Avatar

Kiskashi

Kiskashi

About

Username
Kiskashi
Joined
Visits
466
Last Active

Comments

  • Not sure how serious this thread is...Because perks change as the state of the game changes? They're being looked at because they are old and outdated?

    Sole survivor is completely useless though, always has been, probably will be for a long time to come, as it is with some perks. OoO is legitimately only used for toxicity anyway and should never have worked on stealth killers in the first place (all of the situations i.e. pig while crouched, ghost while night shroud and myers while tier 1, wraith is a wildcard there but he should technically be immune while cloaked too especially since he has a shimmer and decloak reduced speed without addons)

    I personally didn't mind old DS (I know strange opinion) the only thing I hated was the surprise not the obsession mid carry DS generally while I was mid basement stairs. Anyway it's in a better place for the game now anyway. First edition MoM was worse to me but each to their own.

    Also I like Laurie, how dare. (Don't like her alternate hair though, that we can agree on)

  • 4.8m/s ew3 Myers with the best vault speed sounds terrifying, if anything ew2 should have the boosted speed for increasing map distance covered (as he spends a majority of the match in this tier anyway) and ew3 have the normal (4.6m/s) (is usually used after seeing the survivor/initiating a chase)

    Everything else I'm kind of neutral on and basically is a result of the direction of the game. Map reworks might fix the looping issue, if they realise there shouldn't need to be 15-20 pallets per map just because they're removing one strong one. Otherwise think poweas and tehshadowman33, pwnyfish above have good points.

  • @[Deleted User] said:

    What people imagine SWF comms are like:

    -Agent 1; "I need a location on the Hex totem!"

    -Agent 2: "Totem spotted near cow tree! I'll get his attention!"

    -Agents 3 and 4: "Rushing gens!"

    The 4 man SWF I play with:

    -Player 1: "What starts and ends with T and has T inside?"

    -Player 2: "Uh...I think it's a Billy. Yeah, it is."

    -Player 1: "A teapot"

    -Player 3: "I'm about to go into second state."

    -Player 4: "Oh...my bad. Are any gens about done?"

    Point being..competent solo teams will make you think you went against SWF and you've stomped a lot of SWF that you didn't know were SWF.

    Player 2: "Uh...I think it's a Billy. Yeah, it is."

    This is literally my friend (followed by/while getting chainsawed) I play duo SWF with, also them saying "what you gonna do?" repeatedly to the killer while running around an object/tree followed by getting promptly downed, just the other day they were playing as Jane (they're a Jane main, a rare species) and they asked why the trapper went for them when we were both at a ruin gen and I said he wants that booty he's down with the thickness, and as soon as they started singing down with the thickness they stepped in a trap. We were losing it. 😂

    I'm loving how full of accuracy these SWF experience posts are, it's literally like they end up sabotaging you more than anything, I feel the "buddy runs past you while you're healing with the killer on them" ones on a spiritual level.

    I get that some SWF squads can really abuse the game (it's dbd, what doesn't get abused really...) but most just use it to have fun with friends, I don't think removing it entirely is the way to go, more so compensation and notification as se05239 mentioned:

    @se05239 said:

    At this point, SWF is a necessary evil and we'll never remove it but something really needs to be done.

    Having an lobby indicator of who's in a SWF (and with who) plus adding an incentive for killers (and solo survivors) to play with SWFs, that would be a step in a good direction.

    Alleviating the stress/punishment of the co-ordinated SWF experience is the better way to go, bp bonuses, maybe shards /letting killers keep some addons/black pipping at least if it's a 3 man/full 4 man etc.

  • Pretty sure it's based on EST so I think it would be tonight for anyone who it is currently the 18th for (nearly 9am 18th right now for me, approx 5h left for EST). Correct me if the devs have stated an actual end time though.

  • I generally use BBQ (used to be overcharge), M&A, discordance and thanatophobia/H:DH with dead rabbit and J Myers memorial for a normal match and works well for me. Nurses calling can also be used if you don’t mind the perk.

    If looking for fun you could try the mega ew3 TR build with M&A, dead rabbit, distressing, infectious fright. Super speed stalk is also interesting by using both memorial flowers and j Myers memorial or as above Jumpscare, is also possible on the game if you don’t have a lery’s offering.

  • Using up the offerings first is the best way to do it unless you have no interest in them (like me with mist/fog offerings). I have her p3 and definitely helps with not standing out as much in comparison to the normal bright blue top and pants but the head piece is messed up (does not look good at all, she looks terrifying 😂) I never wear it so constantly look like a p2 Laurie even though she’s my only p3-50 all perks. Ultimately though prestige is just for the grind (I consequently have Michael at eternal lv 50 nearly all perks w/ no prestige and that alone has taken a long time) so it’s up to you in the end.

    In regards to the perks, as long as you have the teachables for other characters unlocked you may get better perks, most of these seem base level. So wouldn’t really be a loss unless she’s your main survivor and this is all you have. But playing perkless isn’t all that bad. Probably better to use the bp to unlock good teachables if not already unlocked.

  • It’s not great but I don’t think the killer one is that different, I have screenshots of when I first started killer (approx 1 year ago), rank 18 doc with 2-3 perks (tier 1, lv 10-15doc) and got rank 1-2 and rank 12s. It’s been a problem for a while, new MM and ranking seems to make this seem like a big recent thing. Even a one-two months ago I’d get rank 2s with purple-green ranks as a rank 12 killer.

    As a survivor mine hasn’t been too bad, rank 12 post reset recently and getting rank 10-13 killers. The only bad one I have recent memory is being a rank 13 reset killer and playing spirit for the first time and I got rank 18s with no perks who had the knowledge of one who just started playing, that’s unfair and shouldn’t be happening. I think it’s just the price of ping and wait times and the devs are still trying to figure it out. It is complicated in the games current state to balance skill, wait time, ping, geographic range etc.

    Rank isn’t even an indicator of skill anyway, it’s time played in the season and I’ve seen purple rank potatoes and yellow rank survivors that can loop, do gens at the speed of sound and have amazing map awareness.

  • Hardest: Myers, it’s possible but that massive lunge nails me sometimes, makes me ecstatic when I waste an entire ew3 in a chase though, those chases are terrifying but satisfying to win. Turbo puke plague is a very close 2nd though.

    Easiest: huntress or nurse, on console too so these make sense I guess.

    Billies are a wild card though, I’d say easy because you can bait them 90% of the time, but some billies are god tier with their accuracy and prediction. Also map dependant, so losing LoS is sometimes difficult. Depends on the player.

  • @TragicSolitude said:

    The add-ons to use are the two ultra-rares: Judith's Tombstone and Fragrant Tuft of Hair. I used Ruin, Whispers, and Play With Your Food. (My fourth perk was Dying Light, to try to slow the game down even more, but it didn't actually help me. A better fourth perk would be Monitor and Abuse, but I don't have it on Myers, yet.) I never hooked anyone; I only stalked until I reached EW3, then I started killing.

    I achieved Evil Incarnate on The Game map. Seems like a good map for it, because there's half the normal area where the hatch can spawn, making it easier to find it and close it to start the End Game Collapse. If you have Whispers, then you should be able to find the survivor at whichever Exit Gate they choose and kill them before they open it.

    This is a really good tip, I used ToTH to give ruin extra protection but dying light would also be a great idea if you can get the obsession first, I don’t think it should be removed though because people are still getting it even now with the EGC and a lot of people who did work hard to get the achievement don’t deserve to have it revoked just because it’s difficult. It’s 100% best to do it with the two ultra rares as it’s basically impossible to get it with tombstone piece or Judith’s alone due to tier 3 revoke and stalk required etc. I’ve tried tombstones, a lot, previously, kinda ashamed of that. But at least I know how they work and their requirements.

    I actually did hook people because I wanted to act like it was a normal game, I hooked at least 2. Definitely risky but it paid off. I got mine on Springwood though but I did not choose the map. I got it back when I had to patrol the hatch and hatch grabs were bugged so I’d say the above persons strategy for EGC is a good idea. M&A is a bit of a waste of a slot on this trophy, anything that stalls gens (ruin, dying light, ToTH/protect ruin and makes them think you have NOED so they waste time cleansing) and helps locate survivors (discordance, whispers etc) is more useful.

    It’s difficult but it’s one of the only trophies I actually feel is worth being proud of having (personally). Because it is difficult and basically requires the stars to align in a perfect match to get it.

  • @Peanits @MandyTalk Can we please close this thread, there’s no real further discussion to be had. It’s just promoting negativity and keeps getting revived when it shouldn’t.

  • Played a 6h survivor session and just finished. Actually surprisingly really fun, only had one basement camp/ebony mori Myers, not that many tunnellers most killers played fair normal matches. Had a nice farming plague, some legions, a good hillbilly that played a normal match. The only bad part was getting Myers back to back. Out of all the matches I played 1 plague, 2 docs, 1 trapper, 2 wraiths, 1 billy, 2 legions and like 15 Michaels only one with tombstone piece though and got a cute jumpscare Mikey on the game map that was obsessed with trying to catch me. Got about 600 000-800 000 bp today. Actually loving it so far compared to the last blood hunt (mori/OP addon every 3rd match). Only 3 DCs too. It’s so strange but so welcome.

    Also my BP thus far have gone into topping up escape cakes on Laurie and finally getting lithe tier 3 on her (p3-50 nearly all perks) I’m still not feeling that good about GF, may save some just in case but who knows where it will end up.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/525480#Comment_525480

    I tried that. First one disconnected right after she wiggled off my shoulder and I started to mori her. Second one still managed to get to a locker, then DC'd rather than step out when he realized I wasn't going to pull him out of it. Temple of Purgation has lockers everywhere, and Myers is still slow even with PWYF.

    I don't necessarily think it's the achievement that needs changing. I don't know, maybe it does. The problem isn't "oh man, the achievement is hard." It's the way survivors will disconnect rather than let themselves be mori'd. The way being in the dying state and/or jumping in a locker can basically be uncounterable in many instances. It's just a mess. Most achievements that need to be completed in one match can be completely ruined by a survivor disconnecting. When there are four survivors to contend with, that's really not fair on the killer. The killer can play perfectly and still lose out because one of four survivors decides to be spiteful.

    @HommeBizarre said:

    @indieeden7

    You forgot to say that when he has a tombstone, he has his lefet hand open, which mean (from the survivor view) he is using a tombstone

    I got it a while ago and one person DC’d mid mori but it still counted because we were both animation locked and my action bar was full so Dcs mid mori shouldn’t count unless they magically changed that recently (or I was just super lucky, I did get it first time so I’ll consider that super lucky)

    The open hand thing needs to go, as if they need another warning on top of the usual indicator of taking a century to stalk, and hopefully with dedicated servers the DC issue gets fixed, that’s the main thing destroying this trophy for most from what I’ve seen and it’s not like the addons are cheap either if you need to reattempt because of DCs etc.

  • @Masantonio Not what I’d normally pick but I really appreciate the suggestions, it’s actually nice to be offered something I wouldn’t normally encounter, thank you 😘

  • @Pike_Trickfoot Yes, I love pendulum, MSI, set it off and Amaranthe already (you even suggested some amaranthe songs I haven't heard, only heard Nexus and Afterlife), thank you so much for the list of suggestions! 😍

    Really like your taste in music too 😉

  • @Condorloco_26 said:

    Yet the forum is full of people stating "as a fact" that Billy requires no skill...

    It's a matter of practice: without addons first, then one at a time, then mixing them up and finding your optimal setup.

    @OMagic_ManO said:

    Some tips I learned from playing him, (I play PS4) think these will help.

    When chainsawing, remember to hold the attack button so you don't end chainsawing.

    You get a brief hardcore flick turn speed at the start of your chainsaw. Use that to turn into them.

    You can 99% your chainsaw. Use that for when Survivors are trying to run around you, just aim your shot.

    These are actually really good tips, I was absolutely horrible playing as him initially when I first started playing the game but recently I tried him new at base (no addons) on Lery's against a friend (not that map by choice but I guess best to try on, consequently I also got nurse on coldwind, seems to be a trait of mine), I was surprised how much better (maybe due to killer experience in general, also had played/learned bubba recently but they aren't that similar) I was and how much control I did have over the chainsaw as mentioned above holding at 99% is a very useful trait and you do get an insane amount of control early on in the charge (I also held the button by instinct but it's good to know you control when you end it).

    This video below was also super useful to me as I was considering learning him properly and levelling him next in my killer roster.

    https://www.youtube.com/watch?v=Vn1Znvdifx8


  • @Meme said:

    https://forum.deadbydaylight.com/en/discussion/comment/522716#Comment_522716

    YES! I swear these past 5 games, I've been the only one cleansing totems. Even when I try my best, killer usually gets NOED cause I missed one. This is why I started using Small Game. Literally been getting killed just cause of NOED

    I like that small game buff some have suggested to include a totem count UI. Sometimes it gets messy when teammates do break one or two. It would help a lot, but I just wish everyone would break one as soon as they saw it, there'd be no problems then. Maybe even maps being able to track broken totems in a different colour.

  • I think it's the latter. Cleansing totems as you see them and then really going for it at the last 1-2 gens really helps. It isn't great when you need to keep count of how many you've broken and where (so you can tell if a teammate has been breaking and can adjust your count) but I think the perk is fine. Totems give nice BP too.

    Survivors really just need to start prioritising this and not expecting someone else will do it. If everyone broke 1 per match when they saw it NOED would be extinct. I do get the pain of being that one person who actually does it and the killer chases you preventing you from cleansing but that's just down to teammates being lazy/prioritising gen rush.

  • @megdonalds said:

    GF should just be immune to OoO, that would be enough imo. Only a very few amount of players use Spine Chill and that perk alone does not counter his ability yet.

    In saying that though, ghost has normal speed in chase and has his final power (not tiers) at any time (in theory) (plus increased crouch speed now), Myers T1 has decreased movement speed and decreased lunge, that makes ghost more similar to pig in this aspect of being detected.

    That's probably why they didn't initially give immunity to detection perks to him but in any case I do kind of hope they change it. Especially since his counter is being seen where Michael does not have this counter and making ghost immune while in stealth would make him a lot more creepy/threatening in matches or at the very least as Redd suggested earlier: (added below for context, see above for full comment)

    "Survivors can't read his Aura while in Night Shroud. This would prevent him from being too weak to OoO and some other perks; but it wouldn't make him completely immune to things imo he shouldn't be."

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/522672#Comment_522672

    Sandbagging isn't bannable if you arent working WITH the Killer. If you're just throwing your team under the bus, it is legit.

    https://forum.deadbydaylight.com/en/discussion/comment/522667#Comment_522667

    Yeah, it's annoying. But my point is they cannot and SHOULD not change this at all. This issue has been brought up for over 3 years and it will never change.

    Yeah, a mod should close this. Because this discussion is pointless.

    Finally something we can agree on, this thread should just be done.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/522666#Comment_522666

    Half of these are bannable offenses and virtually none of them are rewarded.

    They were joking, making an example about the point of this post...in a way

  • @weirdkid5"You being mad that someone didn't put themselves at risk just to save you is vastly more toxic than a guy who was just trying to win" Again...addressed this before, you've missed the entire point. I'm sure it doesn't matter if OP and myself die, but trying to do the objective and having the one guy who didn't bother escape is...you know what, just re-read this thread, carefully, without the snark and see what the point we're trying to make is...this thread is just salt, you included apparently.

    Hoping for a mod to just come and close this thread tbh...

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/522635#Comment_522635

    However you define the optimal way to play is irrelevant, I don't have to play optimally if I don't want to nor is there anything that forces me to play optimally. So if you don't care how I play, it doesn't matter.

    And not necessarily, you take it as helping your team is always gonna be better. I take it as, it depends on the situation. Is trying to be a helpful teammate going to help you in a situation where Hag has placed 5 traps around the hook and is camping? No, absolutely not, it's most likely going to make you wind up on the hook yourself. In this case, playing selfish is actually optimal play.

    Optimal play is completely dependent on the situation at hand in this game.

    Also, funny of you to assume I do this. I don't, but I also don't fault other players for doing it. They can do what they want. You complaining about it isn't going to change anything, so you may as well save your fingers.

    https://forum.deadbydaylight.com/en/discussion/comment/522637#Comment_522637

    True, but so is projectile spamming and 50/50 corner setups in fighting games, doesn't change the fact it's here to stay and as a player of the game, you're going to have to deal with it.

    If you don't get hooked, which is your own fault, then it shouldn't be an issue. Also, it's completely legit to lead the Killer to someone hatch camping. Sabotaging your teammates is fair game, as long as you aren't actually "working" with the Killer.

    This is what I would do. If I knew he was hatch camping, I would aggro the Killer into chasing me and trying to kill me. In my efforts to get away, I would find opportunity to throw my teammate under the bus to save my own skin. It's the same concept as throwing a pallet on your teammate to block them, or pointing at a locker to throw a coward under the bus.

    This isn't a team game. Only your own survival matters, and you should achieve that through any means possible. That's what it means to be a Survivor.

    You're skewing what this thread was initially for, we're talking about a very specific situation where a teammate chooses to not help others/do the objective at all in favour of camping the hatch just to escape... of course there's situations where you can't help others but that's not what we're discussing.

    You tell me to stop complaining but you're the only one getting so offended when people suggest working as a team is a better option and that ultimately survivors are a team, like it or not.

  • @weirdkid5 said:

    The right thing to do is to play however you want regardless of what other people's opinion is.

    I'm here for my own fun. Not yours.

    I'll just post this again since you clearly didn't see it.

    "Key Features

    • Survive Together… Or Not - Survivors can either cooperate with the others or be selfish. Your chance of survival will vary depending on whether you work together as a team or if you go at it alone. Will you be able to outwit the Killer and escape their Killing Ground?"

    https://forum.deadbydaylight.com/en/discussion/comment/522619#Comment_522619

    There's no reasoning with you is there... play how you want I don't care, doesn't make it the optimal way to play the game.

    "Your chance of survival will vary depending on whether you work together as a team or if you go at it alone" It literally hints that working together can change the outcome of the game too, and in most cases it does, saving teammates buys more time to do gens and allows more people on gens. But if hatch camping and escaping with bare bones points is for you then have at it.

    I can use vague game quotes from when the game was first marketed to support a point too...

  • @GrootDude said:

    If my teammate is on death hook I’ll go to the hatch, if they aren’t I’ll save ‘em. As a killer main who plays both sides (not equally) I hate hatch camping.

    Agreed, and it pays off a lot more than camping the hatch while others are struggling to survive. As killer I sometimes take extra pleasure in ignoring the person actually doing gens and trying to survive and finding the hatch camper first in those last 2 survivor situations.

  • @Judith said:

    Kiskashi don't even bother these people are selfish and worst teammates you can get in the game. They can only camp the hatch, nothing else.

    Honestly this thread is a bit of a lost cause, people are just getting fired up and snarky. People who say this behaviour is okay, should have no future right to complain when they're left to rot on the hook or get nothing but these teammates who do nothing but still escape. It's not about winning, I don't care if I personally die but watching the person who sacrificed the team or did nothing but dance around the hatch escape IS annoying and it IS satisfying in those instances when the killer catches up with them before they get their precious sell out escape.

    It is a team game, if it wasn't we'd all have a separate gen quota or something, so many people are tempted to jump on the bandwagon of EGC and tell survivors who complain that "your team failed their objective" hence team here, but when it comes to this situation everyone is suddenly going nah you don't have to work as a team (even though altruism, bp and all other mechanics of survivor suggest otherwise) survivors are definitely more successful when they work as a team than everyone being selfish hatch campers. Not working together is an option but I'm not going to support the idea that it's the right thing to do.

  • When a killer starts being toxic in game (i.e. mori spamming, hitting on the hook etc) I tend to just think "you do you" and just let it go because they're probably just tilted from another match, no point taking on their bad mood and spreading the toxicity. GG has never meant git gud and I have no idea why people started suggesting this when gg ez is the typical toxic comment

  • @Judith said:

    How can you even talk to people like that?You can't have a rational convo with someone who is tilted and blind. They will never see a reason. Especially when they are so clueless about the game in general with statements like that.

    I would never allow to be messaged playing killer. I only allowed friend requests on my survivor profile since most people are nice.

    Actually when I'm tilted I try to rationally talk it out with the person (killer usually, but sometimes replying to fellow teammates who throw salt at me) to get an explanation of why they played like they did if it was especially dirty/annoying. After a while we seem to come to an understanding because we both stop being tilted and I've actually made some friends/met cool people by talking things out. It's always better to try and be rational.

    I've said gg to a killer before and they started spewing toxic rants like "survivor tears, got killed by a low level doc" etc. (I ran him all game because he couldn't catch me until the very end, wouldn't give up either, where he proceeded to face camp/hit me on the hook, when I kobed he let me crawl to just before escaping at the gate but then hooked me and continued hitting but I didn't care much, had fun in the chase and my whole team got a free escape) guess they took gg as git gud or something, how is it my fault he threw the game to chase a survivor he couldn't catch easily and didn't defend gens at all. I just assume someone hurt him previously, didn't realise some people get more tilted if you try to be nice, it's not like I said gg ez or anything toxic it was a simple gg...I've done a similar thing with doc when I was fresh (minus the toxic hook part), I chased one nea for ages because she was really good and I wanted to learn and we both laughed about it in the end. Losing doesn't mean you can't be nice/say gg and move on.

    I met him again as a hag and blocked him (didn't know it was him at the time) to save a freshly unhooked teammate on the way out of the gate and they sent me "bodyblock means facecamp next time" like...he's already facecamped me just for being decent in a chase...😂

    That's how you know it's a generally annoying person by default, most people I've met just get a bit worked up and are actually chill/nice if you talk rationally with them. Recently made a friend because of it who is a godly huntress on console, they even offered to share tips on how to play her. People just sometimes get too invested, being rational helps but @TreemanXD these people seem beyond help...

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/522517#Comment_522517

    Saying something is scummy isn't going to change it in the game as long as it is a legit strategy, which it is.

    Besides, OP decided to assume we are all ######### players and ######### community simply because we aren't phased by legit strategies.

    @weirdkid5 That's true, but it was the point of discussion on this thread, and felt like everyone was supporting the "did nothing and gave up" teammate, not actually acknowledging how bad the tactic is from a team POV, if we like it or not survivors are a team and those who fail to support the team at all shouldn't be the ones expecting the escape, plus it's basically them saying the team's dead and looking for the easy way out instead of actually trying and getting points doing so.

    Thanks for the follow up though. I don't think this thread was started to change this strategy, more just frustration I guess. We all get there at some point, probably doesn't help when everyone is so blunt and sarcastic about it being a "strategy".

  • @Hex_Flex said:

    Clown and Hag, traps that give hindered when triggered, possible exhaustion, exposed traps, ect

    This actually sounds really fun. Exposed traps would be terrifying.

  • @Star99er said:

    Is it scummy? Yes. However if your team is getting recked and no gens are getting done it’s better if 1 player escapes vs no one.

    I don't know about this one, it brings me great joy/it's poetic justice if the killer finds said teammate who does nothing (or in more likely cases for the ones I encounter actually sacrificed the rest of the team) and destroys them before they can escape, we all die as a team and they deserve it more than anyone if they do nothing (I've seen this happen repeatedly at 1 gen left). I'd be with this quote if they had at least attempted to help not just give up.

    Especially in OPs case where the rest of the team tried to actually do the objective and died while one teammate didn't contribute at all (even if it is a 3 man match). We've all had those matches, everyone is acting all cool in this thread until it's happened to them repeatedly.

    I honestly don't get why everyone is hating on OP for just saying how scummy of a move it is, especially by what would be considered the top ranks (seems like most expect that OP wanted to be saved/survive and missed the point). They survived so they did something right...seriously...survival isn't everything in a match and a teammate who sells out the entire team or does nothing but hide when it's down to the last 2 people are the worst, you'd think killers would be more against this... I mean it's not fun when they BOTH want to camp the hatch and you have to play find the immersed survivors.

    That one person off the gens trying to find the hatch could have been the difference between 3 survivors working together to actually get gens done and potentially escaping/getting points at the very least vs. absolute destruction and depips for all involved.

  • I used to sabo traps that the killer kept resetting at dirty places near loops (windows/pallets etc), don't really bother much now unless a trap really bothers me. 3 minutes is still a lot of time considering the length of some matches.

  • Approx 4-6h on Friday sessions and occasionally up to 6h on weekends. Absolute worst was 7:30pm to 2am with a friend on a Friday session. Also tend to play a lot more often during events, new dlc or BP weekends. Currently on break replaying borderlands 2/DLCs though until the BP event.

  • https://www.youtube.com/watch?v=AEZW91Vowz8

    I remember this, my friend sent me these ALL not long ago but my favourite is this one then reading the comments for timestamp reactions

    This amuses me for some reason too 😂:

    https://www.youtube.com/watch?v=RbhQE1z4dmM


  • @Dehitay said:

    It sucks that you have such ridiculously bad luck that 90% of the time the killer knows exactly where the hatch is (either that or the much more likely scenario is that you're blatantly lying), but the game should be balanced around the average situation and not the guy with the worst luck in the world. The killer rarely knows where the hatch is unless the survivors are specifically hiding at it instead of doing generators and waiting for each other to get caught so he just eventually wanders into it and them at the same time.

    You could have made a much more reasonable argument by saying that killer will find the hatch first more often cause of their speed advantage and lack of a need to hide. But that's exactly the kind of advantage the killer deserves after managing to get 3 kills before the generators are done (unless a disconnect made it ridiculously easy to accomplish, but that's another problem devs refuse to do anything about till dedicated servers).

    Sure guess I’m lying then, not from matches I’ve played so far at all... killers DO have a better chance of finding first like you said because of their speed, not needing to hide and the fact that while survivors are mostly focused on doing gens, the killer can search for the hatch during chases or while patrolling gens (and I have done so myself when I know it’s getting close to spawning as a killer) some even slug the 3rd, find the hatch, kill the 3rd and close it instantly. saying it’s a fair chance of getting it is the blatant lie. Especially when a survivor who gets to the hatch has to wait the full sacrifice sequence while the killer goes to close the hatch (and they often hook the 3rd close as they can to the hatch). All I said we needed was better gate distances but sure, make it personal and not consider these events do happen. You do realise it spawns before endgame, right?

    Killer rarely knows where it is... if that’s the case they’re probably a bad killer not using endgame to their advantage like most I’ve encountered do. Gates are the better and more likely option and as a result should be fairly placed so not extremely advantageous to killer or survivor.

  • @Dehitay said:

    It's amazing how many people in this thread straight out admit they won't even look for the hatch and want their hand held at the gate instead.

    Maybe because 90% of the time by the time the 3rd person is last hooked the killer beelines for the hatch, if you're on it you're done, if you're hiding near it, they'll close it and you just wasted precious seconds getting to and checking a gate (or opening to just prior to the first red light before they check etc) The hatch is honestly a lost cause unless you have a key.

    I've tried a few options in endgame and the hatch is the absolute least useful option. The only time I've managed to get the hatch is when the killer doesn't know where it is (ultra rare right here) and I happen to be heading in that direction. One time. Every other time, even if I'm at the hatch first the killer closing it takes priority even if you get the prompt to jump in. That's why people say they don't bother. I wouldn't say it's good not looking/paying attention to where it was if you happen to pass it, but in all honesty is it really worth knowing where it is/wasting time searching for it?

    Opposite ends of the map is way too extreme especially for something like temple or the larger autohaven maps, but having moderate, not in direct view/ on the same wall gates would be appreciated. It shouldn't be a confirmed win for either side. (The spawning hatch/endgame gates at any number of gens is a bit ridiculous though, team gets destroyed and yet they can get an escape, at least 1 gen done would be better)

  • @miaasma said:

    https://forum.deadbydaylight.com/en/discussion/comment/520071#Comment_520071

    to me, tunneling is more of a behaviour pattern than an incident or two and it requires intent, specifically to chase someone off hook

    in the scenario you're describing the person at fault is the rescuer ghosting after they unhook and i say this when i'm the person getting unhooked. part of altruism is taking the aggro for an injured person who has just been unhooked, not just yoinking someone off the hook to get your points. teammates are vital

    when i'm on killer i usually just slug the person who's just been unhooked so that i'm not giving up pressure but am not punishing the unhooked person for their teammate's bad play. i certainly don't expect other killers to play like this though. running past a healthy person specifically to go for the injured person is another story

    This works amazingly well, because you're punishing the person unhooking (no safe save points) and the unhooked person will probably get picked up while you hook the unfortunate soul who decided hook farming a teammate midchase/by leading you to the hook with scratch marks was a good idea. I tend to do this a lot. It does help with pressure, isn't really tunneling and is a better strategy overall to me.

    I mean even when I mess up as a survivor and I am mid-unhook animation as the killer TR returns I do my absolute best to protect them and try to get the killer into a chase if they do manage to phase through me and attack them. It's mostly just accepting responsibility for bad plays, it's not that hard. Also trying to get BT on all survivors for when these moments happen.

  • I tend to ready up as soon as there's 4 people in the room regardless of SWF. It takes a long time for my lobbies as killer recently so I'm not interested in dodging. The only time I'll ever dodge is if I know I've got a really toxic/annoying survivor in my room (who doesn't leave) from previous matches/encounters in a session with them and those are sort of rare. I have a scarily good memory for those who annoy me too much in dbd.

    I can 100% understand why some people dodge it though when they go against it constantly/back to back. You have to be in a really good mental state at the time and I think we can all agree those matches generally aren't fun. Fair enough if they're just organised and play well, respectfully, I'm fine with losing to those, but those who go that extra mile to taunt the killer and vault spam and be generally annoying deserve every mori and OP addon they get.

  • Of your list spirit, because Freddy is changing soon, legion isn’t fun and plague is a wild card.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/518826#Comment_518826

    @MistressChara You pretty much summed up why I dislike and refuse to tunnel.

    Same honestly, I know how terrible it feels on the other side. I always go for the rescuer if I'm in the area, if it destroys me then so be it. Some are just really, really bad but maybe they are trying their best. There are other targets, the only real tunneling is determined by going only for one person repeatedly regardless of other targets being available/around.

    An example is when I had a wraith that tunneled me an entire match, every time I got off the hook, even if the rescuer tried to block, allowing my team to get the last 3 gens up (so he threw the game), and he continued tunneling me even though he had NOED (I was injured from just being unhooked so NOED was overkill) and another survivor was running near us. That's tunneling to me. I literally did nothing to them, I wasn't even the weakest link because there were other teammates he would slug after 10 second chases but he'd only hook me.

    All that kind of tunneling does is ruin the game for one person, it's not even strategic at that point because they throw the game.

  • Also having another survivor working at your gen with prove thyself does help reduce the delay of ruin gens a little even if hitting greats or destroying the totem aren't considered. I think by suggesting it's a bad meta and the saying killers need a meta change, you're avoiding why it's meta (i.e. gen speed) some killers require a while to set up at the start of a match (i.e. trapper, hag, michael) too, that's why it doesn't surprise me that ruin was introduced with hag.

    I still remember the match I tried prove thyself, with a teammate and we both had green toolboxes with repair speed addons. It was barely 40s between each gen. No wonder ruin is considered so meta when doing gens fast can be so easy. That's basically the time for only one efficient chase as killer, not considering a decent survivor team. That's also only 2 survivors doing a gen at the same time, even one survivor (base) on a gen without ruin only takes about 80 seconds.

  • @MasonMyers69 said:

    The only reason people use ruin is to stop the gens going so fast, it's really to easy to counter, hit the great skill check or cleanse the totem, it tells you straight away if the killer has it + the skill checks are red.

    Stake out actually does work if you're not that great at/still getting the hang of hitting greats, unless you somehow avoid being in the killers TR the whole match...ruin is not that bad. I play against it near every match, it's pretty much part of the base game now. Pay attention to any match where the killer does not use ruin and count how many gens go off in the first minute before the killer has even hooked/downed one person. I'm a survivor main too, but I understand why some find it necessary and the perk isn't even that good at stalling once you get used to it, hence red ranks firing through gens regardless of ruin...or someone finding it in 5 seconds at the start of the match before they even touch a gen.

    Edit: realised I never said I agree with the quote, that’s why it’s there, response is to OP

  • @screamdreamsx said:

    What happens if you kill the obsession? Haven’t used an obsession perk yet. New obsession, or perk no longer in use?

    https://forum.deadbydaylight.com/en/discussion/comment/518622#Comment_518622

    I haven't seen it in action with DS late game after killing the obsession as I'm fairly new to using it myself. However, generally the obsession getting killed is the end of this perk. It's the end goal really, you get info the whole match on all survivors whereabouts in exchange for showing the obsession your aura at each gen completion then you get the exposed effect/mori on them if they make it to the end. Also not sure how it works once you kill the obsession mid match, if you still get the info or if you only get it back on next DS...again still new to using myself.

    I know that with STBFL it stops working (stops gaining stacks but still functions with stacks you do have prior to them dying) when the obsession is killed. I'd assume rancor is similar overall but loses function.

  • @screamdreamsx said:

    https://forum.deadbydaylight.com/en/discussion/comment/518601#Comment_518601

    Haunted does sound better than I thought though. But.... Haunted or Devour Hope?

    I like both, but one you want broken and one you don't. Depends what you're going for and if you're messing with survivors who are cleanse addicts or if you're defending actual hex totems with it or if you just want to risk H:DH getting found early and being a useless slot i.e. I use H:DH frequently on Mikey but Haunted is good for punishing hex cleanses, H:DH may last longer in some cases with good totem spawns though and give more benefit but has a lower chance of doing so (again, cookie jar plus H:DH is risky).

    Over all haunted is near always useful, H:DH is more situational and dependant on totem spawns (because you would want to protect it/hope for a good spawn). It's hard to compare the two really.

    It's always good to try them both and compare for yourself anyway, see which you prefer. Advice only goes so far as what others have learned and find useful, your playstyle may be different.

  • @screamdreamsx said:

    https://forum.deadbydaylight.com/en/discussion/comment/518601#Comment_518601

    I sadly don’t have BBQ yet (rip) but I have Surveillance which I think would be an adequate and very useful replacement, with spirits ability for map control.

    Rancor I’m not sure on, isnt Bitter Murmur better for seeing auras with gen completion? And keeps you hidden (if they don’t have dark sense). Even in end game, you get 10 seconds of aura with Bitter for all survivors? Whereas Rancor only affects one?

    I got super lucky with that one (BBQ) because it's a great perk on spirit. Surveillance is a very good perk on her too for controlling gens in mid-end game.

    Actually I'm fairly certain it shows an explosion bubble around survivors, I found a few just lurking around in the basement once due to it, the obsession also gets exposed at the end of the match so RIP DS/MoM/adrenaline etc. and those brave enough to try OoO to track you. I actually like rancor a lot more than bitter murmur and I used bitter extensively on my wraith. For spirit, I really like rancor, I haven't tried it on others though.

    Here's a video of it, at 1:35 you can see the aura bubbles for all survivors, since it's not aura it's not as easy to hide either (as in BBQ counters). This happens at every gen, it may not be as obvious as bitter which direction they go etc but it gives you a ton of info and a free exposed/mori at the end if you catch the obsession in exchange for letting the obsession know where you are for a few seconds (can think of it like reverse BBQ and fake your direction/phase around when you hear a gen I guess, I barely notice the obsession getting any benefit from it.)

    https://www.youtube.com/watch?v=Wi52_w6o-nU

    (Sorry if you don't like Tru3, I just looked up YT for a quick video example of how it looks when it goes off and was one of the first that showed up. )

  • @screamdreamsx said:

    https://forum.deadbydaylight.com/en/discussion/comment/518588#Comment_518588

    Would you recommend running her perks with her then? I do love the idea of Haunted Grounds but feel I’d suck at actually finding people and making use of the exposed status. Do the trapped totems look like hex or just regular (no aura)? I thought regular, if so there’s a chance nobody would trigger it?

    I've been learning her myself for the first time recently and funding her with her own earned BP I'm currently using BBQ (only good teachable she has picked up at lv 15 haha) Rancor, spirit fury and Haunted. I absolutely love rancor on her and haunted is also pretty solid, not too much of a fan of spirit fury on her (does mean I don't actually have to break the pallet but get stunned, removes risk of stun and also having to break it though saving a little time in a chase).

    Haunted, even if you don't get someone immediately establishes a bit of fear in survivors, it's good if you've just started a chase too or are heading for a gen etc. You never know when it will go off but it's sometimes of great to immense benefit when it does, it makes people panic much like the exposed on devour hope.

    The hexes do look like normal hex totems to the killer too (aura) but most survivors will touch a glowy hex totem like it's a cookie jar, they can't help it sometimes (I don't even run ruin...on a spirit...and they'll still try it and they must do it if they suspect you run NOED). Also if you teach it to hag and defend it like a normal totem you roll the dice on them breaking haunted totems and not your ruin, it does backfire sometimes if survivors get lucky, but I've seen it work more often than not.

  • Spirit, definitely. While clown is fun, spirit can be fun (multitude of mindgames to learn/do and she's so fast she can near cover half the map with the right addons), competitive (high rank viable and has options for map pressure that clown lacks) and gives great perk teachables including Haunted grounds, rancor and spirit fury, I actually like all her perks, clown does have PGTW and bamboozle but these are average on most killers compared to other perks and I get more out of haunted/rancor personally.

  • @HavelmomDaS1 said:

    The only big issue I have with Myers:

    - Stalk takes to long (both stalk speed addons should be basekit, I use them in every match and he is actually really depended on that)

    - stalk limitation (survivors are to fast "juiced" up)

    - Cornfield. Literally can't stalk survivors in the corn not even 5 meters away from me.

    Other than that he is probably the best "basic" M1 killer and by far the best licenced killer.

    But he needs some tweaks for sure.

    My current build: BBQ&C, ruin, enduring and spirit fury. Very solid in 99% of all matches.

    @Rex_Huin said:

    My build is pretty much the opposite philosophy to yours. I really like Surveillance on him. Just knowing which gens are being worked on helps slow the game immensely. And the longer the game goes on the more the odds shift in your favour...                                                                I also use Monitor & Abuse, a gen stopper perk and one other. High ranks probably NOED. Low ranks whatever I feel like. Often Overcharge or the clown one that's knocks 25% of gens.                                

    Both of these are pretty accurate. Also agree with Judith above, if they are heading for an annoying loop and you don't have ew3, spending too long is a waste, I tend to leave if I don't catch survivors within a certain time to return to gen defence (especially if I see a gen lit up with discordance and I know it had been worked on previously), my playstyle is similar to Rex_Huin, in that I use tracking perks and I always have ew3 a tap away for more difficult/good looping survivors or situations where I catch a few at a gen together. (usually found with discordance) Catching people off guard at gens/dead zones etc. is what I prioritise over going after the strong baiting looper, they have to touch gens eventually after all.

    My current build is Hex:Devour Hope, BBQ, Discordance and M&A (with dead rabbit and J Myers Memorial addons) but you could probably swap out H:DH for ruin if you need it. (I tend to stick to purple ranks anyway so I can understand some believe in ruin/NOED at high ranks) Nurses is also a decent choice. The brutal strength/spirit fury/enduring just isn't for me. I mean 3 perk slots just to break pallets, when I get 5x more info from BBQ, discordance and TR benefits from M&A?

    In regards to making him higher tier I think blueberry is closest, draining one survivor to entirety and then having to juggle them between stalking others later in the match, just feels like that orange transition is way too fast.

  • Who knows, there’s not much more satisfying than when the killer figures they’ll single out the Jeff for an easy chase with a hard to hide character model and loud noises and you vault a window and take off at the speed of sound with lithe, priceless.

    I played Jeff a lot when the dlc first came out but then I prestiged him and now I’m still getting good perks back (all tier 1 currently) I still bring out the ol’ Jeff every now and again though, I don’t main any survivors so I love them all in cycles. I’ve already got to play Tapp and Quentin from another thread of unloved survivors, why not toss some Jeff in there too. Show the metal man some appreciation 💖

  • @TreemanXD I'd be really surprised if it wasn't at least mentioned in the upcoming nintendo showcase (afternoon/midday Tuesday I think for america)

    Edited to update bc 2AM Wednesday for me is 12pm Tuesday for America, sorry

    in E3 Comment by Kiskashi
  • Was hoping for es6 but not looking like it from the bethesda stream. Honestly was most excited for cyberpunk 2077 news and it now (potentially) has a release date. The Outer Worlds also looked pretty cool (gave me a weird borderlands/bioshock/dishonored vibe), I like these wild cards, so I don't really expect anything of E3 generally. I like to be surprised, less hype and disappointment that way 😅

    in E3 Comment by Kiskashi
1 … 5 6 7 8 9 … 20