know my team would then divebomb hook at every chance) but hey the rank 11 got a 4k on red ranks lol
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I've got 2300 hours in 3 years and honestly I'm playing more killer than I used to, probably about 65% killer and 35% survivor atm. There are times I get frustrated at tile spawn sequences, but I enjoy killer overall because I'm constantly trying to learn either new perk combos or killers I don't/didn't play a lot of. I'm sorry you're burnt out, I get it because it's happened to me before (mostly due to old instant bnp/ perma sabo). I hope that things get tweaked so the killer base returns
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If anyone I'd say trapper and bubba. Bubba barely puts pressure on unless he's in heavy snowball mode with the saw and I just want trapper to carry a couple more traps since his option at the moment is run around all game grabbing them or just forget they exist
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It's these kind of posts that really hammer home how many people give up for no reason. I've played plenty of games where a person dc's before first gen is popped and we still manage to get a person out or get pretty close. Stop giving up so easily. Instead I think there should be an amount of points you get for surviving a set amount of time after a dc in the first 1-2 minutes of the game to encourage people to try.
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@DetailedDetriment said:
Downing survivors is OP, make it a very rare DLC perk that can only be purchased through the full pack which is worth $30 and contains old Self-Care and DS plus "The Entityville Slugger."
Without the new The Entityville Slugger perk, downing two survivors will result in the first automatically getting back up. With it this doesn't happen, plus their bleed-out timer is halved.
Honestly, we need a perk for survivors to do 360s and 180s. It'll be called "Big Spins"
I'd buy this DLC just for the perk names lol
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@Bunnie said:
Of how the World should work? Bro calm down. Were talking about DBD here. I promise you sweet pea its not that serious. Also if there were no hooks (which is unlikely 4 survivors took out the entire side of the map) then they stun you. and youll most likely tunnel them down. And im not ignoring anything. Im giving you reasons on why youre reasons to slug are bullcrap. No one has yet to answer my question and every reason you guys give for slugging are so small and trivial they dont matter and it all ust goes back to u be salty cause a survivor one upped you with something.
I took out 9 hooks in one game yesterday and you think it's unlikely? Your narratives are laughable at best. If this was implemented sabo would come back in force.
If you're that pissed about it I wish you could've played 2+ years ago because you would've quit with how often slugging happened due to permanent sabo, learn from history my dear.
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I honestly want to pick her up again but I'm having a really hard time learning her again against red ranks since I sit rank 6-7 as killer and I'm trying to prestige other characters. Maybe next reset I'll dedicate time to her again
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If you created a thread and didn't care about other people's opinions then why did you create it?
Also I'll add this, what should a killer do if hooks are sabotaged in an area they downed someone? Just hope that they don't get anyone else until the other person is picked up?
It's very honestly a terrible idea for a multitude of reasons, most of which you have decided to ignore because you would rather ignore something that doesn't fit your narrative of how the world should work. Get over it and look at both sides.
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I wish you had posted a video of the match in question. I'd love to see what went wrong through it.
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I don't think sense of time is great here. Also why were you looking for a flashlight save with no flashlight in play? If they were going as fast as you say they wouldn't have had time to look in a chest
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Oh I'm making things boring for everyone, I'm having a bad night so we'll see how many of 44 ebonies I go through on Wraith
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@Shaddai said:
https://forum.deadbydaylight.com/en/discussion/comment/1027622#Comment_1027622
So you have 1400 hours but you're only Devotion 2 - 99? Sounds like 700+ hours of afk in lobby time and not actually playing.
People played before devotion... I have 2300 and am at 5 level 30ish