Kai6864
Kai6864
About
- Username
- Kai6864
- Joined
- Visits
- 338
- Last Active
Comments
-
This is a lovely quiz, and I’m sure there are some people out there who can answer all of this - they are not “no-lifers”. The flashlight question I will have a go at, they can be used to blind at pallets as well as burning Nurse and Wraith out of the Spirit World.
-
I do this all the time when I’m prestiging - I can do it on lots of killers but there are certain ones that I say are a big no:
Trapper, Wraith, Bubba, Michael, Pig, Legion, Clown and Demo.
-
Is this on PC? On PS4 mine is completely flipped around. It may just be preference of those playing that device.
-
@Bill_I_Am__Overbeck said:
Replace Deep Wound with the Hindered status effect. Rewards good shots and makes more sense if you move slower after getting harpoon'd in your torso.
Although a great idea, it would add to the fact that Clown is just terribly weak. Freddy’s abilities already bully Clown’s.
-
@ggezbaby said:
Usually I’ll end up doing 4-5 gens while also being chased by the killer, then I’ll be on my first hook at endgame (due to NOED) and my teammates will immediately leave through the exits. Knowing full well they did nothing all game. While I die on my first hook. This happens all the time with solo play lmao
It actually hurts how accurate you’ve nailed that description of most games I’m in.
-
@DragonMasterDarren said:
first of all, that is probably the one time Camaraderie was useful in it's entire existance
2nd, I have had situations where I've ran a killer around for what feels like 3 gens
then I look in the corner and see my teammates haven't popped any, then I see their auras, and they're all on the edges of the map crouching in a god damned bush
I am not happy when i'm stuck with Urban Gamers
Ah, good old productive urban evaders, gotta love em!
-
No brainer! All these meta perks flooding in and they forget the true meta perk. Probably don’t want to be seen with a crutch perk like this.
-
@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1159939#Comment_1159939
Nope,it was just generally each map.It's not like frame drops where it goes from 100 to 40 etc.. but just very consistent low fps,even though in the 3.5.2 i had 120 without a problem
That is a little strange! Maybe poor optimisation is finally catching up with DbD?
Either way, I hope your FPS gets better soon - good luck!
-
One picture.
-
I didn’t get your problem until I played against a Kate this morning. Everyone else was fine but she had to have over 200 ping...
Running on the spot then suddenly she’d disappear and I could faintly make out her model running in the distance.
I was playing as Ghostface so pretty “grab” central there and I successfully did the grabby thing but I was stuck while she repaired the generator. For the entire match up until the doors were powered. She was sat on the gen even after it was completed and then pop, gone and my game returned to normal. Seconds afterwards she disconnected so I had no idea what was happening.
-
I don’t swear by this perk but I do see it’s use. In the games that I’m sat on gens and my teammates swarming the hook for that safe unhook challenge or WGLF stacks and then the killer decides to slug for the 4K.
Selfish, maybe but I hardly ever pick up that last survivor, I let them bleed out unless I have 1 gen left or a key, as soon as they die off, I got some pretty fierce power then.
Then again, this has happened a record of 8-10 times out of the hundreds of games I’ve played so it seems like a super effective, niche perk.
-
Well Scott Jund has a really awesome idea that involved slowing gen repairs moderately before the first chase occurs called “Trial Warmup”. I’ve been unable to find this video but I personally thought it was pretty balanced - survivors can still do gens but not to the absurdity of 2 gens in about 80-90 seconds, while killers get that little early game slowdown that compensates for larger maps and gen spawns.
-
@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1159150#Comment_1159150
40 second exhaustion perk cooldown to 30. That could be extremely broken sometimes and would be easily abused in high ranks.
Meaning you’d have to walk for 30 seconds for exhaustion to recover. If you’re running Dead Hard (pretty meta) then you probably will never recover the exhaustion back in time. You’d have to pull off some pretty snazzy immersed methods to escape the chase and walk away. At high ranks, I doubt the killer would fall for said tricks very often at all.
-
@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1159163#Comment_1159163
We'll Make it require to go injured after unhooks, lol.
Iron Will is a support crutch, that waste a perk slot to keep the build functional. A waste of perk slot.
Emapthy the same, a crutch you need to support a perk that barely function in combination with other perk.
DH is good in any build.
Well I’m not saying this is any “meta” build here, just a fun thing to do. Seeing how many Solidarity heals I can get is entertaining to me, like how many Head Ons can I get or how many window techs. Just all for the sake of challenging myself.
-
It’s absolutely amazing with We’ll Make It, Iron Will, Dead Hard and Empathy.
Have the perks to stay injured, gain healing advantages and spot injured players to use those advantages on!
-
I don’t see an issue with Wake Up per se, it’s pretty awesome in EGC with the hatch closed but aside from that, I use it to do the “open gate” rituals.
I feel like Vigil could be an excellent token based perk (like you mentioned) that would justify higher recovery rates (25% less recovery wouldn’t be that drastic) or make it apply to Oblivious even.
Pharmacy is pretty neat but overall like you mentioned, underwhelming. Could add an extra chest to the round (not stackable with other pharmacy users) to allow you to get that medkit.
-
@OperationMintyHippo said:
https://forum.deadbydaylight.com/en/discussion/comment/1157390#Comment_1157390
The podiums and the bus kinda suck not being able to use BL. I feel like they should especially on family residence where there's hardly anywhere to trigger it anyway.
Exactly! On Family Residence the only thing you can get BL on is the Shack basement stairs and I believe there are 2 hills generated far at the back of the map...
-
Had the same bug, sadly it isn’t a perk! Super rough though, glad you escaped through it
-
What? I haven’t even got to play the new map and I’ve been playing an absurd amount of DBD since Tuesday
-
@doitagain_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1157172#Comment_1157172
Omg like the back window of the bus on autohaven still doesn’t trigger balanced landing.
Or the podiums on Family Residence, or the side of hills - there’s a section where you can run down in a chase, get no stun penalty but no balanced landing proc
-
Can’t say I’m suffering. Maybe try reporting it - what does the text say?
-
@Veermat001 said:
I was looking for it in the new map. but then i realised that i dont know where it is in the Coldwin farm realm. Isnt there one in it or am i just blind that i dont see it posted here
Peanits have said the original maps that came in 2016 don’t have a toolbox. HOWEVER! In the same thread he also said “If there is one in the Fractured Cowshed, it has never been found” or something along those lines
-
For Survivor, I’m currently in love with Head On+Dance with Me
For Killer, Tinkerer and Dark Devotion (All that Undetectable)
-
@PrettyFaceKate said:
Yes. I got the challenge with 3 dc's.
Seconding this, it even works with 4 dcs. I strolled up as Spirit against (what I assumed to be) a SWF, they all disconnected as soon as I started phasing, one after another.
-
@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1155114#Comment_1155114
Doesn't have to be while hooking. When it happened to me, I was breaking a pallet.
Is it during actions then? Or in general?
-
As the Deathslinger, I was blinded whilst hooking a survivor and since then, I was permanently blinded, even in the results screen.
Platform = PS4
Steps to Reproduce -
Not sure if it matters if you’re in the hooking animation but that may activate it.
- Get blinded (Not sure if it matters if you’re in the hooking animation but that may activate it)
No image because I was quite literally blinded.
-
Well I don’t have much to add but the coins have pictures on the back of them.
Bronze = Monolithic object with DbD-like markings. - monoliths can represent a large, unbeatable adversary or extraterrestrial life (currently the human species have found 3 monoliths in space I believe)
Silver = Crow with an extra pair of eyes - crows are harbingers and represent death or misfortune or alternatively, they also are said to represent the mystery of creation as well as intelligence.
Gold = Scarab - lots of interesting meanings with scarabs. Egyptians said they were “cosmic guides” and symbols of eternity and crossroads, 2 paths you can take (reminds me of the entity a little, killer and survivor)
iridescent = Some sort of flower-esque design with a spacial background. Could simply represent life in the cosmos, the entity’s game and the entity itself. Could also represent how the entity picks survivors - they might have a certain criteria to meet and therefore have ‘bloomed’ like a flower and are ready to be picked.
Just theorising here, the best I can do.
Either way it seems to reveal that the planet of Terra Primus has knowledge of the entity.
-
@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/1145625#Comment_1145625
Yer like changing the speed off sabo to 2.5 seconds real great idea there i wonder which side that helps out more survivor or killer, they have bigger things to fix and change but they need to make it even more easy for survivors to sabo a hook and to be able to do it in front off the killers face while all the killer can do is stand there and go the devs don't favor one side at all this is fair for me somehow i'm sure off it.
If you’ve decided to have a look at the new map and tried to sabo the hooks, you’re going to have a problem. The main road is almost always in walking distance which has around 4 hooks scattered along it, not mentioning the hooks you’ll be seeing on the way. Hopefully the devs give this type of treatment to older maps however as (especially on swamp) you encounter the issue with one hook in walking distance.
-
Some find quick shots easier, while I prefer aiming for a while - it confuses the hell out of the survivor and it gives me time to predict. Just keep playing him and find your play style. That’s the best I can give.
-
@Blugar1 said:
@Kai6864 I absolutely love your ideas for Keys and Moris. I think that would balance them out pretty well. I personally do think that PGTW needs some sort of change, due to some killers can abuse it a lot. But besides that I love the ideas you presented and changes you made. I'm glad you like my Object and DS change and I thank you a lot for the feedback!
No problem! We as a community need this kind of positive feedback to keep the game thriving!
-
I play as many survivor games until I’m bored then I play killer until I’m bored, it’s pretty simple with me. Just by playing both sides once a day you can net yourself 1000 free xp so it’s pretty nifty
-
Some of these are really good, like OoO and DS, however...
PGTW - Not sure if it really needs your change. Your issue with it was that fast killers can keep using it but there are ways around this. Pressure multiple gens - I like to get multiple gens up to about 15% around the map; this a) wastes the killers time looking for anyone nearby, b) wastes the killers time kicking it c) if it isn’t kicked, I have logged progress that I can just pick back up whenever I complete another gen. You could also just deny the hooks by being in a good team (difficult in SoloQ, I understand) but optimally, the killer only gets to use the perk about 8x before it becomes useless, maybe even so before that. It’s a good regression perk that helps the damage the nerf of ruin caused.
I doubt increasing the rarity of the items is going to help. Players have bundles of keys and Moris stacked up, so it would only really affect the newer players. Also, the only thing you actually nerfed was the purple key so all the ideologies either side (killer/survivor) had before your change would stay exactly the same. Keys would still be “OP” and Moris would still be an “easy win for Killers” as some would say.
instead of drowning your wonderful ideas in negativity, I’ll add my own suggestions.
Keys - Same idea as yours, purple keys only let you out but make it so the hatch requires time to open with the keys - this prevents hatch camping, opening the hatch mid chase as well as toxicity that comes along with both of these.
Moris - Make it so every survivor must be hooked once to use an Ivory or Ebony Mori, then you can mori away (This prevents the whole tunnelling factor and the 4 gens, 1 dead situation). You could also add another Mori that simply allows the final hook to be traded for a mori animation for cosmetic purposes.
-
@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/1144399#Comment_1144399
The double stun you are describing is most likely a bug. And nothing has changed how stunnable a Nurse is. Even old Nurse could be stunned when finishing her blink for her strike and new Nurse can still blink through a pallet stun. Pallets where newer 100% safe for Nurse as some people thought. Even though that barely matters against experienced Nurse players, who could play around it.
It’s a bug? I’ve been getting it really consistently on PS4. Whew was gunna say
-
She’s not bad now, still playable but what really kills me is that pallets are now a threat to her. You take the pallet stun, in which you are immobile, then you have a split second of immobility and your vision is going back to normal, THEN you take the fatigue, in which you have severely reduced movement speed and vision. Old nurse just blinked on through a pallet and wasn’t affected by the stun, the good old days.
-
Seconding what @AhoyWolf said, favourite combo is Quick and Quiet, Head On, Dance with Me and Lithe. It’s essential Houdini build x2 and gives you two options of escaping a chase.
-
@Lyfe said:
https://forum.deadbydaylight.com/en/discussion/comment/1125053#Comment_1125053
You mean cough right?
And an awful one at that! He needs to see the doctor ASAP
-
I don’t use the meme to replace gameplay but if I close the hatch and the survivor gives up- if they know the meme, they live.
-
If I get hit during a match I usually stay injured the entire match unless I’m up against a Wraith or Huntress. Usually I get teammates that just teabag me and refuse to do a gen to force me to get healed by them, waste of time.
-
I would say be nice, Mori them on last hook only like you’re doing but would the survivors show you the same respect if they had the upper hand? Likely not. *Cue butt dancing*
-
You could literally fly if you had the Sprint Burst + Adrenaline bug, Hope and Breakout. That’s approximately 329% speed (Sprint Burst +Adrenaline bug totals to 300%, Hope is 7%, Breakout is 7% and your perk is 15%)
-
The community would probably bring me to leave. All over the forums I just see complaints- some are completely justified (Dedicated Servers for example) but it annoys me that some people discredit the developers over a flaw that couldn’t possibly have been guessed would happen (Sanctum of Wrath generating that infinite with shack + long wall jungle gym). Some people need to actually think before they start typing.
-
Beach outfits for everyone! We have ones for Jane, Claudette, Trapper and Billy but where’s the love for the rest? Beach bods all around!
-
I use Whispers (Tracking), Thanat (Slow gens), Zanshin (Mainly to avoid sneaky pallets on rock formations and indoor maps) and Infectious (Slug potential). Normally I’ll throw around Zanshin for Blood Echo or BBQ when getting BP
-
This is not holding the game hostage so don’t worry about that. Although 3 gen-ing is a really good strat for most killers, it will inevitably survivor sided against good survivors who pressure all gens and lead your attention away. Lower skill players get smashed by this strategy so it depends I suppose.
-
@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1120160#Comment_1120160
Leave him alone. He's just tired. I would be too if a midget with a scissors kept running after me trying to make me be a substitute for the kids they never got to have.
That is a fair enough point! Hoping he gets that rework so he can become bootiful
-
@Onyx_Blue said:
@Kai6864 yeah, this is why I say there's no seperation between chase and gen pressure. Pressure is pressure as long as you use it well and do it right.
But all of that aside, these killers doing this, that and the other thing, that does not make Clown weak. What he has going for him is very fun, and very cool.
You can say drop pallets and run ruins Clowns day, but that ruins a lot of killers. If you come across those survivors, juggle them. If they all play like that, then they can have fun getting rid of every pallet really early. Never stick to drop and run survivors for long.
I’d just prefer it if he had some sort of other ability, many killers have dual abilities and most have single abilities that have multiple purposes. Clown however, can only be used in a chase or to start a chase whereas Plague can track, take away a whole health state, keep people injured all in one power (not even mentioning Corrupt Purge). Billy has mobility, instadown and destruction. Trapper can immobilise and down survivors with his traps and their presence on the map makes certain loops dubious. Even Wraith has mobility, stealth and his power helps on shorter loops. Leatherface has an instadown and his can be used for destruction and multi-downs. Do you see the pattern here? Clown doesn’t have this sort of power. Clown needs to track the most - his chases are key to him winning. If he can’t track them, he literally won’t get a kill. Maybe being able to trap generators and lockers to create a notification and aura reading? Throwing out ideas here. Without proper tracking or instadowns, he can’t really snowball that well either. Slugging is his own option for pressure aside from hooking. If he has to slug, give him a tool do to it better, they gave Oni one so they can’t be all that against slugging.
-
@kazakun said:
Wow. I didn't realize you need the 4 iri. I should've looked at emblems. I mean obviously there were chases and hooks involved. It had to be Gatekeeper. I don't see how I could put that much pressure on with this guy. I'd have to have a hook nearly instantly and probably get in another chase immediately. I even would hit them and let them go so I could go back to the generators. I can tell pretty quick if someone is good at looping. I appreciate the clarification though guys. Just have to try again when I get the heart for it lol. Probably be better on a different map. I think this was Coldwind. The Game would probably be easier.
You don’t need 4 iri, that’s only for red ranks. At your rank I believe 1 gold and 3 iris will suffice.
Gatekeeper - defend the gens!
Devout - you need to kill everyone without them missing a hook state, killing themselves or dcing.
Malicious - Stop them from healing, hard to do but primary objective in this emblem is to not let them escape your grasp.
Chaser - Start and win lots of chases. The shorter the chase, the more emblem points, the longer the chase, the less points.
Good luck my friend!
-
@Onyx_Blue said:
@Kai6864 Well, Clown has more to him than just blurred vision and hinderance. He has audio manipulation and anti-routing too.
No killer truly has gen pressure in this period of dbd. They can throw their weight around and be a menace in areas, but ultimately, if survivors want gens done, they'll get done. That being said, Clown can hang with good teams, just like any killer can, the rush teams, however, who just want gens done, are never a reliable argument to fall back on.
As killer, how you spend your time is a determination of whether or not you win. If you can put all aspects of pressure onto the survivors: injuries, downs, chases, hooks, (slugging too, but I find this cheap and lazy so never would use this as an example of good play) then you'll be playing in a very efficient way and more often come out on top. Nothing cheap, just good pressure. Every killer can achieve this. So yeah, Clown isn't weak and he does have gen pressure potential. He has cabilities for every kind of pressure; just like every killer does. I play Clown fairly often, and love playing as him. I only really struggle with gen pressure when i'm having an off day, struggling with chases etc but this is all just experiences right? From my experience, and from my time learning Clown, and my knowledge to date, I feel Clown is the most underrated killer in DBD, and people calling for him being buffed have no idea how to unleash his devastating potential.
I meant gen pressure in a power sense. Every killer can obtain the evident gen pressure - though id call this more map pressure as the pressure is exerted on the entire team rather than the generators. I meant more of Freddy’s teleport and clock design, Demogorgon’s portals, Doctor’s static blast, Hag’s traps, Trapper’s traps (and disarming them), Huntress’ range, Deathslinger’s range, Billy’s mobility, Nurse’s mobility and unpredictability, Myers’ instadown tier 3, etc (we’re talking about competent killers here, not those who don’t know how to use said powers correctly.)They all give the incentive to get off the generators for fear of dying. With clown, even Wraith even, they are simply an M1 killer and as such you can probably find a pallet and lead them on a good enough chase if you see them coming. Not to mention, Clown has to hit you twice compared to other killers, has no range potential and no real mobility apart from the standard. Everyone has something going for them, clown just has a little less. At any decent tile, it’s just going to be dropped and moved onto the next. Waste time destroying resources, continuing the chase and the his god awful reload time (The only add on I feel like I need to play with is the stopper because that makes him semi-viable instead of taking the time which leads to the other survivor running to another loop.
-
As survivor, the killer camping and slugging me for the entirety of the game just because I looped them- no toxicity, I promise.
As killer, I get OoO SWF fairly commonly, maybe one every 30 games or so.
