Kaitsja
Kaitsja
About
- Username
- Kaitsja
- Joined
- Visits
- 5,184
- Last Active
Comments
-
As someone who occasionally plays Huntress, I like the idea of it being an add-on. Nurse and Doctor both have training wheels add-ons, so why not apply this to huntress?
-
@PigMainClaudette said:
If you can play a straight and fair game, and still win, that says more about you as a player than if you decide to go completely underhanded with "tactics" like camping a d tunnelling.
Break the cycle, help to end the war.
As soon as devs get rid of Unbreakable/DS activation in the endgame. That's the only thing that is incredibly frustrating.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1622733#Comment_1622733
Do you also play survivor?
Does having pallets blocked more frequently than every 40 seconds sound balanced to you?
As someone who does play survivor, it would be a little excessive for it to have no cooldown but I think every 35 seconds would be fine.
-
To answer the question directly, DS does actually cause more tunneling. While it is generally assumed that tunneling costs games, this isn't always the case. In this particular case, we are defining tunneling as immediately downing a freshly unhooked survivor and attempting to rehook them. For argument's sake, let's just assume you're close enough to the hook for this to be possible.
Personally, if I suspect DS, I want it out of the game as early as possible. The same applies to killer shack pallet. I want that gone as early as possible too. The reasoning being that both of these are far too detrimental to the killer in the endgame. If I down a survivor at the exit gate and pick them up, DS is a free escape for them.
-
If you or a fellow survivor get facecamped, everyone else needs to focus on getting the objective done.
-
@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1620930#Comment_1620930
A facecamping Bubba that gets an early down is an winnable situation for survivors, Otz proved it, I proved it, other users here proved it.
It's not fun for the survivor on the receiving end, and I have seen my fair share of face camping, but what you can do is do the objective.
-
I like the idea of leaving trails passively, don't really care for an insta-down that reduces movement speed.
-
@Brhoom said:
Here are some ideas,
Tunneling: if the hooked survivor is hooked for the second time without anyone else being hooked, the next time he is unhooked he is fully recovered and gains a 5 second sprint burst.
I can see survivors exploting this so killers can just slug thrm. If they recover from the dying state the effect will not activate then.
The effect doesn't work if there are less than 3 gens remaining. And the effect can only be activated for one survivor oer match.
This is to help the 3vs1 strat.
Facecamping: I made a thread about how facrcamping with Bubba is borken and even Bubba mains admitted that they reached red ranks using the strat.
If the killer remains within the hook range (let's say 10 meters?) for longer than 30 seconds without entering a chase with another survivor or leaving then...
-Remaining survivors get %30 speed increase in all actions till the killer leave the hook area, the buff remain for 15 seonds after the killer is away from the hook
Or
-The hooked survivor gets a garentueed hook escape wih a 5 seconds speed boost and 15 second endurance
Or
-The hook timer is paused for an extra 60 seconds
Also Noed doesn't activate if the killer only got 2 hooks or less during the trial (this is to counter Bubba who only want to facecamp)
I'm typing this before bed so addmitty theu aren't that well thought, but please share on why you think some of these may or may not work.
None of these are good ideas. Camping and Tunneling are both valid strategies. Albeit they can cost you the game when poorly executed, but the point still stands that they're as much a part of the game as looping is.
-
@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1620709#Comment_1620709
That's two different things. Ds only works against tunnel
DS is more than just anti-tunnel. If you use DS after your first hook, you're using it wrong. You can play fair and still be hit with DS. So no, DS doesn't only work against tunnel.
-
@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1620709#Comment_1620709
That's two different things. Ds only works against tunnel
No it doesn't. You have two chances to use DS. After your first hook or after your second hook. I have been DS'd inside the exit gates. You can play fair and still be on the receiving end of DS. More often than not, DS is used offensively rather than defensively.
-
Face Camping and Tunneling will always be a part of the game. If a killer downs you early game and face camps you for the rest of the match, then yeah that isn't fun but if it's endgame? That's fair game.
As for tunneling, it depends on how you define tunneling. It's strategically more advantageous to go after the injured survivor, even if they've been freshly unhooked. But if the killer is just relentlessly chasing one survivor only despite other opportunities presenting themselves? That's tunneling.
-
No. Undying shouldn't be nerfed just because you don't want to cleanse totems. Undying is a bandaid fix to the much larger problem that is totem spawns, but I'm not going to get into that. I'll tell you the same thing I tell people who complain about NOED: Do Bones. Stop focusing on getting out as quickly as possible.
-
I'd like to not have to run PGTW or Corrupt Intervention, but CI is the only way to slow down the early game and PGTW is the only way to get anything decent out of kicking gens.
Ruin would be a solid choice if not for the RNG that is totem spawns. In what world is a lit totem spawning out in the open good outside of haunted grounds? It's simply not.
I'd like to not have to use BBQ but BP gain is so minimal without it that it makes it a must-have perk for those who haven't got every perk in the game. That leaves me with exactly one perk slot to mess around with if I take PGTW. More often than not, I won't need PGTW, but it would be nice if kicking gens did something other than starting a very, very slow regression.
-
@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1597074#Comment_1597074
You are right, but still it's better then nothing?
Iri Head is a red add-on. Removing the insta-down would mean replacing it with something of equal or better value. It's fine as is when you consider that.
-
The problem with deep wound is that it is inherently pointless. It's no good for a chase since the timer is paused while a survivor is running.
-
@sulaiman said:
where exactly is the challenge in these challanges if they can be done just by playing normal?
The only problem i have is with challenges like the iron maiden one, because it doesn´t need you to do anything, but rather someone else to do something. But that is not in your hand. Hitting with 15 hatchets is hard, but it lies in your hand, same with 4 survivors in the basement. (yes, a map with a central basement is better for that, but there are map offerings).
btw, the 4 gens with dark sense is easy, you take dark sense and bond. you dont have to do the whole gen, you just have to work on it when it finishes.
You're missing the point. The point is that while they are difficult, they're designed around survivors not playing optimally. Iron Maiden locker grab is only doable with yellow ranks. Two gen grabs in a single trial while using discordance? Only doable if the survivors ignore you and continue to do gens in your face.
There's nothing wrong with a bit of a challenge, but asking it to be done in a single trial can be a bit much.
-
@BaschFonRonsenburg said:
What requires skill in these challenges? Most level 4 challenges especially in earlier compendiums just require dumb luck and time.
Hit 15 Survivor(s) with the Huntress's hatchets. Complete this challenge in a single trial.
You need either god-tier skill or a lobby of noobs.
-
@Jyn_Mojito said:
How do you know it was Killer entitlement and not bait? I had to learn the hard way that sometimes it's not the Killer that outplays you, but the team's altruism. It's nice when you can make it out as a team, but that mentality can very quickly turn a 1K into a 4K.
This. So much this.
-
It's entirely possible that you and your friends are the entitled ones. Killer has to camp in the endgame to secure the kill.
-
@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1589071#Comment_1589071
Depends. I can´t speak for yellow or purple tbh, but decent survivors will even turn this downside around since the perk icon will still light up, giving away the general position of the Killer despite being "undetectable". The only stealth Killer that can get something out of it is indeed Ghostface, I agree, but on the Flipside there are Killers that get completely annihilated by this perk alone unless the survivors really, really suck.
Freddy, Trapper or Hag come to mind.
The only information you get on a stealth killer like GF or Wraith from OoO is an indication that they are looking in your direction within a 72m Radius, assuming you're the obsession. It's like spine chill at that point. Making it work well requires strong map and tile knowledge, and knowing how to juke the killer.
-
@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1589012#Comment_1589012
In other posts there were actually quite a few people than came forward, announcing they were running this perk as a solo player.
It is strong as solo and the most op perk anybody could bring in a swf. Nothing a Killer could bring perkwise comes even remotely close.
You can´t argue that it isn´t op for the whole team to know where/who the Killer is and what the Killer is doing at all times, starting from the first second of the match.
There´s tons of quesitonable complaints on here, like DS (by itself) is overpowered or that NOED has no counter, but to me THIS is the one perk that HAS to be changed asap. I´ve even seen die hard survivor mains admit it´s broken.
It's situationally OP. If you're playing a stealth killer like Ghostface, they don't get an aura read but the killer gets a free read. At yellow ranks, it's not likely to be as detrimental but in purple ranks? You're asking to be taken out early.
-
@ZCerebrate said:
Even my fairly new friends have managed to finish all the non-perk specific challenges (Ones that require Hag to be played etc) because the single trial ones so far haven't been completely unreasonable so far in this book.
Heroic Virtue (in book 1) is 3 TOTAL survivors leave before you regardless - and can happen over multiple matches meaning it doesn't have to be in one. You also don't have to survive meaning you get credit even if you are dying on hook or letting EDC take you as your teammates all escape through the door at the last second -teabagging.
Same applies to Book 3's Heroic Virtue which is the same exact thing but 6 survivors total (notice both do not have the condition that it has to be done in a single trial).
The stun one can be hard for people who aren't used to looping - I told my buddy to just COMMIT to the stun (meaning don't get baited until he is sure it will land) and even if he wasted the pallet just slam it on the killer after the hit. Also usually not a single trial thing - if it is then just keep playing with that in mind and you'll get it eventually as long as the killer isn't like a PH, Huntress or Deathslinger (Play those like you dont even have an archive to be honest).
The obsession one - it's just going to happen eventually. Took me a three tries too because someone else would do a DS at the end while I'm running every obsession perk under the sun trying to keep it... can only control it so much
Time consuming ones for me have been things like "Hook the obsession 8 times" or "Rescue 15 survivors"...
For Hook the Obsession X Times, just use Furtive Chase. Hook Obsession, let obsession get rescued, go for the unhooker who is now the new obsession, hook them, rinse and repeat.
-
Honestly, I couldn't care less about the insta-down aspect of NOED. I primarily use it for the haste bonus. It's like having PWYF without having to worry about losing stacks because you attacked.
NOED is no more toxic than Decisive Strike or Head On. The way you use the perks determines whether or not your behaviour could be considered toxic.
-
@Artick said:
How about no? Don't camp, there you have it, enough counterplay. If you camp, BT did what it's supposed to do and it's your own fault for letting it activate.
The problem isn't when it happens early or even midgame. It's endgame where this becomes a problem.
-
@MrLimonka said:
Literally no one apart from sweaty SWFs run Object of Obsession. And the player running object there does not mind getting tunneled, because he is the best looper in the team and will waste a lot of your time.
Literally had a game earlier today playing as Ghostface. Seen a David running OoO. After I sacrificed him, he complained about being tunneled. He wasn't even a good looper or anything.
-
The gigantic maps because they're designed around Hillbilly/Nurse/Oni/Other killers who can cross large distances quickly. Personally, I like Midwich, Saloon and The Game. These three maps feel very fair to me with my only complaint for Saloon being that vault builds are incredibly strong on it.
-
Hook standoffs only happen if you try to go for an obviously unsafe unhook. Stop feeding into it.
-
I genuinely hate every map except Gideon and Midwich.
-
@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1580597#Comment_1580597
Hence why all I'm saying is once the egc starts it activates so people have a chance to still counter it but the killer can also control it against them
Look, EGC doesn't start unless a gate is open or hatch has been shut. The counterplay is doing bones. NOED is fine as is.
-
Holy wall of text. Please, use paragraphs in future.
-
NOED Nerf threads. We get it; Y'all hate NOED. Unfortunately, it's not going to be nerfed as the only thing that makes it strong is ignoring the secondary objective. Furthermore, a killer is likely to get one survivor with NOED.
At which point extreme altruism tends to kick in. It's endgame; you've 99ed the gate so you decide to come back for your friend but lo and behold the killer is camping them so you try to lure the killer away so your other friend(s) can attempt a sneaky rescue. Alas, the killer is aware of your plan and returns to the hook leaving you with no choice but to do bones.
-
NOED is fine as is. Do bones. If you know NOED is active and someone's been hooked, either take the exit or look for the totem.
-
@NekoTorvic said:
Just make it so that it only applies exposed to the survivors that you've already hooked at least once, and for each survivor hooked you get 1% extra speed when the gens are powered. It keeps its same effect but it will never reward you again for being completely useless throughout the match. It would even reward you for going after multiple people.
This is like a worse Devour Hope. NOED is fine. If the killer gets a wipe with NOED, it's because of extreme altruism. Think of NOED as an insurance policy. Killers would rather not have to resort to it, but if the need arises it's there to at least help get them a safety pip.
-
Honestly, perk tiers are redundant at this point. I rarely use any of the offerings that give extra BP for X Category. I just don't see a point. Most of us just want perks and add-ons. I don't know how others feel about map offerings, but personally? I don't care for them. I'm fine with random maps and there's not really a situation where I'd want to run a specific map offering.
-
@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1580290#Comment_1580290
No I haven't lol. I don't complain about stupid things like DS which rarely ruins good killers games. This guy has made multiple threads talking about it cause he can't tunnel.
More often than not, you can actively choose to go after another survivor only to be bodyblocked by the unhooked survivor with DS. They will happily play the sacrificial lamb just to hit you with DS.
It's all well and good to say "Just don't tunnel" while ignoring overly aggressive use of the perk. 60 Seconds is a long time for it to be active considering gen speeds.
-
This is like a worse version of Devour Hope. NOED is fine. It doesn't need to be changed. I understand that it can be frustrating for survivors, but it's their choice to stick around and get wiped by it.
-
Try using Thanataphobia with Sloppy Butcher instead.
-
My preference is to leave them there until I'm done with the survivors that aren't stuck. One less survivor working on gens. I'll give them hatch at the end, though.
-
Having reached Rank 7 as Killer, I have to say that this is sound advice for green ranks but still very much map dependent. Larger maps tend to have strong tiles stacked together. As an example, autohaven typically has two L walls opposite each other with vaults. Then you have your long wall with pallet loop. Then you have your other 'safe' pallet loops where the killer will not be able to reach you no matter which way they go so long as you can infinitely vault the pallet.
-
@NekoGamerX said:
I just think isn't this KYF mode or custom game now🤣
They mean if you could have all the perks, rather than just four out of however many there are.
-
Think of NOED as more of an insurance policy.
-
Absolutely not. Corrupt, maybe. But definitely not Decisive. I get that it's supposed to be anti-tunneling, but it's hardly anti-tunneling if you are brazenly baiting the killer into downing and picking you up or grabbing you out of a locker.
I see DS being used offensively so often that I just automatically assume every survivor has it, so I tunnel in the hopes of eating it early which of course is no fun for the survivors but being hit with DS is no fun for me as a killer, either.
-
@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1568460#Comment_1568460
Wish people actually considered how the other side feels. I do, that's why I don't be toxic to killers (even though I definitely have the ability to do so). Or when I'm killer, I legit will ignore someone if I know they just got off hook, even if it makes me lose in the end. I just want everyone to have fun. And it also ensures me that I'll never get hit with DS huehuehue.
Every time I, as a Killer, consider how the survivors feel, it bites me in the butt. I try to play fair and get shafted for it with BT Bodyblockers.
-
First of all, assume spine chill. Second, don't look directly at the gen's aura. Keep the aura on your screen and approach at an angle. Nine times out of ten, you'll catch survivors off-guard.
-
Had a survivor get stuck on a rock on macmillan's. Didn't notice until I'd killed the other three. Saw they were stuck so I downed them, picked them up and gave them hatch.
-
@BabyDweetMain said:
Gen rushing isn't a thing. That is a survivors only objective. Killers are supposed to stop that. Killers need some sort of pressure or else it'd be a cake walk. That's why there's perks and full on builds dedicated to stopping gen progression. If gen rushing is an issue for a killer than they need to run those perks and practice gen patrolling. Maybe pick a killer like legion who's good at stalling gens.
Yes it is. Whilst doing gens is indeed a survivors only objective, it's a world of difference when four survivors run commodius toolbox, BNP and an add-on for speeding up repair progression alongside Streetwise.
Now tell me three gens popping simultaneously in under 2 minutes is not gen rushing.
-
@StibbityStabbity said:
Imagine this happens to a group of new players by happenstance. The potential to punish innocent players is there.
Also, gen rushing itself is a symptom of "We have one job". Survivors need more to do other than rush gens.
It wouldn't happen to a group of new players by happenstance. Every time I have played against survivors between Ranks 16 - 20, they have barely understood the concept of doing gens.
I would personally define a gen-rush as three gens popping within two - three seconds of each other. Rather than one gen popping, then another maybe 20 seconds later.
-
@Yffriium said:
This doesn't really make sense as a game mechanic (survivors can wait 10 seconds before popping the 3rd gen) but it doesn't even make sense thematically. Imagine new players having to learn this convoluted rule.
It wouldn't affect new players. A gen-rush is not the same as simply doing the objective.
-
Spine Chill just needs the activation range reduced from 32m to 26m. It's already kinda useless against Wraith.
-
About 5 - 10 minutes is ideal, in my opinion. Corrupt helps with the first 2 minutes.