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Maelstrom808

Maelstrom808

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Maelstrom808
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  • I mean a few perks changed out, reduced the number of gen regression/slowdown perks I was running. I'll aim for more 2ks rather than just 8 hooks and everyone goes free to get a little more BP since the grind has changed. Aside from that it's about the same.

  • Yeah, that's not really how it works for me. I sweat every match until I get everyone hooked once. Then I assess how the survivors are doing. If they are struggling, I'll chill a bit and take my time to get the next round of hooks. If they are still having trouble (say they haven't popped more then a couple gens) then I'll meme around till the end of the match and let them go.

    If they are doing fine I'll sweat until the end or I get a couple of kills. Exceptions being if they are acting like asses to me or each other, then I'm happy to punish that, or if I have challenges that basically require 3-4ks.

    That's how I make most matches fun for me, and usually the survivors too.

  • I mean, anything that has an aura or burst ability works like that right? Boons take advantage of it best, but Starstruck, Jolt, the new info perk, etc all get value out of the same mechanic.

  • @Daada595 said:

    With the mori scenario, the killer didn't have devour of hope and it wasn't a exposed status icon the screen when me and my friend got mori without even being injured

    What was the killer? Myers can do it with add ons.

  • Fix his collision, and he is easily A tier imo. His dash power gives him plenty of mobility. While I think vaulting pallets is weaker than just destroying them in most cases, he's much stronger at windows. You have to balance between using his M2 for downing someone or reserving it for anti-loop/mobility and hitting survivors with his M1. Players that get that down will absolutely wreck with him.

    Of course, none of that will matter if he continues to get hung up on every grain of sand on the maps.

  • @Daada595 said:

    You have some really good points there and I agree. I play the game all the time and the queue rates was still high only had to wait 3 or 4 minutes before I got in a match. I use dead hard sometimes but not on a main kit but now on the update you only have one or 2 seconds to use it before the endurance meter resets. I was in a couple matches when that happened when me and some friends got off first hook and got mori by the killer before hitting the ground, not sure if that's supposed to be the game or not. About Dead hard I'm not sure how one perk can kill the game when it's so many ways to counter it as killer

    The mori thing was most likely Hex: Devour Hope which at full strength will make all survivors Exposed and able to be Mori'd at any hook state.

    To get to this point though, two things need to happen:

    - The hex totem needs to survive as as soon as it's removed, the effects are lost (barring Undying which will give it a second chance). There is apparently a bug currently that keeps the effects after the totem is removed, but it must be somewhat difficult to replicate as I've never seen it happen with mine.

    - The killer has to get 5 tokens, which are gained when a survivor is unhooked and the killer is more than 24m from the hook.

    It's a very hit or miss perk. If it's totem is not already discovered, at three tokens, when you get the exposed effect, as soon as someone is downed, all survivors get the exposed notification. This usually leads to a quick search and it's immediate removal. It can get very nasty though if allowed to snowball.

  • I'm with ya, but just a note on the new perk in regards to a 3-gen. For me, at least, the perk does almost nothing in this situation. I'm proxy camping the gens, not so much the hooked survivor. I'll take a shot at downing an unhooker, but otherwise I'm just glad that the person on the hook is one less person I have to track to keep off the gens. They can stay up there for as long as it takes for me to get their teammates. Keeping the last gen from popping >>> keeping someone on hook until they die.

    I'd say the one thing it does do, is keep that hook occupied so I can't just keep trading survivors on it and advancing their hook states until one dies. I have to slug and that creates more opportunities for the survivors to get someone back up.

  • Her power is more clunky to employ than I would prefer. One button to call it up, another button to set it, yet another button to activate it. Animation or charge times in between. Bleh. Which is a shame because I do like the concept behind her and her power, but after playing her to 50 and never being comfortable with it all, it tells me she's not for me.

  • @TarunCosmo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125417#Comment_3125417

    I agree with Doctor, it's too noisy of a match. All the screams, plus the constant harassment while trying to do anything, it gets old real quick.

    I like going against the plague, especially when the whole team knows to suck it up and not cleanse. Just all of us being broken, puking all over he place the whole match and knocking out gens results in a win.

    The screams are half the point...the lovely, lovely screams...

  • Starstruck is killswitched on the PTB at the moment, but in theory yes it's good. I'll run Starstruck on Doc from time to time and use static blast after a hook to get pretty good value from it. No different here except that you don't get information from as far out which is good and bad.

  • 90% sure body blocking by the killer without attempting to injure/down the survivor is reportable.

    100% sure it's a scumbag move and if that's the only way for them to secure a kill, give it up. They lost and need to move on.

  • @[Deleted User] said:

    I had an Ace yesterday who gave up the second he was hooked but someone saved him regardless he stood pointing at the hook for killer (blight) to kill him the blight declined the request so Ace spent the rest of the game making sure we were all killed off one by one.

    I was last he bodyblocked me on the stairs so blight could take me out then as blight proceeded to smack me on hook for the duration Ace just did a continuous t bag dance around it.

    Tbags, flashlights, camping, tunneling or none of that stuff really triggers me (the vast majority of the time anyway) but survivors like this really **** me off!

    Killer too like just kill him or ignore him if you need a survivors help to get you a win good luck when your mmr moves you to the next level!

    Yeah just I hook them, they have a tendency to go and ruin the game for the others if you don't. Option B is to slug them and bleed them out, but honestly if they just want out of the game and are giving an easy hook and sacrifice, fair trade. I just go easy on the remaining survivors if they are being cool.

  • I'll pass. Really dislike the "dash" killers - Oni, Blight, Billy. It's just not a skill I've been able to really get a grip on.

  • If you feel the game is currently unfun and most of your matches are boring or unfair, don't play. Killer queue times go up, player base shrinks, and we can all lay that at BHVR's feet.

    If you feel the above but keep playing and continuously DC or suicide on hook, ruining the game and making it worse for everyone who is still wanting to play, yes you deserve all the blame for that.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110817#Comment_3110817

    And some perks only work at the end of the match... that doesnt make lethal an invaluable perk... but making the perk capable of boosting other perks AND add-ons? That's a tad over-powered.. too many ways to abuse it where as it shouldve been buffed as a stand-alone perk by itself rather then buffing EVERY reveal perk along with it...

    You also typically get more than 11 seconds of value out of those endgame perks.

  • Omg, from now on, everytime I play him:

    *BANG*

    "Nea, would just come over here, come here and tell me about it."

  • I mean, how many doctors are you actually facing? I thought it was all nurses, blights, bubbas, and legions lol.

    Anyway, yeah I'd be down with making glyph skill checks unaffected by perks and powers.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109798#Comment_3109798

    Slugging someone instead of tunneling them out of the game is generally well-received because that person still has a chance to play the game, unlike poor Steve who was tunneled out of the game at 5 gens.

    Of course so. This is one reason why slugging is part of the game and needs to stay that way. There are others. What needs to be addressed is the specific situation of a killer being an ass and slugging someone (or multiple someones) only to watch them bleed out.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109695#Comment_3109695

    Your mistake is thinking going for a survivor doing gen is tunneling

    In my conception, tunneling is going for a survivor RIGHT AFTER he was unhooked just to get him out of the game

    If the survivor was doing gens, he wasn't being tunneled. That's why DS and BT deactivates after touching a gen. So you didn't really need to slug anyone.

    So I can hook the same survivor three times in row without laying a finger on anyone else as long as I let them touch a gen first? Good to know.

    Unfortunately, most of the survivors I play against don't seem to see it the same way. I've tried just hooking them with the intention of not downing them again until I get everyone else on deathhook. I'd say it worked out fine maybe a third of the time. The rest of the time either they suicide or DC because they think they are being tunneled out, or the other survivors leave them to die as they also think they are being tunneled out and probably camped, and/or I get leveled after the game with accusations of tunneling.

    When I slug that survivor instead, almost everytime they get picked up and I'm able to hook someone else, continuing my rotation of hooks. I get "gg wp" and "<3" in the endgame chat and everyone overall seems to have a better time. Even if their teammates are potatoes and leave them slugged, I still have the option of going back and picking them up to let them wiggle off if the are on the ground too long.

    Slugging is healthy for the game, when it's not used to be an ass.

  • @VoidOfMe said:

    "Ooh, look at me, I'm a killer, I hate dead hard, I hate DS, I hate pallets, I hate maps, I hate body blocking. Nerf them, nerf them all"

    "I'm going to blow your minds. Being slugged is part of the game"

    LOOOOL

    Look at me, I'm a killer, DH never really bothered me, DS never really bothered me, most maps are fine, I love body blocking and altruistic survivors, I only wanted spine chill nerfed against stealth killers...

    Slugging is part of the game.

    Now there should be a way for survivors to speed up the bleed out timer to combat the moron killers who get their chuckles from slugging someone then standing there nodding their head while they bleed out for four minutes, but slugging is part of the game.

    Slugging is what keeps me from tunneling that survivor I just hooked a minute ago who I ran into again on a gen. By slugging I can maintain the pressure I need play respectfully, rather than hooking her and being forced to tunnel her out. Slugging is the only real way to deal with sabo and flashlight squads.

    Slugging to be an ass is a different thing entirely and survivors need tools to handle that specific situation.

  • Near perfect? Maybe in a perfect world with perfect match-making at high MMR. I'd say "considerably better than the survivors". There are just too many variables otherwise, and at low-mid MMR, both sides are making mistakes (otherwise you'd probably be in high MMR).

  • I ask because as a killer who goes for 8 rotating hooks before i consider saccing someone, I often run into this situation where I am looking for the next survivors in the first rotation, but run into a survivor I've already hooked sitting on a gen, often unhealed. Now I could ignore them, but I also need pressure and to keep them off the gens. At the same time, too often do I hook a survivor out of rotation only to either have potato survivors let them die on hook or I accidentally put too much pressure on the survivors and again end up with someone dying on second hook.

    My solution up to this point has been to slug them and move on knowing that it gives them more time for their teammates to pick them up, and I have the safety net of being able to go back and pick them up myself to let them wiggle off if thier teammates potato out on them. Doing so though always leaves me feeling bad for leaving them on the ground even though it's the safer option.

    Hence me trying to feel out what survivor opinions might be.

  • Works for me. I'm usually only running one, maybe two, anyway.

  • They need to remove depipping anyway as it's part of an outdated system.

  • Distressing, Unnerving, Hunter's Lullaby, Starstruck. Addons are Calm and the one that allows you to see the Doctor hallucinations.

    You get tons of info from the build as you can gage where survivors are based on screams from Static Blast, seeing where hallucinations are and where they are looking, and loud noise notifications from failed skill checks. This keeps you informed of where survivors are and what they are doing. Down survivors in areas where you know others will be in you TR and you'll get Starstruck value and can quickly snowball.

    High MMRs often shut this down as survivors can make the checks most of the time and know to look for HL and cleanse it, but you can clean up low and mid MMR matches.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097983#Comment_3097983

    I think survivor is pretty fine earning bp. But on killer to get over 35K bp you have to pretty much farm with survivors to do that.

    Not even close in my opinion. Usually I can screw around, get 8 hooks and let everyone go and still beat almost everyone in base BP earned. I can probably count on one hand the times I've 4k'd and a survivor still beat me in base BP.

  • I can say as a killer main, occasionally I'll have a survivor rat out teammates (had one this morning), usually because they are being locker queens or something similar. I can say that EVERY time, I follow them where they are trying to lead me, see who they are trying to point out and why, then immediately down the rat. I hate and attempt to punish bad team mates. This includes locker queens, afkers, gen jockeys who sit on a 10% gen while their team mates are struggling on hook 20m away. But above all of those, I hate rats and sand baggers. I will happily smack them down everytime. Now if they are pointing out someone who is also being a shitbag, I'll go back to deal with them after I hook the rat, but the rat goes first.

    Just play the game as best as you can. Let karma deal with the crappy players, and don't bring yourself below their level.

  • It all goes under the same plays of attempting to stop my downs/hooks. Flashlight saves, sabos, bodyblocks, etc. I don't view it as toxic in any way, really not even dirty play, but you absolutely will make yourself a target if you have any success with it. I'll play nice to a point, but if you are shutting down my hooks, I gotta put an end to that.

  • It depends on the killer, but my default M1 killer setup is Lethal, STBFL, Jolt, and another info perk, usually BBQ but I change it out depending on what I want.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086660#Comment_3086660

    Just another killer proving my point that they will let an entire party escape which does skew the metric.

    Sure will. If they want more accurate numbers use a better system. Thier metric is not my problem.

  • Nah. I play the way I do because it's fun for me, and i enjoy everyone getting something out of it. If the devs can't take that into account with their stats, that's on them. I punish afkers, survivors who ######### on thier teammates, and survivors who decide to push it too far with me, but otherwise we are gonna do some chases, I'm gonna get my 8 hook states, i might mess with the survivors heads a little, and everyone is going out the gates unless they fall into the previously mentioned catagories (or I forget which hook everyone is on). I care not a bit about BHVR's stats.

  • @Lecruidant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085361#Comment_3085361

    I don't really wanna hear about "no mercy list" during this current iteration of gameplay where 80% of matches is camping and tunneling with 5 gens left.

    Then it's probably not a good idea to antagonize those of us who do still play clean and show mercy. Blows my mind how ######### we can be treated when we go out of our way to try to ensure everyone has a fun game.

  • 3-gens are hard.

    3-gens against CoB are harder.

    Lots of things make 3-gens harder.

    Don't get into a 3-gen.

  • They should have just removed it's ability to stack with other regression speed perks. It'd be fine.

  • @bittercranberry said:

    ive noticed killers are always expecting the safe drop pallet so they back up & give me space for another 1 or 2 loops & if they keep hesitating... well we"ll be here for a long time.

    i feel like before killers would just keep moving and take the 50/50 if the survivor is greeding but ig no one likes being stunned anymore?

    I've definitely started going for the 50/50 a lot more. It initially surprised me the number of survivors that attempt to fake out a pallet drop. Add to that net code and such and a lot of times you'll get them completely off guard. Depends on the loop it's in too. If I'm going to have to break it anyway, why not?

  • Personally, what I've always wanted to see for hex totems is a combination of DH, Plaything, and Pent.

    All hex totems have an effect that increases or adds effects with the number of totems on the map (ala Devour and Pent). You start with zero totems out, but every time you hook a survivor a totem is spawned as long as you are more than 24m from the hook. Discourages camping, yet makes hooks more time consuming for survivors (healing up plus chasing down thier totem spawns). Possibly make it so even if a totem is broken, a hex can spawn there, but it has a down side like it's aura is shown if it spawns on a busted totem.

  • Yeah unless rpd or midwich, sabo squads aren't too bad. Just know what to expect and slug till it's safe to start picking up.

  • No, you charge it, release, then it will cover the target area, then after a brief delay, actually detonate, shocking anyone still in the zone. That brief delay is what the addons shorten.

  • @AshInTheTallGrass said:

    I rarely play Killer, but I gotta admit, when I see a Survivor surrender and drop their item in front of me, I do have an automatic, "Awwww 🥺🥺" lol Emotionally manipulative Survivors 😆😂

    Wait till you whip around a corner and trap a survivor, only to look down and discover a Bunny Feng staring up at you with pleading eyes, those quivering floppy ears. Damn near heartbreaking...

    ...until you remember that was the same Bunny Feng that blinded and t-bagged you earlier in the match, so you proceed to absolutely level her with a satisfied smile.

  • @bittercranberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3062943#Comment_3062943

    ok im starting to see where im wrong at...

    im very sorry everyone on this thread for being absolutely oblivious to this, ill do better & thank you for explaining it to me.

    i cant believe ive been using it wrong in gaming for 2 years now.. i feel bad and didnt know i was actually being toxic :((

    and yeah death threats deserve a suspension or ban.

    Heh I feel for you, but yeah:

    gg ez = "Haha, that was such an easy game for me, get better scrub"

    gg wp = "Hey that was a fun game and you played well"

    The first is a legit intended insult. The second, some people who are salty about losing will just feel even more so. Personally I don't care on the second. If someone is too insecure or sensitive or whatever to accept a handshake and an honest compliment, that's on them. Being a jerk and intentionally insulting someone with a "gg ez" is one thing, but slapping the hand of someone who say "gg wp" in offering a handshake in the spirit of good sportsmanship puts you on about the same level imo.

  • You do you. Until BHVR bans, provides enough discouragement, etc., it's fairplay. For me however, I never take enjoyment out of "CRUSH TEH NOOB LULZ" gameplay. I understand that there are 5 people in each game all trying to have a good time. Four of those people have goals opposed to the last one so there is a basic overall competitive direction.

    This, however, doesn't mean that I should feel obligated to mercilessly grind them into dust every game. Nor should I feel obligated to hold thier hand. How you play is up to you.

    For me, I have played a lot of tabletop games and board games in my life (moreso perhaps than video games) and I have a certain level of respect for the other players that comes from having to look them in the eyes as you play rather than them being some anonymous gamer tag floating in the void of cyberspace. It brings an understanding that we are all just trying to have some fun and often an escape from life. There is a level of give and take that comes with that, often referred to as the social contract.

    I don't expect that players will share my outlook, and if they are there to win at all costs, then I can oblige that style of gameplay, but I prefer a much more relaxed game where we all get something out of it, and win or lose, appreciate the sportsmanship of the opposing side.

    But like I said, no one should tell you how you have to play as long as it's within the rules of the game - you do you.

  • @Barbarossa2020 said:

    End game chat is mostly a pointless exercise for killers, it's a place survs either insult killers, who played in "X" manner, or a place to self congratulate.

    That's mostly a product of how you play. Since I chilled out on the super-sweaty killer play (along with always being mature and polite in EDC) I only get a negative response from survivors maybe once in 50 games. The overwhelming majority of games that I get responses from are positive. That includes the 3-4ks.

  • @TurboTOne said:

    best Tipp i can give is: Play for your BBQ Stacks, and leave it at that. (as long as we still have BBQ Bonus BP)

    get 4 Hooks and then just stopp going for Survivors. Take a Killer you can do fun stuff with. Huntress for example, you try to aim a bit and maybe do some long shots... Hillbilly, Blight, Spirit, Demo you can do some pretty fun stuff with them aswell.

    Don't care about what the Survivors are doing and just have some fun trying things out.

    Eventually your MMR will drop and it gets easier and easier to get those 4 Stacks. And at One point you can even start playing for real again after you had your fun and Practice. :D

    This, so much this. Stop trying just maximize every game. Find some goofy thing on a killer that you can do for a laugh. Mess with the survivors without making them utterly miserable. Get your four hooks. Move on to the next game. Eventually as your MMR drops, go for eight hooks then a kill. You'll find a balance point eventually.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055289#Comment_3055289

    Maybe something like that could be for DBD2, but I don't think they'd let Survivors change their load outs. I've sometimes wondered what DBD2 could look like. I thought maybe there'd be a "story mode" where you have to escape from the Entity once and for all.

    Your idea of changing the mechanics with having people spawn in, and Survivors having to choose to work on gens/do a ritual, is certainly interesting.

    Honestly it was just for something to do while they wait down the respawn timer. I don't want to give them anything that impacts the game as they should be out, and that includes spectator mode as that could unfairly benefits SWFs. Maybe some sort of mini game that could give them a small reduction in respawn time. Although it would need to be more engaging than "press space when the thing is on the thing."

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054535#Comment_3054535

    What would replace the hook timer mechanism? Meaning, when someone is hooked, someone else has to get that person off (that slows down gens). It also puts a Survivor in a position where there is a set amount of time for them to get "free" before they die. So if Survivors respawn anywhere, those things (and perks like Deliverance) are no longer a factor. And how does a Killer "sacrifice" someone without a hook?

    I mean if we want to go into a massive overhaul, you could have it so survivors have 3 three "lives" instead of hook stages. If they get downed, they die and have a "X"min respawn, maybe two. While they are in respawn, they can change their load out but not survivor or cosmetics (offsets the pain of the respawn timer but doesn't completely throw the killer off of who's who).

    Meanwhile there are multiple gateways in the map that they can respawn from, and at which another survivor or multiple survivors can do a ritual to reduce the respawn time to get them in quicker at the cost of spending time on gens. If a survivor is downed for the third time, they are moried and out of the game and if the killer gets all four survivors on respawn at the same time, they all lose any remaining lives and the killer wins with a 4k.

    Would require a huge rework of perks, addons, gen times, etc. that would never happen but fixes camping and mostly tunneling in one go.

  • @PaintedDeath said:

    I wish they would do the camera lock to Sadako's projections.

    Impossible because most of the TVs seem to spawn on the opposite side of a wall facing directly away from the gens.

  • It really depends on the killer/build I'm on as to how much I enjoy it. Overall it's fine now that I've played it enough to have a general understanding of the layout. I still get turned around from time to time which feels bad, but the more I play on it the easier it gets.

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