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Jejune

Jejune

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Jejune
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  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804984#Comment_1804984

    I gave you a list of things to do against him which isn't limited to swf anyone can pull it off as well as addressed your concerns with reasonable arguments of counterplay that doesn't need a swf to pull off and simply because a killer is strong if the survivors are injured doesn't mean that it's unbalanced. If i missed something im sorry but i don't think he needs a nerf and the nerf you proposed was extremely unreasonable and would make this killer the worst in the game no matter what the devs did to them.

    Healing is a simple counter anyone can pull off, he is punishable because when he downs a survivor you can crush him which is why you stick in pairs if someone is injured. that isn't swf level coordination that is something a solo can do hell i've been doing it. If other survivors are holding you back that will happen at first since people don't know what to do against this killer and that will change over time.

    The list of of things to do is what you can do in theory. In theory i can live til i am 125, in reality i most likely die by the time i am 80-90. Most of the points is useless if my teammates are incompetent and cant read my mind. I cant forces players to do gens with me. I cant force players to kick victor if i go down as injured person.

    I can go through entire list but i dont care enough to do so. Majority of them is extremely situational tho.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804960#Comment_1804960

    I'm just saying if you look at that list a lot of them is actually counterplay that you alone can pull off, most of them simply need you to be healthy which is easy with healing perks, medkits, or other survivors healing you which they should prioritize as that is one of the best counters to victor.

    If you read all my comments you will see that I already said that.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804917#Comment_1804917

    you don't need to coms to do these things, simply staying near a survivor is enough. The only thing you need is for the survivors your with to not suck.

    are seriously trying to say victor is too strong? he is only strong if you let him be, once survivors get better against him this killer will suck.

    If i could choose survivors i play with i wouldnt have too much of a problem with it. As is i cannot choose non sucky survivors.

    I am saying that victor is too strong vs team thats injured. On top of it the killer can camp with no punishment.

  • Most of them involve communication. You cant communicate with randoms. So the only counters to victor is being healthy. Taking Victor hostage takes away the risk of you being attacked by Victor after you crush him.

    As a side note: Victor has no downsides when downing injured people and by that i mean nothing stops him from going on rampages. In my opinion if you down someone with victor, Victor should die(but power bar gets refreshed.

  • Only if you nerf victor...

    Currently the best way to play against her is to keep victor hostage.

  • Unless they create a way to sell back any item/addon/offering which i am all for, for multiple reasons. They literally cannot do that, why you ask?

    If they were to just allow buyback for ebony if they ever changed any item/addon/offering they would have to do a buyback fir that specific thing at the time of the change.

  • I do know what i am talking about i made the tread, perhaps i am not able to explain it.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/211050/i-feel-like

    So you only feel the game is balanced and fair if you get four Generators up, only losing one person along the way, with the caveat that the Killer not bring a Perk, nor do the most basic thing which is patrol the remaining three Generators? I will refrain from telling you how I feel about this notion. It suffices to say we will have to agree to disagree.

    A game should be hard fought, and in the games that end up a draw with me, the gates generally don't get opened until the second person is hooked, and the others bail. Two Kills and two escapes is generally seen as a draw. Of course, DbD has lots of different ways to rate a game for the individuals involved. You earn Blood Points, you earn Emblems, and sometimes you finish out Dailies or Rifts (which might have been your real goal for the match).

    I just recently finished one of the last Killer Rifts I had from the old Tomes. It was the annoying one where you have to sacrifice (2) Survivors AFTER the End Game Collapse has begun, and you had to have NOED in your loadout. I don't care much for NOED so I kind of put this one off. That was a mistake. Timing two sacrifices in the EGC against Red Ranks is tricky at best. I didn't want to kill anyone too soon, and I wanted them to get the damn Generators up when I was ready for it. It was a tricky business. But even if two had gotten away, I had lost a Pip, but had only finished that Rift, I would have considered that a personal win.

    This game isn't fair. It isn't possible for it to be fair. Even when all the people playing are the same Rank there is a wide variety in skills and play styles. Some Killers are your Achille's Heel, and sometimes Add-On(s) and Offerings severely tilt a game. Individual matches offer you a chance, nothing more or less. They cannot, by definition, be fair. Overall, however, the game is very fair. If you look at it as a journey to achieve certain goals, rather than match by match, you will find there is an amazing amount of balance in the big picture.

    Well with this way of thinking you will never be happy with anything. You assumed that this scenario meant me wanting an easy win as a survivor. Why? All I said was if there are 3 survivors left with one gen remaining you have pretty fair chance to snowball as a killer as well as get out all remaining survivors. While its more likely that at least one more person will die in order to achieve that the other scenarios are more fun.

    I never said that games should be easy, but since you said i will simply assume that yours are. I dont take into account any challengesm because they are not part of the game, they are part of the grind and its up to you if you want to do it or not.

    Noed is a horrible perk that no one in their right mind should run, so is DS for that matter (I try not to run it unless I get a tunneling streak). Mories are unbalanced so are keys. I mentioned that i didnt want killer to only partrol a 3 gen, because its boring. There is an easy counter to 3 gen and its called refusing to do gens until you move out of the area. And its technically not holding the game hostage if i taunt you to chase me.

    But do as you please think what you want.

  • She could have Lordosis... Just saying.

  • @C3Tooth said:

    Only ONE person can escape through open hatch, then the hatch close and EGC starts.

    or

    Requires 15sec to open hatch, stop in the progress will be reseted like Totems

    or

    Purple & Red Keys can not open hatch, but they can open chest 75%/100% faster. Keys requires a Red add-on to open hatch.

    First one wont work in solo Q, also if two survivors are left in the map. Killer will have to waste 2 minutes for the last survivor to die by ECG.

    Second one only if killer has to spend 15 secs to close the hatch because otherwise killer would hold the game hostage ...

    Third one is useless perks already exist that do the same, also why would i bring an item to look for other items faster ...

  • The way i under stood it. Each survivor can rummage a chest once meaning you can get up to 5 items from one chest if everyone uses the perk. If I misunderstood the description the perk is useless because you wont be able to actually use it if anybody else has the perk.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1722072#Comment_1722072

    They aren't. Have you ever played Deathslinger? Even if you don't get stuck on something, the simple fact the chain breaks faster with collision can make the Deathslinger unable to reach you.

    Yeah but i thought we were speaking about the spears when there is nothing in the way... Chain breaks if there is something in a way unless there is a pallet/survivor in front of you or sometimes a window you will be pulled towards him and hit.

  • @[Deleted User] said:

    If you could move more than on a 45 degree angle he would probably be a really bad killer, as you could no longer get 10+ meters shot without breaking the chain as survivors could just stick to something.

    Bringing me back to the point i made earlier spear hits are 100% guaranteed.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1722024#Comment_1722024

    The cone of an attack extends a good way out of the Killers model, which lets them hit through windows. Not sure why it would be hitting over top of pallets, unless you mean the pallet isn't dropped, in which case it likely does an LoS check upon attack. If the hitscan can hit the target without sensing the obstruction, it gives a successful hit.

    I meant it as you can break free if there is a pallet/survivor or sometimes a window

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721994#Comment_1721994

    Not really sure what you mean with the 45 degrees, you can make full turn around him if he's not reeling you walking backwards. If he is then your control is significantly limited and turning isn't really gonna cut it 90% of the time.

    The reeling around edges works as long as he's got good angle on them and you can't really change that once you've been speared unless you have some other obstacle to get stuck on along the way. If you're only slightly around the corner then his reeling is almost always going to force your model to slide over it since the angle is usually in slinger's favor since his shot connected.

    If he isnt reeling you in at all you can go around him, yes. But when he is reeling you you are forced into a cone thats either 45 or 90 degree. If you try to move past that angle you just glide in place as if there is a wall there.

  • @StibbityStabbity said:

    Obstructions become slippery so that the Slinger can pull you in. If you got stuck on everything, Slinger would be pretty gimped.

    On the other hand if every object is slippery unless there is a pallet/survivor(/sometimes a window) you will be hit no matter what.

  • @Kebek said:

    The reeling with slinger moving backwards basically forces your survivor model to run towards him with different animation. It's very unlikely that your model will randomly get stuck on something if slinger has clear patch between you and him, it is possible with some weird collision but extremely unlikely.

    If he's moving towards you, you have far more control (as you almost aren't pulled towards him at all) so that is the main time to move to sides in attempt to break the chain.

    You are still locked into a 45 degree angle with him... Why?

    I have been reeled through wall edges that normally stop you from running.

  • I dont understand your question...

  • Red rank, but then again matchmaking isnt perfect so there are some matches where killers are lower rank.

    Granted i bundled up me being tunneled and other survivors being tunneled and i dont know if they did something to piss off the killer or rushed the unhook. But for the most part when people tunnel they also camp the hook to certain extent making each unhook partially unsafe unless you have BT.

  • I would say every 2 or 3 games someone is getting tunneled/camped. Sometimes few games in row with tunneling/camped.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707120#Comment_1707120

    Then borrowed time body blocking should be ban-able as well... Right?

    Borrowed time and DS would have to be reworked. Because they would be useless.

  • If they make tunneling and camping (before EGC) bannable offence you can do whatever the hell you want with DS until then i dont want to hear anything about nerfing DS.

  • I got my reward at 6 pm local time. So i assume i will only get it after 6 pm.

  • @HEX_MalusGrey said:

    Survivors shouldn't be able to abort the grab animation at all. At least not on gens. Windows work. On hooks, it is broken but i would keep it this way so facecamping doesn't become too easy. Gen grabbing is the big issue for me. You grab - Survivors sprint bursts away - You are stuck in animation and the game is over.

    Even when this is not happening, survivors shouldn't be allowed to greed gens in front of the killer and get away with it because of broken animations.

    The thing is they are not aborting. They are no longer doing a gen when you are trying to grab them... So technically you are at fault by doing invalid action. If you just hit them you wouldnt have a problem.

  • I will stop running meta and being toxic once i stop seeing killers tunneling/camping/moring off hook at 5 gens. Since that will never happen i will never run normal stuff

  • Killers tunneling to death with barely any gens done. Which in turn leads me to suiciding on hook (because its boring to play 3vs1 with 4 gens remaining) because its literally happening every other game. (Red ranks...)

  • @Aspekt said:

    https://forum.deadbydaylight.com/en/discussion/comment/851260#Comment_851260

    it's obvious that you're new to the game before it did have a pasta defect which was the balanced Landing party along with the burst of speed genius. They nursed it so people like you can have a easier time

    I said right now it doesnt have a passive effect. Because you need to activate it to get it. Therefore its active effect instead of passive. Before i had passive effect and it was decent enough to run. Now its useless on majority of the maps

  • @SirCracken said:

    Haste buffs to not stack. They give a flat 7% speed increase.

    However exhaustion perks, like Sprint Burst and Adrenaline, do stack with each other. Even with the on-hit speed boost.

    Well that sucks... ;(

  • There is an easy fix that is already implemented into the game. When Oni hits healthy survivor he gets half a bar of his power. All you would have to do is to change properties of the perk. Where No Mither user is considered as "healthy" when playing against Oni and therefore wouldnt leave blood orbs and give blood on hit.

    Now idk how it is programmed into the game and i dont know what sort of consequences it would have on the game in the form of bugs...

  • If you are stuck in the front on the right side, you can try to run up the hill sometimes you wiggle out and can continue the game.

  • If you are in front of the hill, stuck on the right side. You can run up the hill and continue on with your game.

  • Tf are you on about last i checked mori lets you skip massive part of the game.

    While with keys you still have to do "amount of people left in game" + 1

  • A better idea would be to rework 90% of useless perks...

  • Make DS base kit and then you can make those changes

  • @Facture said:

    Pretty sure op means the survivors do not attempt to work on gens until you DC, but perhaps they can clarify.

    No i mean wait until killer leaves the area. The reason i am asking is because idk if its taking the game hostage

  • I made similar post before, it got nowhere, but good luck

  • I will just put it out there. When you camp at 5 gens 40 seconds into the game. We are no longer playing the game. You are playing camping simulator and i am thinking if i care enough to stay on the hook for 2 minutes or just die and be close to finding a next game.

    Its not fun for me, its not fun for 3 other survivors and i cant understand how it can be fun for the person camping.

    Nobody gets points, camper and the campee most likely will depip if not double depip, while the other 3 survivors either depip or black pip.

    How can there be a strategy that punishes not only the person doing it but also LITERALLY everybody else is beyond me.

    On top of all that: Why do devs keep that strategy in game if they are punishing the killer for using it?

  • I don't like "DS talks" because 99% of the time "killer mains" say it should deactivate after you hook somebody else and to me its like saying killer should only be allowed to attack 24 times because that's all you need to down 4 survivors 3 times. It doesn't make any sense right? So dont have ridiculous suggestions.

    A real anti tunnel perk wouldn't be a perk, it would be a base-kit. Which you could change as you please because you wouldnt be changing something that i have to bring into a game.

    If you really want to talk about changing the DS:

    1. If you get fully healed or start working on generator. I dont think that unhooking or doing totems should remove the effect since if i am injured and not going to risk dying for an unhook or doing hex totem so killer goes after me.
    2. If killer downs you DS should stay active until you get picked up or killer picks you up in which case you can escape.
    3. Since it would have so limitations it would have to either be a basekit or you should be able to use it up to 3 times (token based stats with one token gains token for every unhook.)

    Would it be perfect? No. Would you want to play against it? Probably also not.

    Remember this, If you dont tunnel DS never gets used and suvivors play with only 3 perks.

  • I hate when i vault the window and 3 years later i get hit by a killer...

    My point is its not gonna happen. What they could do is remove grabbing from the game, which would guarantee you a hit.

  • Well they could do make it work on ALL stuns, but if they were to do so the perk would be nerfed to lets say 20% or 33% (thats maximum)

    Would you be willing to make a trade works on all stuns but endurance only has 25% reduction?

  • then people would just open the door BW only works once

  • If you make camping and tunneling count as disconnect sure go ahead

  • Recently there was 4 gens walking distance away from eachother... Looked something like that:

    ..............g

    g.......................... g

    ..............g

  • The reason is quite simple. There was never a dead end therebefore

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245070#Comment_1245070

    Shack pallet

    House edge pallets x3

    2 north of house loops

    2 south of house loops

    6 other loops

    I know there is a set number of pallets on the map, which I believe is 8 or 9, maybe your team wasted them earlier?

    THERE IS NO HOUSE. Its not thompsons house map. Its those 6 pallets i named and corn

  • @Cheers said:

    Gotta love how there are 6 scattered around the house, let alone the whole map.

    You dont get it there was one shack pallet. 4 jungle gym pallets and one of those long wall pallet shot wall. Thats it. There was one hill and 2 harvesters. Thats not enough...

  • I said it before, but better way of doing No mither would be to basically:

    No mither grants you unbreakable. If you use it you are broken for 2-3 minutes and gain 50% noise reduction at all times and no pools of blood.

    Second wind should work as it does atm,but you should never be able to lose it. What i mean by it you get unhooked and get downed again perk should still heal you. It would also make deliverance stack with it: timer still counts down from 30s then its paused until you are no longer broken.

  • I would only agree to this if i (as a survivor) can see other survivors loadouts. You say that killers dont have time to strategise, most of the time survivors i am playing with either dont talk or they cant speak english.

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