Avatar

KingFrost

KingFrost

About

Username
KingFrost
Joined
Visits
0
Last Active
—

Comments

  • Best killer to buy is Leatherface. BBQ+Chili. That is all.

  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224468#Comment_1224468

    This Is why I started bringing detectives hunch, after each gen I go to the nearest totem to break it and eyeball where the next closest is. By the time 2 gets are done if the team hasn't got them, I got them all 95% of the time. One down after the last gen pops and they camp near the survivor and their noed totem, is a fun situation to play but almost always 1-2 are dead

    Detective's Hunch is a really underrated perk. You can tell if others are doing totems or not. Combine it with inner strength and its fantastic. Funny thing about that game was that when I cleansed Noed, my first thought was "Wait, I'm injured. Why'd I bother cleansing this totem instead of getting out of here?" Then I realized I had inner strength.

  • I've had a group of survivors play Hide and Seek with me before. You don't have to do gens! You can get into a SWF and see who can hide from the killer the longest. I had a group of survivors do this. Luckily it was on The Game Map, so it wasn't absolute hell. I've had another match, two survivors left, they both stayed hidden for such a long time. The match lasted way longer than it should've. And that's when it really becomes a problem. I just wanted out of the game at that point, even though there was no way they were going to get 2 more gens done. Couldn't even find them to tell them "DO THE DANG GENS". Eventually found one of them. Happened to find the hatch, and got the 4K.

  • Save the Best For Last -- she has a method of taking out the obsession without losing tokens, and that cooldown at 8 tokens is right nasty.

    BBQ + Chili -- Good for finding your next target

    Pop Goes The Weasel -- Good for Gen Slowdown

    Any perk of your choice. Personally I like Discordance (Can help me get a good start if two people work on a gen together), Nurse's Calling, Hex: Devour Hope, or if the survivors are carrying more items than an item shop in a JRPG -- Franklin's Demise. Depends a lot on my mood.

    My favorite Addons are Video Tape, any of the ones that add an RBT, and any of the ones that add a Jigsaw Box. John's Medical File is good too if you don't have enough add-ons. I've found Face Mask mostly useless. Razor Wires is probably her worst add-on.

  • Use Detective's Hunch. Cleanse 1 or 2 Totems. Hope your teammates do ONE. Keep in mind where the last two are. After all gens are done, check the other two totems. If one is lit, Cleanse it.

    Did this against a Leatherface some time back. Unfortunately, he got me at the NoED totem, but it was my second hook. Someone came for the rescue while he was guarding the exit gate on the other side of the map, I went and cleansed the totem as the exit gate opened. I hopped in a locker to heal with inner strength. Got out, the Claudette who rescued me opened the Exit gate on this side, and I didn't see the killer again.

  • DS has a counter too. Just find someone else.

  • 5 minutes isn't a bad penalty for the first offense.

    I've been DC'ed three times in a day before. No fault of my own. And that was coming off a huge penalty due to some internet connections over a period of a few days. I think escalation is what needs to be looked at, given the bugs and server issues. But a 5 minute penalty? Just time to go to bed after that.

  • Keys need a nerf, but I think one of the few times I'm okay with keys opening the hatch is after it's been closed by the killer. Seems completely fair to me. I think the hatch should only spawn if all gens are done, or only two survivors remain and at least 4 gens are done. That'd be a fair nerf to keys.

  • Killers make excuses because they want to think they're better than Survivors who are toxic. They aren't. They're the exact same, and if they played survivor instead of killer they'd probably be doing the same things they hate survivors doing to them.

  • As survivor, Spine Chill. I like knowing when the killer's headed in my direction.

    As killer, Save the Best For Last. That cooldown is just... yikes.

  • Without Generators, survivors can just locker hop for 15 minutes, and the killer will have no idea where to look for anyone.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223129#Comment_1223129

    This is the result of survivors messing up, not the killer being good though. DS is a problem because it rewards low skill plays.

    You mean like how NoED rewards low skill killers?

  • I used to think this was a good idea. The problem is, it makes current hex perks MUCH worse. People will start prioritizing totems, which means things like Ruin and Devour Hope won't last.

  • When I play killer, I let the survivors sort of dictate how the match goes.

    If they're pounding out gens, I'm going to keep trying really hard. Already lost some points from the one guy DC'ing.

    If they're struggling (and I do this even when there's no DC) I tend to ease up on them. I've made friends with survivors who I've just let go because I did really well with like 4 gens remaining and everyone was on death hook.

    If they're Toxic, I kill them and then farm with the last two.

  • The Perks are NOT available, but Blood Warden was recently on the Shrine. I bought it, and have it on a couple killers. Hopefully we'll get Freddy one day though.

  • I've wiggled free a couple times on Switch. It usually only happens if you're in the right spot and the killer picks the wrong hook. I once ran Flip-Flop, Boil Over, Tenacity and Unbreakable. Didn't really help me much, because it was an outdoor map with close hooks.

  • They should do whatever they want, but I hope they at least play fair. That's all I ask for of any match.

  • Actually, I think getting points while getting camped is a good idea. That way players are encouraged to stay in the game. I also imagine killers would stop camping (at least on the first hook) when the hook state doesn't change. Players could get a lot done in the time they're camping. And yeah, the killer could use it to gain information -- but survivors would get equal information. A much weaker base kindred, as it were, which I think would make it worth it.

    It'd also make camping a less viable strategy for killers with NoED who just camp the first guy, realizing that the others will gen rush, and not have time to do totems.

  • I think that on your first hook, if there are no survivors in a 12M Radius, and the killer IS, the hook timer should be paused. This would be disabled if all Gens are complete. I think that'd be completely fair.

  • Yeah, the escalation is ridiculous for this reason alone. Other people will be like "Man, I don't ever run into bugs so nobody else faces this problem either!" But the fact is that it does effect some people, and that's why the penalties shouldn't escalate at the rate they do.

    I'd recommend finding something else to play for a couple days. Your next penalty is a 6 hour penalty. And when it happens due to a crash, if you're anything like me when it happened to me, it'll frustrate you a lot. I'd say play a different game for 4 or 5 days, and your penalty should be greatly reduced.

  • I've played a lot of DBD over the past few months, and have every survivor and killer to level 40. Meg has every perk (at the highest tier) so now I'm trying to work on getting Pig and maybe a couple other killers some more perks. The grind is still pretty bad. BBQ helps a bit, but it really feels bad trying new killers when I'm facing higher rank survivors with a killer I'm not used to and without the perks I want. They should at the very least change the bloodweb system so you can pick which perks you unlock.

  • Depends on what type of camper you have.

    You have the "Competitive" Campers, who only camp to ensure they get as many kills as possible. They wait until the last gen is done before camping, and MAYBE even until the exit gates are open. The rest of the game, they play like a normal killer and usually leave the hook. This type of killer is mostly honorable. Some might be a bit toxic, and hit you on the hook, though. No, Mr. Killer. I want my struggle points. And who knows, maybe my team will come back with a flashlight.

    You have the "One Kill Please" Campers, who won't camp in normal circumstances -- even in end game -- but if they haven't got a kill, by whatever means necessary they will get that one kill. This type isn't too bad to play with, either.

    You have the "Salty" Campers who are just salty about something in the game. If the survivor is good, they'll probably camp them. Flashlight save? Camp! Did a Gen in my face? Camp! Finished a Gen I kicked 5 minutes ago? Camp!

    You have the "Toxic Avengers" Campers, who only camp people who teabag them or flashlight click them incessantly. Treat them fair, and they'll probably treat you fair.

    You have the "Toxic" Campers who basically want to ruin other people's fun. These are the most hypocritical type, because they'll moan and groan as soon as survivors ruin THEIR game. And they'll use that to justify their toxicity, but the truth is they're just toxic people anyway. Since when did two wrongs make a right?

    You have the "I suck at this game" Campers who camp because it's the only way they know how to win. A lot of rank 15's and worse are this type. They've yet to face Survivors who know what they're doing, so they usually get 4K's this way. So they think they're good at the game, and then when they get to the higher ranks, they complain about how unbalanced the game is because camping isn't getting them 4K's anymore. And even NoED isn't doing the job! WHATS GOING ON HERE I THOUGHT KILLER WAS THE POWER ROLE! CAMPING IS STRATEGY! NERF DS!

    You have the "Meme" Campers, who do it for the memes. Usually Leatherface. Just stay out of the basement. And if you must go down there, don't touch the chest. They think it's funny. It's usually not. But they are mostly harmless.

    You have the "I think I'm clever!" campers who play wraith and think "I just got the BEST IDEA EVER! I'm going to play Wraith and go invisible but stay at the hook so I can get another down! Man, why didn't anyone ELSE think of this? I should totally apply to MENSA." They aren't actually clever, and are just doing what pretty much half of the people who play wraith does.

    And you have the "Nothing left to do" Camper. Who usually wait until the exit gates are powered before camping. They might not camp if the hook is near the exit gate, and they can chase some survivors out.

    I'd say that covers most of the reasons people camp. Some people fit into multiple categories. Personally I used to be the "I suck at this game" camper mixed with "Salty" Camper. I would never camp at 5 gens, but I'd definitely start camping when there were 2 or 3 gens left. Then I grew as a player, gained some better perks, and now I only camp in end game when there's nothing left to do.

  • You know what else is a legit strategy? Bringing DS and jumping in a locker. But killers complain about it all the time.

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219147#Comment_1219147

    you did ds

    he just wanted to get rid of you and you made him angrier

    can't blame him

    He was camping.

    Can't blame the survivor for using DS. Camping Killers deserve to get DS'ed, and I sincerely hope camping killers face nothing but SWF squads who carry DS, OoO and are on comms.

  • Ahh yes, the killer's excuse book for camping. If you camp, don't whine when survivors use DS, abuse god loops, and bring items and keys.

  • @Donleov said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218701#Comment_1218701

    Yeah, and the decay rate is very slow, I got 72h ban, didn't play for an entire day and still got 72h ban again.

    I think the decay rate once you get a 6 hour ban is slower. I got a 6 hour ban after some internet problems over the course of three days mixed with a couple crashes, and then my internet went out 36 hours later, and I got ANOTHER 6 hour ban.

    I finally quit playing for a bit, and when I get kicked from matches for no good reason it's only a 5 or 15 minute ban.

  • I've been playing 4 months, and I'm still terrible at looping. Some killers I can run decently, but a lot of them will down me quick.

  • I see no problem with this. Let his tonic slow him down. Also give Spirit 120 speed, she's too slow. And give Freddy an insta-down. He could really use it.

  • The penalty escalates a bit too fast when there are bugs like this. There needs to be a bit more leeway to avoid punishing players who might not be at fault. I'm not saying they should get rid of the penalty, but I think it should be much harder to reach the 6 hour penalty and beyond than it currently is.

  • Yeah, but how do we nerf Monstrous Shrine?

  • @Katzengott said:

    Just ask any killer (and yourself) in the higher ranks if he/she would prefer to go against 4 solos or 2, 3, 4 SWFs.

    95% the answer would be: Give me the 4 solos. Now why is that? And then tell me there's nothing wrong with SWFs again.

    Just ask any survivor (and yourself) if he/she would prefer to go against a killer who camps or a killer who doesn't camp. 95% the answer would be: Give me the killer who doesn't camp. Yet killers will insist there's nothing wrong with camping.

  • Giving debuffs to SWF groups is a terrible idea.

    First of all, not every SWF is Seal-Team-Six. A lot of the time, it's just a bunch of friends who want to play together. Sometimes its even Randoms who like playing with certain people. I've got quite the friends list full of randoms I've just plain enjoyed playing with. I've often spared survivors as killer, and survivors tend to add me to their friend list when I do. And they later invite me to play survivor with them and we have a good time. No comms, no coordination. The only advantage being that we know the other player isn't a complete and total potato.

    Secondly, how fair is it to the solo survivor who gets paired with a 3-man team? Either they're NOT on comms, and they're at a huge disadvantage. Or they ARE on comms, the killer figures it out, and decides to tunnel and/or camp the solo to slow down gens SIGNIFICANTLY.

    Finally, it encourages comm-usage. Because if you're NOT on comms in a SWF with friends, then you're at a huge disadvantage and need the comms to overcome that disadvantage.

  • One of your teammates was coming for the save, but Leatherface came back and camped. Nobody in their right mind is going to go for the save against a camping leatherface. Yeah, they didn't do any gens. But they drew the aggro and saved each other. Which allowed you to do gens in the first place. They were also both on death hook. You also never unhooked anyone. After the second gen, you went for a third gen instead of trying to unhook your teammate. There's nothing wrong with that, but you can't really complain about doing all five gens when you prioritize them over saving teammates, leaving the others to do it. And Leatherface looked like he camped to get his second kill and only after all gens were done. He didn't need to hit you on the hook. That was uncalled for. But him camping was about the only thing he could do at that point.

  • -I'm okay with Trap Timer being set to Gen Completion. This encourages players to leave Gens unfinished when teammates have an RBT on their head.

    -Pig needs some serious help with the RBT's. Ruleset 2 should be base. There should also be an additional effect to an unactivated RBT so that her power doesn't become pointless once the last gen is completed.

    -Her dash attack is pretty much fine. It's great for saving stacks in STBFL. Speed up her windup a little, and maybe increase her crouch speed a little.

  • Generally just don't camp (unless there's no gens left) and don't tunnel needlessly. That makes a fun killer in my book.

  • DS is mostly fine. The only change I'd make is to have it deactivate if you personally unhook someone. That's it. DS is necessary in a game where survivors have no defense after coming off the hook.

  • Cypress Mori: Fine as is.

    Ivory Mori: Must hook each survivor once to mori one survivor.

    Ebony MorI: Must hook each survivor once to Mori any survivors. Unlimited use.

    Green Key: Fine as is

    Purple Key: Can only open the hatch when all 5 gens are complete. Takes 10 seconds to open the hatch.

    Red Key: Can open the hatch as soon as it spawns. Takes 10 seconds to open the hatch.

  • I'm the Friendly Killer. When you get unhooked, I'll leave you be as long as you run. If your team seems to be struggling, I'll probably let at least one of you go. And if you're all nice, I might just let you all go. If you're trying for a challenge, I'll help as long as it doesn't prevent me from doing well. No Mither? No problem. As long as I've hooked you once, I'll probably let you go. If your teammates don't save you, it's definitely not my fault. I play nice -- but not TOO nice. If I see someone coming for the save, I will give chase. And if all three are coming for the save, then I'll defend the hook because all survivors are in one area.

    I want the survivors to have a good time -- as long as I'm also having a good time. Good times all around. Be nice, play nice, and I'll do the same. That doesn't mean I won't hook you, down you, put an RBT on your head. But it wouldn't be fun, imo, if I didn't at least try. For you, or for me.

  • Fun to play against:

    Myers (Always keeps you on your toes)

    Pig (At least the ones that are good and don't tunnel)

    Legion (Being injured doesn't automatically mean they're trying to kill you)

    Not Fun To Play Against:

    Doctor (Zero chance of stealth once you hit that tier 2. Never feels very rewarding. not a huge fan of the chase music either)

    Wraith (Bing Bong, I'm pretending to be gone! But I'm really camping the hook. Least fun stealth mechanic by far.)

  • If the killer plays fair, then NoED doesn't feel too bad. Like if they don't camp, they don't overtly tunnel, and they aren't using ridiculous add-ons that make it hard JUST to get the generators done. Of course most of those players hardly ever use NoED to begin with. They don't need it.

    But when the player doesn't play fair. They camp, they tunnel, 'Just do Bones' is essentially 'Just pressure gens'. When they camp, tunnel, and use stupidly powerful add-ons, you just don't have time to 'do bones'. And most killers who use NoED are THAT kind of player.

    If you're in an SWF it doesn't matter as much. You have teammates who'll actually do totems as well as gens, instead of self-caring in a corner. But in Solo, NoED can be absolutely miserable.

    I kind of wish that somehow every killer that ran NoED just faced SWF squads. They deserve each other.

  • In the rare event I bring an Ebony Mori, I never Mori someone unless at least 3 gens are done.

    But some killers, yes. They enjoy ruining survivors games. (But ruin their games... and they'll complain endlessly)

  • You lost a game, I'm not seeing the big deal here. Yes. Killers are still the power role. That doesn't mean you're going to win every game.

  • @tactic said:

    In fairness, it does seem unfair that one of the emblems judges killer almost entirely on the number of hooks, especially when survivors can disconnect or suicide.

    There's also an emblem that judges survivors almost entirely on the number of unhooks, especially when killers can camp.

  • Spine Chill (Know when the killer's coming)

    Kindred (Know when the killer's camping)

    Detective's Hunch (NoED? No more!)

    Inner Strength (Free Healing)

  • The Devs don't love us switch players. I think a couple of them have appeared in the shrine? I got Blood Warden from the Shrine. Only perk I ever bought (I have spent Iri Shards for bloodpoints) and I've seen some perks there. Obviously I understand that getting the license to actually put Freddy on the Switch is complicated (it'd still be nice to hear them say they're working on it...) but yeah they could at least do something about the perks.

  • I agree! Pig's traps need to be stronger. Make Rule Set 2 base kit, and make traps more interactive so survivors have to do more to get them off than just test one of four boxes. Something that makes it a real slowdown mechanic, rather than a slowdown unless RNG decides to screw you mechanic.

  • How is that a punishment? I'm betting you still won the game. And if you didn't, that seems more like your fault than Decisive Strike's fault. So you weren't being punished. The survivors were given a chance. That's all that happened. "Oh no, I have three survivors down, and another one is running from me. Whatever will I do. This is why I hate decisive strike!"

    If DS is punishment for killer 'doing too well' then NoED is punishment for survivor 'doing too well'.

  • @YoshisCookies said:

    running BPS means to me a SWF that means i shut them down by camping them hard/tunneling

    Ahh yes, any excuse to camp/tunnel.

  • It goes 5 minutes -> 15 minutes -> 30 minutes -> 1 hour -> 6 hours.

1 … 46 47 48 49 50 … 54