Khroalthemadbomber
Khroalthemadbomber
About
- Username
- Khroalthemadbomber
- Joined
- Visits
- 3,232
- Last Active
Comments
-
Had this happen to me as well yesterday on an Autohaven map.
-
The animatic at the end of the Withered Blight event is what happens to Survivors and Killers that refuse to participate.
-
My experience of Steve players:
You know that guy? That guy who really just wants to help? But you know better than to let him help you because if you let him dry the dishes for you, he'll somehow cause the dam across town to rupture and destroy everything.
That's virtually every Steve I've had in game...
-edit- fixed a typo
-
@Deadeye said:
And again a reminder, to get that meaning back into the game, pls. So we get a bit more communication for solos!
1) Flapping means, killer is near (sometimes hard flapping means facecamping)
2) No movement means, all quiet
3) I like to do 95% of the animation to say "need to kobe, cuz noone is coming to save me. pls help"
1) should be at least common, I would like to get all 3 common again
Agreed
-
@[Deleted User] said:
For the past two years I have used the hand gesture as a sign of come and get me... whoops!
-winks-
Spoken like a Steve.
-
Honestly I feel like the best thing for all Claudettes is give them a single neon colored scrunchie on all their heads. Problem solved.
Other then that though, Yamoka COULD stand to be brightened slightly but then again I play on lower quality and I don't generally have as many lighting effects issues.
-
For me it's always meant danger. Like if I'm doing pull-ups right off it means camping. If we're facing a Trapper or a Hag and someone's on approach I'll do pull-ups when they get close to signal there's a trap nearby if I saw/heard them set one.
Honestly I've never seen it meant for "All clear."
-
Very least I'm glad I'm not alone in thinking that this is/was generally the signal for "Killer camping. Stay away."
I wonder what happened that changed this from being globally known?
-
So after a little finagling and talking to people, I think I figured out what the issue is.
When Nemesis was added to the game, I'm assuming code was never added to Rancor to search for a new Obsession if one was created after the last generator was popped.
It is worded on the perk that the Obsession does not need to be alive for Rancor to let you kill an Obsession, only that the final generator needs to pop. So hopefully this issue can get fixed in less than a year lol.
-
@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1221787#Comment_1221787
Bruh the fact that "Just die." Is the only counter isnt a real counter.
One person dies and the others escape. Valid strategy that penalizes Killers because BHVR believes that Killers should only be able to get 2-3 people per match on average. At being stuck at only 1 kill, said Killer is under preforming and in fact has lost the match.
-
Slugging isn't toxicity it's a valid counter play to the changes that removed a lot of what slowed the game down. If your team is four man slugged, that's a misplay from you.
Face camping is a strategy that only works if you let it. If you're legitimately facing a face camper, ignore the hooked person and work on generators. Sucks to be the hooked guy, I know but this is the best counter.
True tunneling there isn't much you can do I'm afraid. If it's legit tunneling and not "This person is strictly the person that keeps running out in front of me" your best bet is to apply the strategy to counter face camping.
-
If you see OoO on anyone it means one of two things: either 1:) that person is the easiest person to drop and kill or 2:) you're never going to frigging catch them because all they're going to do is run to infinites and loop you for eternity.
If you managed to dodge at least one attack fairly effectively, odds are the Killer viewed you as a number 2 and not worth the trouble you're going to bring them.
-
My Legion build:
Thanatophobia, Sloppy Butcher, Blood Echo, and Surge.
-
Boring to play as and against. All of them generally play the same way, and he's the one Killer that, if my teammates DC or suicide on hook, that I can understand and won't complain to them in end game chat.
-
This was something they discussed on their "It's not hitboxes, it's latency" stream. Falls into the category of you're seeing them there but their hitbox isn't there.
-
She has some major latency issues with her vomit at longer ranges. Specifically you'll see Survivors reacting as though they've been puked on but never actually have their vomit bar fill. So you're then forced to get up close and personal which can cause other issues because it can be difficult to hit Survivors that are moving at close range.
Tack onto the fact that she's also got issues like Clown in that she NEEDS perks more than most to slow the game down and if those perks can be ignored, she gets rushed HARD.
Survivors are also learning that Plague players are making builds around people being constantly injured and as such are cleansing more frequently, requiring changes that hybridize the permanently injured and corrupt purge builds with mixed results due to, once again, latency.
Latency is the Survivor's cure for Plague currently in addition to inconsistencies between matches more than most.
-
One of my first red rank matches I decided to play Clown shortly after his release, and I got curbstomped and promptly kicked back down to purple ranks.
Later on, one of my friends DMed me to inform me who exactly it was that left me a broken mess on the floor. For it was not JUST OhTofu, not just Zubatlel, but also Grimmymore in a random happen chance match, all of them running solo.
Trust me, if you get to red ranks quickly, you'll get reminded why you need to practice more lmfao.
-
@ZoneDymo said:
Hate:
Freddy, screw Freddy, ill never forgive what they did to my boy!
Ghostface purely because of the buggy revealing but eh hate goes a bit far.
For the rest its fine, it just depends on the killers behavior and add ons used.
Ok I HATE to be that guy, but old Freddy was SO MUCH worse. Much like current Hillbilly, virtually every Freddy ran Ruin, NOED, Sloppy Butcher or Overcharge, and some random fourth perk, usually old Dying Light. Add-ons were generally instant sleep add-ons with some variation but not often. And unlike Hillbilly, he could not capitalize on things nearly as easily since he had to wait to be able to attack. He was significantly worse then he is now, but I will acknowledge he's a lot more boring.
-
Most hated to least:
Hillbilly: the entire Survivor community seems to not realize that virtually every Hillbilly is running BBQ, Enduring, Spirit Fury, and Infectious Fright and as such 3/4 of my team are downed in under five minutes...
Freddy: He's boring as hell to play as and against.
Huntress: Because who doesn't like getting hit around corners that you've got about a ten step lead on?
Leatherface: Do I HONESTLY need to explain myself?
Pig: This one hurts for me to say as I'm a Pig main, but I hate taking on other Pigs because all of them tunnel the ######### out if RBT wearers and it makes. No. Goddamn. Sense. You have EFFECTIVELY removed a player from the game, allowing you to focus on the other three. WHY THEN do you focus down the player not presently capable of working on objectives?! *note I'm not say NEVER go after RBT wearers if an easy opportunity presents itself, merely that doing nothing but going after them just shoots yourself in the foot in the long run.
Everyone else I can more or less either handle or don't mind.
-
Imma just drop here the same thing I say to anyone complaining about Stealth builds/Spirit: run Spine Chill. Learn what it means under certain scenarios when it's active. You use it right and against the right Killers and Spine Chill can essentially be a slightly weaker Whispers.
-
@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1165411#Comment_1165411
I must admit that i have used this perk just a few times, not more then 5 times actually, but it left a solid impression, sure not amazing tho, but i got value out of it. Probably i will try this one out more frequently and i keep your objection in mind.
https://forum.deadbydaylight.com/en/discussion/comment/1165410#Comment_1165410
Which one for example? You know more about that perk then i do apparently. Change my mind :)
https://forum.deadbydaylight.com/en/discussion/comment/1165422#Comment_1165422
I was suprised how strong Hangmans trick is. I always get some good information. If they would increase the radius just a bit, it would be overpowered from that far i have seen. Ballanced perk in my opinion, pretty good actually. But maybe i was lucky idk? The change is relative new so ofc i might be wrong.
I agree it certainly has uses. The reason I enjoyed the original version of it was because it was that much harder for Survivors to detect what was triggering the Killer to show up to their location.
Each Killer perk that is used for detection and location purposes generally has a tell of some kind and as such a counter. The counter to Gearhead, if you somehow figured out what the Killer was doing (which I don't get how you would have), on the PTB was literally not touching generators for 45 seconds or praying you never got a skillcheck. Which arguably is fairly powerful and I could have understood changing either the skillchecks or the duration, not both.
-
I agree with most of those except for Gearhead. If they had kept it as it was on the PTB then yes it would be where you have it residing. However it only lasts 30 seconds, and it only works on good skillchecks.
As I stated in my post about this change, it's got part of the problem that instigated the change to Ruin: newer players are going to be affected immensely and veteran players won't have to worry about bubkis.
So with that in mind I feel like it should be knocked to either C or D tier.
-
It's been "fixed" like 3-4 times now I believe but much like Legion's Infinite Mend, it keeps coming back.
-
Autodidact and Aftercare. I am the White Mage. And no one. Sandbags. The White Mage.
-
My Legion build is Sloppy Butcher, Thana, Blood Echo, and Surge.
"But Sloppy Butcher doesn't work on Feral Frenzy anymore!"
You're right, but it DOES work on the person you down. The premise of this build is simple. Stay injured and lose all your Exhaustion perks as a Survivor, or waste time mending and healing. It would shock you the number of Survivors that can not play the game without their Dead Hards.
-
While it's not going to be as good as it was on the PTB, Hangman's Trick has joined Surveillance in having been one of the worst perks in the game to, while not the best, right up there. Toss on Make Your Choice and you've got a killer with three decent and usable perks. There aren't many killers or survivors in this game that can claim all three of their perks are very useful.
Pig herself is significantly more powerful than people give her credit for. Is she top tier? No. But she's a helluva lot better than you're portraying her.
As for Tapp, he's got one borderline busted perk in terms of information gathering and two perks that have the potential to be useful, albeit one more so than the other.
All and all, the Saw DLC is actually one of the best licensed DLCs Dead by Daylight actually has.
-
Ok so I'm just going to toss this out here because CLEARLY due to some of the matches I've had with teammates going down very easily to Doctor because they play overly aggressive, that they did not seem to comprehend:
-clears throat-
You can go into a goddamned locker to dodge the AoE! There is a VERY obvious sound effect that plays when he is charging it and you SHOULD have plenty of time to get into a locker and avoid the burst.
Also fun fact: he's been able to block you from vaulting for a WHILE now. They changed that a bit before Trapper and Hag got their first big buffs. This is not new. It just works better now.
Nothing you have listed is new to Doctor. It's ALWAYS been this way. People have been countering it before his change and they will continue to do so. The only difference now is that you are not constantly passively going insane so you actually DO stand a far better chance now against that build.
Be smart and use your lockers.
-
@LetsPlayTogether said:
As long as devs allow killers to annoy survivors by tunneling, DS should get a heavy buff to become anti-tunneling. You obviously do not understand the causality. DS is forced on survivorsby killers themselfs. That those players like you are complaining about it shows how ill-minded your ae.
At the point where I've ignored you and hooked your ally and you then rush the hook I'm at to rescue your friend, knowing that if I down you, you'll escape as well due to D-Strike, it ceases to be tunneling.
That is where the majority of the times where I get stabbed comes from is scenarios like that. If it's supposed to be "an anti-tunneling perk" then it shouldn't be allowed to be used in a scenario such as this and only if the Killer is ACTUALLY tunneling you.
-
@PigMainClaudette said:
I run it on one of my builds and the only time it activates is if a killer is going out of their way to target me.
Perhaps so but the current majority of usage I see as Killer is charging at a fellow hooked Survivor while d-strike is active, going down as you unhook them and giving them Borrowed Time, and instead of an even trade, the Killer nets zero.
Another is at exits, active d-etrike users taking protection hits for their teammates to escape knowing the Killer can't stop them from escaping due to d-strike and close proximity to the exit itself.
-
I'd be fine with the idea of D-Strike deactivating on protection hits or if you rescue a teammate from a hook.
If you're doing either you're not being tunneled.
-
No disrespect but what's the point in even having the number at all?
Once this goes live we're then going to have two sets of numbers that mean jack in regards to the game. The rank and whatever the heck that thing that gives us Iridescent Shards is called.
That's two things that are literally pointless and could probably just be removed to free up some game processing so it runs better.
-
A prime example of this is something that happened just last night. Playing Haddonfield with the gate right behind the basement and I'm playing Amanda with Amanda's Letter so I can see through walls.
EGC timer is ticking down and I can see the auras of the other two remaining Survivors swarming around me and I never left. When they bitched at me for camping I brought up that I had no reason not to do so because otherwise they'd get a free rescue.
-
While I'm not a fan of camping for no particular reason, if I DO suspect people are nearby, I'm not leaving the hook. There's no reason to.
Two jobs of the killer: kill the Survivors and prevent them from exiting. If Survivors are going to flock around their hooked ally then I'm performing both tasks at hand with zero effort.
In short, don't sprint right up behind me as I'm carrying your ally because odds are I'm going to be keeping close distance to the hook.
-
With the idea of the changes to Ruin being "ripping off the bandaid," if certain Killers ARE shown to have been reliant on Ruin for success, how quickly would we see changes on those Killers to help combat their new lack of ability to passively slow the game down?
-
Fixing of the random dedicated server resyncs that make it so the survivor I'm chasing spontaneously teleports 20 meters ahead of me when I go to attack them.
-
@PrincessPoop said:
They are okay I just wish the petrified oak offerings actually did something.
They do. If you can convince your teammates to use them as well lol.
-
I don't know what's gone on but I've been getting a LOT more dead zones devoid of hooks within the last patch or two. And not even with the excuse of "the basement is within reasonable walking distance." Like literally there is one single hook in the area and any survivor that gets downed after it's gone is going to be left to bleed out because there's no feasible way to get them to a different hook. No offerings played to adjust the spawn distance, just a literal dead zone devoid of hooks.
-
Though I have noticed a couple times lately when I play survivor that I SOMEHOW get exposed after breaking the Ghostface out of cloak through his stalk. And I'm not talking recently broken out but multiple seconds having broken out.
-
Yeah it's a bug that was SUPPOSED to get fixed when they made the Tome 3 challenges easier, but apparently when they decided to hold off on doing that they decided to keep the bug in as well.
-
@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/818468#Comment_818468
So the Entity shits out orange goop?
Basically yep lol.
-
It was stated in the newest bit of lore in the Withering Blight event where The Withered are just husks of beings no longer fit to be Survivors or Killers and are just left behind to rot away until they are inevitable expelled from The Entity's body during The Hallowed Blight. The orange goo is basically digested peoples and excess extreme emotions converted to energy that The Entity didn't fully consume.
-
Thankfully there was ONE of the four that pointed those facts out to their fellows, but was met with similiar disdain that I was getting by them of lines like "camper," "tunneler," and "Yeah I play killer too and yeah sometimes you need to be an ass to win."
Wasn't being an ass, buddy. You guys screwed up.
-
I USED to give a damn about it. Now with every survivor, their aunt and uncle, cousins, nieces and nephews all regularly DCing, I'm not going to take a hit on my game anymore. Yeah it sucks and I'm truly sorry, but until there's a more active temp banning process for this, I'm just going to wipe everyone out and move on to my next match.
-
@Atrushan88 Actually, it DOES work on them. Undetectable only works on stuff like Alert, Dark Sense, Blood Amber, Object of Obsession, etc. Basically anything that lets you visibly perceive the killer's aura.
Premonition and Spine Chill will still work against them, and due to the changes of it, E1 Myers is now susceptible to it.
Unless somewhere in the patch notes they say it was a bug, thus rendering this comment null and void.
-
I've been preaching the glory of Spine Chill since Spirit was released. Everyone called me trash/crazy. WHO'S CRAZY NOW?!
-
No it is not unfair. Think about it like an investment.
Survivors CAN choose to enter a match with items, add-ons, and offerings, but often choose not to. Thus anything they do in a match is pure profit.
Now killers. Yeah that killer brought an Iri and Purple add-on, but that's 13k bloodpoints spent to do that. Tack on an Ebony mori for 1-hook mori plays and that's 20k bloodpoints spent with almost nothing gained from the investment. If a killer is LUCKY and 1-hook moris EVERYONE in the match, they'll be lucky to break 25k gross, 5k net profit. Most likely they won't even BREAK 20k and most likely will have lost bloodpoints on the match.
-
Toss what we have on the Game Theorist sub reddit.
They love that sort of stuff lol.
-
I kinda view The Entity's fog functioning sort of like the Red Mists of Ravenloft from Dungeons and Dragons.
Oddly enough there are a LOT of similarities between Ravenloft and The Entity...
Kidnapping people it finds shiny, taking/creating parts of the world that exist outside it, lots of fog, and when you get taken you can never leave.
Unless you're Soth and then you can leave due to the powers of Red Tape lol.
-
Kinda a toss up for me between Bill and Meg.
-
East Coast here. I see a COUPLE things here and there but it's nowhere NEAR as god awful as it was and is nowhere CLOSE to the madness that is the PTB. Swear not even a box truck shipment of RAID could handle all those bugs lmfao.