Avatar

LordRegal

LordRegal

About

Username
LordRegal
Joined
Visits
1,829
Last Active

Comments

  • Rank 2 without cheating. Messed up survivor item count (still not sure which one I missed honestly) and I legitimately didn't know chinese firecrackers could blind survivors. I was just happy to be a lore buff though, lot of lore questions in there...

  • It's a PvP mentality coupled with mob mentality, honestly. PvP means people are extra frustrated when they lose, or potentially extra pumped up when they win. If they feel like taunting or yelling at the killer, they have three people who have no obligation (outside of moral) to side with the killer against them, and who may be encouraged by their hateful actions to add to the fire.

    I don't condone this, of course. I try to not get toxic as much as I can in endgame chat, and do what I can to not play toxic as well, on either side. Generally it works well, outside of four stacks who think a killer who doesn't change maps whenever they hook someone is camping and tunneling, anyway.

    If all else fails you can at least turn off end game chat, and the game remembers this decision so it won't open it again until you tell it to.

  • I've bought exactly one skin, and it was with shards, not cells. Otherwise I've got a few of the halloween cosmetics, and that's about it. I rock the defaults or the prestiges on everyone but Doctor, whose Halloween skin is just perfection for me. Couple halloween weapons though.

  • 96 for me. Miscounted one of the harder counting ones and actually completely didn't know that something had been reworked to work on both killers and survivors. Otherwise it was either knowing the items/add ons, HUD or knowing the lore, really, and I'm big into lore in games I like. Guessed on a couple and got lucky heh.

  • Exhaustion perks in general. Yes they help extend chases, yes something like Adrenaline is helpful once a match. But after the first time you use it, the killer, assuming they're not a total potato, knows you have it and will plan around it. Sprint burst? Don't heavy commit until you catch them between uses. Dead hard? Fake a hit or delay your swing. Lithe? Work angles and don't be afraid to abandon the chase in favor of someone else if you're coming up on a window. Adrenaline? Once a match and not all that great. I don't bother with them.

  • The fact they had oblivious in the stream tells me they changed it last minute...and that one change went from it being an interesting perk with niche uses to totally useless. Half a minute of being unable to heal? As a solo survivor I spend way longer than that not healing myself almost every match seeing as I don't bring items and don't use self-care. Completely useless.

  • @BassTram said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339657#Comment_1339657

    I've wondered how well it would work to change NOED from a hex perk to a 60 second timed perk. This would ensure it works every game while also survivors wouldn't have to wander the entire map to break a single totem.

    That's what NOED used to be, actually. 60 sec at T1, 90 T2, 120 T3. It got changed to the totem, and was widely considered to be a nerf at the time. Amazing how we've come full circle to have it be considered better to be on a timer.

  • 96 for me, miscounted a couple things. Otherwise, wasn't too bad.

  • I was against an Oni last night who had just an extremely frustrating game. I don't know if the others were SWF or not, but I at least was solo so it wasn't a 4 stack...but gens just flew, he had a couple of bad chases, and he got his fourth down right as the last gen popped. He downed the guy right near the basement, so stuck him there, and after that Kindred always showed his aura. He had his power from the last chase, so we knew damn well he was more than capable of downing anyone who went over there. We waited to see if he'd move, but he didn't, so he ended with a 1k.

    Honestly, I understood it. It was a frustrating game for him and he wanted something. I felt bad for Dwight dying on his first hook, but I also understood it. If you have a bad game you just want something. Had he gone charging across the map to the gates, he'd potentially have wound up with nothing, and that'd just feel worse. Guy was a red rank killer so he wasn't terrible, just bad map and really solid team. I completely get camping in that scenario.

  • I find him fun to play as and against. The main problem I have with him is he's one of very few killers where the skill level of the survivors actively changes how you want to play him. If they're noobs, trapping obvious chokepoints is the most effective. If they're reasonably skilled, then those are bad options but trapping in semi-hidden points along a loop are strong. If they're good, then you need to rely on dead angles and unexpected options. And the truly unfortunate thing is the traps that work on the better survivors are less likely to work on less skilled players because they don't know they're running suboptimally. Hag at least benefits from her traps either being unavoidable or heavily slowing down survivors that move through the area, Trapper if your trap is just a half inch to the right it's useless.

    Plus the things you pointed out - weak early game and OOO ruining him. He's a lot of fun, but at high ranks he's absolutely one of the more stressful options to take.

  • As someone who prefers killer, I prefer perks with more consistent value personally...

  • Wraith at Macmillan. This was back just after Hag came out so no real functioning matchmaking, I got a bunch of mid rank people who just abused the ever living hell out of me because Wraith was weaker back then and I was little baby killer.

    Now I’m able to do well in red ranks as Wraith, and am a red survivor as well...so it’s been a journey

  • Years ago people gave hits regularly. Now it's just a "see me leave while you can't stop me, Mr./Ms. Killer!" I thought it was dumb when they gave hits. Now it's completely pointless. Unless I'm actively chasing someone I think I can get before they escape, I flat out refuse to go near exit gates during EGC. I'd rather find the hatch and see if I can find someone being extra greedy around it. Just leave, stop wasting everyone's time, and go to your next game.

  • The thing that's baffling to me is we have a version (of a sorts) of trail of torment in the game already: Demo's being undetectable after a teleport. When he teleports, it's a global noise, so everyone knows he's going to be stomping around with no TR for a bit, but it certainly doesn't tell them his point of origin during the undetectable phase. Demo's ability to sneak up on people is considered unreliable at best, so why make something that's actively worse than that as a perk? That's what I'm struggling to understand personally.

  • No official word on exact date, but assuming the anniversary stream's rough ballpark estimate is correct (which was our last official word), June 16th.

  • Generally speaking if a company is willing to give licenses for their characters, they're willing to for all platforms. The problem like Rydog said is if you worded the contract like "I give permssion for BHVR to use Freddy Krueger and Quentin from Nightmare on Elm Street in the PC, PS4, and XBox versions of Dead By Daylight." This is more legally airtight than "Yeah, they can use them in Dead by Daylight' and isn't uncommon to specify exact terms. If the license holder then has a whole process to change the wording to include Switch and Mobile, then that slows things down.

    I highly doubt any future licenses will be excluding any version in their terms, and I can't see license holders being too hard to convince to include mobile.

  • wiggling with aadaad instead of adad is extremely inefficient, but causes your character to groan about three times as often. Extremely fun to throw killers off with and is fun when you know you're not wiggling off in time.

  • @kurtisohhbee said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336038#Comment_1336038

    But why should that one survivor that initially got caught have to be left on the hook to lose a pip and waste their time because they got matched in to a game with a bad killer that can’t play properly? Also the rest of the team getting no altruism points or chase points will prob lose a pip too if not just about keep one?

    I’ve said this multiple places, but I’ll say it again: this is why I run Kindred. If I’m being facecamped, I automatically accept my game is over. I will then do one of two things:

    If my team is doing gens and punishing the behavior, I will try my damndest to last two minutes and one second on that hook. The behavior is being punished and I’ll do what I can to assist in that punishment.

    if my team insists on coming for the save and no one is doing gens, I will suicide. I do not advocate for rewarding the behavior and denying him two hooks from me is the best way to punish it I have left.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336402#Comment_1336402

    ^ This post alludes to what I said about how BHVR is already implementing the new MMR in the live environment before it becomes “official”.

    Per the post, we’re already going to have a rating assigned to us based on recent performance. This could be why the current matchmaking is all messed right now - because BHVR is trying to get data for the MMR system.

    I agree with your first point, not the second. Matchmaking's been borked for ages, attributing it to the new system being tested feels disingenuous. As is I don't think it's actively working atm, as I've either had really easy or really hard games recently, without much middle ground, and realistically if the system was working and in place, I'd slowly see games edge towards "2k every game" since that's their preferred balance point.

  • The sad thing is his voice has made me jump more than any stealth killer. Number of times I'm not looking at the game while waiting for a lobby and then a game with practically no voice lines is talking to me...

  • The problem with the adept achievements is they’re tied to seeing “Merciless Killer” appear on the screen. Way back in the beginning, this meant “get 20k points in the game, 5k in each category” (points were harder to get back then). Then it was tied to kills, and Merciless meant a 4k, no matter how you did it. Then came the emblem system, where merciless varied depending on your rank and what it meant to double pip.

    Personally I’ve always felt the 4k was the best indicator of whether or not you were good with a killer, though I also completely understand why it's not a good metric for rank when 2k is the "balance" point according to the devs. And that’s certainly hard enough with the crappy perks you need to use on some of them...

  • If the killer is facecamping, and gens take 80 seconds to do, that means everyone else doing a separate gen at the same time lets 3 gens Pop, and then if they all get on a fourth one they can almost finish that one by the time the facecamped person dies. No survivor group of 3 should be capable of failing at that point. Does it suck for the person being facecamped? Yeah, but it punishes the behavior.

    if I get facecamped (rare) I will struggle as hard as I can if people are doing gens. If everyone is crouching around different trees ten meters from me gawking at the hook, despite the fact I always run Kindred...then I’m gonna suicide since they don’t care about winning anyway, just the 1000 unhook points they’d get from an unsafe save.

  • Yes, I’d still go for BBQ first, because the bloodpoint gain is extremely worth it and would reduce the grind to get the rest back.

  • You could conceivably consider that as a threat, but it’s not completely clear to me what they meant.

  • @MrJack20252 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333093#Comment_1333093

    it would work only if the killer is within 7 meters (yes, sorry for my poor english)

    the unhooked survivor get warped (similar to the animation of PH when he send people to cages)

    yes it would be a situational perk, it should be used only against campers as bubba that can kill both the saved survivor and the survivor that tried a save.

    i made this perk trying to not make it too op, for this reason this perk could really work only with deliverance and ds, so you can save yourself after saving the hooked survivor.

    as i said, i made it situational on purpose

    Thanks for the clarification, and no worries on the English, it was just that one piece I wasn't sure of.

    Regardless, my point about the perk still stands. If I take the perk and hook rush you, I'm helping you and objectively hurting myself. Sure, I get the 1500 points for a safe unhook, and you're ok, but I get downed and slapped on the hook, which progresses the killer's goal just as fast as a killer who's playing nice and doesn't tunnel the person who just got unhooked.

    Personally, I think it'd be better if it were something more like:

    "While on the hook, if the killer is within 5/6/7 meters you build up charges at a rate of 1 charge/5 seconds. When you reach 4 charges, when unhooked within the killer's terror radius, you are warped to a point outside of the terror radius." This way the killer isn't punished for chasing someone who decided to hook rush while they were chasing them, and it's a benefit to the person taking the perk. I'm not a huge fan of the idea of a perk that actively hurts the person using it but helps everyone else - even No Mither is a perk that gives the user all the benefit, even if they also suffer the penalties.

  • So I decided, despite only knowing snippets, to try to delve into the FNAF lore on the official wiki so I could understand the love for the games a bit more...and I failed to learn much, I'll be honest. The lore is so sporadic and all over the place I can't really follow the logic or chain of events. To learn about one character you need to follow breadcrumbs to three different pages and even then a lot of it is listed as pure speculation.

    This has led me to believe a lot of the love for the series is what fans think it could be, not what it actually is. Which isn't inherently bad, but I still believe that the atmosphere is what lets the things be scary in the moment. The atmosphere and the lack of clarity allows it to be spooky. DbD doesn't have that, and I don't think it'd work well.

  • When you get the "map tracking" scoring event, that means an object was added to your map. When you activate the map, you see all tracked objects no matter their distance. The range of 8 meters is just how close you need to be to track a new item. If you haven't tracked it, the map can't see it.

  • I'm just sad that my 2017-2018 playtime doesn't contribute towards my devotion level. Most of my hours were in that stretch before I took a long break after Pig came out, but as is my devotion is tiny.

  • I'm not quite sure how this works, I'll be honest:

    So, if the killer is within (or outside of?) 7 meters, and you save, the person you saved gets warped to the other side of the map, the killer can see the unhooked person briefly, but you get exposed for a couple of seconds? It'd be an extremely altruistic perk, sure, but no one outside of teams would run it since it objectively hurts the person doing the save - and it is an unsafe save anyway, odds are the rescuer is going down in that scenario exposed or not. All benefit is on the person being saved, who wouldn't need the perk to benefit from it.

    Not quite sure how you'd make it appealing enough to take if you were solo.

  • A bug report where I was unable to heal people sometimes while I was suffering from Deliverance's Broken effect. It was happening consistently enough I felt bad for the people who thought I was sandbagging them when the prompt to heal didn't show up whatsoever.

    @LordRegal said:

    Platform: PC

    Description of the issue: A healable player is unable to be healed. Unsure if specific to one player or all players (seen both appear to happen)

    Steps to reproduce (if possible): Unknown.

    How often does this occur: Happened to me twice. Once Saturday 11/2, once Sunday 11/3. Unsure how common overall.

    Videos showing this happening:

    https://www.youtube.com/watch?v=Gc1avP5kups&feature=youtu.be - Thought it could be a Deliverance bug at first, timestamp of issue 2 min.

    https://youtu.be/zhA6MQLlzHs - Proved it wasn't a Deliverance bug, timestamp at 2:10 (first time I was unable to heal them)

    Edit: was a faulty memory, it wasn't actually deliverance based.

  • I didn't say y'all at all when I was growing up. Married into a family who moved from the southern US, got so inundated with it that I use it myself now...it's certainly quicker than "you guys" and gets the same point across, so...

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1332558#Comment_1332558

    If it was base kit, every survivor would have a chance to enjoy the game for at least a little bit. Any game where you are sacrificed with less than 5,000 blood points is a far worse travesty then a killer getting DS’d with five gens remaining.

    https://forum.deadbydaylight.com/en/discussion/comment/1332547#Comment_1332547

    The point of that part of the post is to remind us that killers have the information available to know if a survivor could still potentially have DS on cooldown or not. Also the perk is easily countered.

    I've ran DS maybe 5 games in my entire survivor career (started just after Hag came out) and I can say with total confidence I wouldn't want it basekit as a survivor or killer. If a game is over quick, oh well, on to the next one. No need for a guaranteed chase extender when the killer's tunneling. Plus I swear the meta only survivors play like morons when they have it because they know it's safe, so it lowers the skill ceiling of play for those 60 seconds, which isn't fun for anyone involved.

  • @Tricks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331971#Comment_1331971

    That's a really good idea, just save up all the rewards and drop them all at once + 1 mil saved up bp once next chapter drops. Sorry I didn't think of it lol.

    I still have a few tasks incomplete from T3 and all of T4 if it releases before next chapter drops? should help power leveling. I didnt know you could just leave completed rift tasks sitting there and move on to the next one.

    image.png

    Here's my chapter 3 web. Wasn't as efficient with the saving in 1 and 2, largely because I didn't realize how close we were to the new chapter.

    The best news about that is - I took a break from the game and completely, and I do mean completely, missed Tome 2. Been working my way through that with this kind of conservative approach so I can have as many BP as i can ready to go when it hits.

  • I’m sitting at 37, but it’s actually 45 when you factor in all the rewards I’m sitting on waiting for the DLC chapter to release (I’ve got almost an extra million in rewards sitting here at this point). Started late so playing catch-up, but with Chapter 4 and how much I’ll be playing when the DLC chapter releases, I’m confident I’ll make it in time.

  • @MasterGrit said:

    Dress like potatoes and then switch.

    That to reduce the chance of facing high tier killer , mori and red addon.

    Because people like them want to only dish out the punishment, not take it, yep. Kinda sad honestly. At least be honest with your bullshit...

  • @BubbaMain64 said:

    It will probably be next week tbh. I have no clue the actual release date though.

    Any reason in particular why you think it’d be this upcoming week? Genuinely curious here, wondering if I missed something

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331862#Comment_1331862

    If ya havent done it...its easy BPs. Typically I always tell ppl brand new to the game to do the tutorial real quick so they can lvl up a character abit b4 their first actual game.

    The tutorials give bp? Ok, in that case I’ll be doing them once the new chapter drops. Got just shy of 2 mil points saved up across methods of doing so ready to be spent, that could be what puts me over. Thanks for letting me know!

    Here’s a video of a long time ago salt...I saved it for laughing at it later...I can confirm the steam name of this player is no longer that one, so it’s not name/shame. I scroll quickly since I intended to stop/start to read rather than go slow, but just makes me laugh every time how he couldn’t reconcile me being good with Nurse but falling for “basic mindgames” a couple times.

    https://youtu.be/iZid0Pk_5ec

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331848#Comment_1331848

    Saw the picture first and thought you bled the guy out...with deerstalker...ya dick, lol. Makes sense now.

    Heres me BMing a bot when the servers were down one day.

    https://us.v-cdn.net/6030815/uploads/9CB810Y8CA4P/20191124135736-1.jpg

    I genuinely forgot there was a tutorial at all...wasn’t in when I started playing so it being added didn’t affect me at all. Was extremely confused how you got that setup for a moment hah

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331832#Comment_1331832

    I'm generally pretty relaxed when I play, which is probably one reason why the chat doesnt bother me as much as it does others. Generally the only reason why I save some is to share on here so we all can get a laugh of how pathetic some people can get about losing in a videogame. That being said... I've had games where I get tilted and stressed and just hit continue as fast as I can cuz I know I'm close to losing my ######### if I see anything in chat. Perhaps alot of people just have more games like that than I do. USUALLY though... win or lose, I'll say "GGs", although lately I've been taken to saying "GGWP" because some people see the first as sarcasm or something when they lose, so figured maybe the 2nd would sound more sincere.

    Hah, that's certainly true. I'm the same way, power hitting continue as quick as I can sometimes...

    I haven't collected too many chat messages, but this one was always one of my favorites. Was back during the "bleed out timers continue after the match" bug phase, and way before devotion levels...the bleed out death guy actually escaped.

    image.png


  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331816#Comment_1331816

    https://us.v-cdn.net/6030815/uploads/S9FMZKV0SHHC/20200120150023-1.jpg

    Heres a game where I literally facecamped everyone I caught with a revved chainsaw. Chat was REAL nice about it.

    https://us.v-cdn.net/6030815/uploads/J39W5I6BE3RX/20200522095021-1.jpg

    Heres a game where I just played aggressively and never spent very long on any given person...

    Its not uncommon to get either one really. Most of the time its just afew GGs with maybe 1 salty guy, but sometimes... it turns into a pretty cool chat with someone pointing out a cool play they noticed.

    https://us.v-cdn.net/6030815/uploads/ZAOC1KDENJ2N/20200520043241-1.jpg

    Convos like THIS one are often times the reason why I dont just hit continue right away. This was a game I had using the NEW prayerbeads where I managed to mindgame a survivor into thinking I was chasing after their teammate...and gave em a heartattack with a gen grab, lol.

    Oh yeah, I personally leave the chat open most of the time - only turn it off if I've had multiple groups in a row be toxic after the fact and I don't feel like opening myself up to more, but that generally only lasts a few games...DbD isn't the first game I've played with community toxicity, so I do have thickish skin when it comes to Internet trolls.

    My wife on the other hand hated it...she's not played many competitive online games (though she can kick my ass at some non-online competitive games) and as such hadn't been exposed to the venom people can drip sometimes. The comments really got to her and so she permanently turned off end game chat so as to not deal with it. As a result, I fully understand that some people don't want to deal with the possibility of toxicity, so I'm glad the option exists.

    That being said, since I came back from my break a week and a half ago or whatever it was, I've encountered less salt than I did before, which is refreshing, honestly.

  • @DingDongs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331816#Comment_1331816

    I'd still rather have option to "completely" remove the text box option just like PS4/Xbox/Switch did

    We don't have to said gg or toxic, just shut up and move on to next game

    It remembers what you picked between games - if you closed it and didn't reopen it, you straight up won't see it next game unless you hit the arrow again.

    @TheWind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331816#Comment_1331816

    Thanks for that, you are a life saver. I am so tired of seeing how I should kill myself because one snowflake missed a vault and died. I can never close chat fast enough.

    Glad to help!

  • @TheWind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331806#Comment_1331806

    Where is this arrow? Man my experience with this game would be so much better if I could have chat auto hidden.

    Untitled Image


    (not my picture, just wanted to have the visual example and found this one through a quick search)

    The arrow is right next to the text box, and yes, it does remember between games if you had it clicked or not.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331670#Comment_1331670

    You are the exception not the rule. The major draw to this game for most players is the chase.

    Can you explain to me please what the appeal is in running in circles? It's something I've never understood about the mentality of people who enjoy it. Chasing, sure, I can see how that's fun. But not the running in circles part.

    Not trying to be disrespectful, I genuinely don't get it.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331575#Comment_1331575

    "I get that you don't approach survivor as a team game, that's fine. Plenty of people do."

    Including me. I play SWF almost 90% of the time, at least 2 man. I solo too but I'd rather play killer most of the time instead. Plus stats show that MAJORITY of players are solo. Only some are SWF.

    My SWF group still loses, and when we lose it's either because we didn't do gens fast enough, the killer did a good job of shutting down the gens (eg. Forever Freddy with Pop), the killer got a massive snowball, or some combination of the three. The problem is not that chases last too long, it's that gens are too fast. Artificially shortening chases in a way that SERIOUSLY favors the killer will just kill the game. We don't need that. It's not fun to be in a chase with a killer when you know there is no way to escape the chase. And it's no fun to win a chase as killer that was basically given to you. Hence why I made this thread "unsafe pallets are lame". It just is. It's lame for survivor because nothing you do matters. It's lame for killer because it's not rewarding.

    What we need is something to prevent survivors from just plowing through gens, or at the very least from doing that so early the killer never even gets a chance to get a proper foothold on the game. If gen speeds were address, or (as it seems the devs are doing) some kind of trial start up mechanic is added, then SWF becomes a moot point. Killers have PLENTY to beat SWF, it's only that they punch out 3 gens in the first chase that makes them a threat. If that didn't happen it wouldn't matter that the killer is outnumbered because they can still snowball at any point from good plays and/or capitalizing on the survivor's mistakes.

    "I definitely don't want auto 4k's as a killer. But I also don't want to be bored as a survivor."

    So you don't find hiding boring? Or being in a chase you can't actually win? Those both sound like really boring options.

    "So you don't find hiding boring? Or being in a chase you can't actually win? Those both sound like really boring options."

    I love hiding in this game, my favorite survivor moments are well-crafted movements around a gen I've been working on when the killer knows I'm there SOMEWHERE but can't find me. Legitimately the most fun I have as a survivor.

    I also have been playing on and off since 2017 and can't loop for ######### so for me most chases are going to be losses, and quickly, when I'm surviving. Unless it's a Nurse or another killer where mindgames matter more than ability to run in a circle tightly (which I cannot do)...as a result Spirits are fun for me, amusingly enough.

    So, yeah. If I didn't have fun I wouldn't be coming back to the game time and time again, and I absolutely fall into your cookie-cutter "this would be boring" options and have active fun doing it. Red ranks, by the way. Can't loop, get through more games than not without a single chase against me, but an iri altruism, lightbringer, and survivalist.

  • I've said it before, I'll say it again: FNAF relies on its atmosphere to be scary. The animatronics themselves are not scary outside of the jumpscare, and the jumpscare is only scary because it had the atmosphere making you dread "something" happening.

    DbD does not have that atmosphere, and the game does not support jumpscares currently, as all stealth killers have audio cues that they're nearby (snarling, breathing, fabric flapping, a roar before the dash). Can you be caught off guard? Absolutely, I've freaked out at a GF grab before, but it's not baked into the game. And an animatronic strolling around at 4.6 m/s in the distance does not to me scream "scary."

  • I've done six P3s, but I haven't gotten all T3 perks on...anyone, actually, as of Deathslinger, and even with Oni/Demogorgon I was missing some.

    Bill: (don't use teachables on survivors so most of my survivors are level 10 for the adepts)

    Trapper

    Wraith

    Nurse

    Hag

    Legion

  • Pig is a stall killer, so a dead zone at the start could be useful via Corrupt, or Pop to slow down gens that're being worked on by whomever doesn't have a trap on their head. Ruin doesn't really work well with Pig since you have no map presence to force survivors off gens.

  • I don't inherently disagree with your arguments, but I do refute one point here: for me, playing survivor is not fun for the chase...I suck at running as a survivor. I'm a red rank who can't loop and never did learn. What's fun for me is the stealth, the mindgames, and the "being a helpful teammate while also not being seen." Games where I haven't been hooked but everyone else has been twice are my favorites, because to me, that is playing well...except unlike a lot of other red rank survivors, I achieve that not by being hard to catch, but hard to find. THAT is fun for me, and why I enjoy survivor when I do play it.

    The exception to this rule is Nurse, I can run her all day. Though I always end up feeling bad for them at that point...

  • @Dead_by_Gadfly said:

    Well i think removing the pallets slowly was the right move. If you had time to break that many pallets then the game went on for awhile. When it gets down to 1 or 2 gens if its still a massive struggle you can always revert to the tried and true basement. These teams are typically very altrustic so if you can get them to come to you then you can drag them into the mud.

    A lot of it is playing the player. I had a guy (1 not 4 tbf) that was like this, he fell for 0 mind tricks. So i had to stop with the mindtricks and play him straight, when i switched tactics it threw him off and he made mistakes letting me down him.

    At the end of the day though, as it currently stands, if a team is absokutely perfect you will lose, but thats very very rare.

    This is more or less the best advice I can give, also as a player who enjoys Legion (currently my second? most played killer of the month). If your mindgames aren't working, stopping the mindgame is in and of itself a mindgame, and it's a STRONG one. On my Wraith, if someone's consistently calling my bluff on doubling back on semi-safe pallets that have dropped, I can and will play it straight, and that gets me hits/downs way faster than had I kept trying for the mindgame.

    I enjoy playing the "weaker" killers more than the strong ones right now, so I live on mindgames...one that I've recently started trying with honestly good success is: if you're stuck on a tile that has a section where there's no opening (so this doesn't work well for shack unfortunately), and the survivor knows you like to double back and has come to expect it from you, when you hit the part of the loop that has no gaps, stop moving. As in completely. Make sure it's far enough back that your light doesn't spill out into the gap you'd be walking towards, but also hide your body. And wait a couple seconds, listen for movement, see how the survivor reacted. Odds are they won't be leaving the tile since that'd give you distance had you doubled back again, so see if they assume you doubled back or if you're running it straight. I've had survivors that've been completely outplaying me running directly into me as I stand there for a couple seconds...I think it's just ingrained in their mentality that killers will ALWAYS be on the move trying to catch them, and therefore will use the information of "I can't see them but they're still right by me" as a reason to make a decision quickly, which often ends up being the wrong one.

    Just food for thought though, and if no mindgame is working abandoning them in favor of playing it straight is completely acceptable.

  • Nurse, hands down. Especially post nerf. The people who pointed out that Nurse cannot resort to being an M1 killer if their power just isn't working out that game are correct, and she is the only one in that scenario...everyone else is faster than survivors. She's also the only killer in the game that double punishes players for using their power poorly, which only adds to the difficulty.

1 … 14 15 16 17 18 … 27