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Mikeasaurus

Mikeasaurus

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Mikeasaurus
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  • Original all the way. You see more unique characters that way, and their powers are usually interesting. Licensed characters are great too, but we've all seen a vast majority of them and we know how they work, and to me, it's a little bland seeing it again, just in a game instead.

  • @GhostDog said:

    Wasn't the first tome like that? Where you could leave challenges unclaimed and just move on to the next ones. I feel like it was, but now I'm not so sure...

    Personally, for tome 2, I'm leaving as many master challenges unclaimed as I can. On level 1, you can save up 9 master challenges (all the ones at the end up the paths, the two survivor ones at the top for escaping with Poised and stunning as Jane, the one for closing the hatch, and either the survivor or the killer master challenge connected to the epilogue node) already for 225,000 BP.

    I think they don't want us to bank BP in the archives for new chapters, though, so I doubt they'd change it. They might even make challenges auto-claim in the future to prevent stuff like this.

    It seems crazy to do that though imo. What if a player has 1 mil BP and doesn't want to spend it? It's kind of locking them out from doing challenges and unlocking lore, just because the game demands you claim your prize before being allowed to move on.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071256#Comment_1071256

    But I have to leave if I want my Devour Hope to activate (if it wasn't cleansed in the first 30 secs of match)! The silence I get in chat after I write ggwp is so delicious!

    Ahh there's no saltiness as tasty as a DH win.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076064#Comment_1076064

    There needs to be a balance.

    The one on crotus asylum is ridiculous its just sat in an open area. At the same time they shouldn’t be so well hidden that they’re never found all game.

    Oh for sure. I don't mind them when they're tucked away in spots you wouldn't think to look, but as you say, in plain sight is a bad choice for totems

  • Yellow against Red? Seems like MM is working as intended to me.

    Good job BHVR! Great job so far! 🤨

  • @ClickyClicky said:

    Depends on the map. Had Ruin on hawkins earlier that lasted all game. Player had NOED too. I never saw the last 2 totems.

    Same here. Ruin and DH on Hawkins. Both hidden behind barrels. Both are fantastic spots, but I've had matches on Crotus where the Hex literally sat beside a Gen, and in the open. I literally said they might as well put some flashing lights over them too. I don't think they were quite obvious enough.

  • I agree about a goal. When I first started the game, I wanted to prove to myself I could get to Rank 1 on both sides, to show I could be great at the game, but with how ranks currently are, and the amount of red rank potatos, ranks mean nothing anymore.

  • I feel it should deactivate. Too many survivors are cocky with it and bait a killer to grab them, knowing they've got that 60 second immunity. I've had survivors who have done it just because I was chasing their friends nearby. I think the locker thing is why DS is looked upon negativtly because survivors like to abuse it for the kicks.

  • I like him, but I find him tricky to use. I use him on Xbox, and whenever I charge his club attack, I struggle to even hit a survivor since they easily juke around me. Could be just less sensitivity than PC users, but he's still a good killer to use.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075888#Comment_1075888

    I find it less challenging and more annoying. The game needs less RNG, not more. If it made the skillchecks smaller, now that adds challenge instead of merely randomly maybe being annoying sometimes.

    That would be a better choice for sure. Heck, even bait skillchecks with a sound, but no skillcheck appears. Since the Doc is about insanity, it would work. You'd think you were hearing a skillcheck, but in reality, it was the madness.

  • Why try when you know you're destined to fail anyway? Jokes aside, I still try on Killer, not to the point of tryhardness, but I wanna at least get some BBQ stacks for BP. As survivor, I just wander doing gens, totems, search some chests. I don't like my matches going by in minutes. At least have them last longer than my wait time in the lobby

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075772#Comment_1075772

    Honestly, they didn't fix what was annoying. Annoying whispers growling in your ears constantly, the shocks flashing randomly, the random skillcheck placement... It's all annoying as hell.

    Playing against him is no better or worse than before. Possibly worse thanks to yet another random mechanic in that reverse skillcheck that happens from time to time with a certain add-on.

    Playing as him, however definitely feels better. His abilities are both easier to use and require better timing. I find him more fun to play as, but now I run calm spirit every game thanks to him and the popularity of infectious fright.

    Oh I agree on the points about the skillcheck placements and flashing. It's unneeded in my opinion, or at least have an option for the flashing since it feels like it's the only thing in the game like that, and people who are sensitive to that sort of thing can find it dangerous. The counter-clockwise skillchecks I don't mind. They add a challenge of unknown to him.

  • @kcwolf1975 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075175#Comment_1075175

    Is it possible to get another obsession after killing the first obsession during endgame?

    Weirdly enough, using Nemisis, two survivors flashlighted me in EGC and they BOTH became obsessions. I think it was a bug or something, but they both got murdered with my Rancor. Not sure if they can get obsession after an obsession dies though.

  • I only just recently bought him and he's ok. His power is a little underwhelming, but pretty easy to earn points from. I do feel his Add-Ons are a bit meh in my opinion. He's great at slowing the survivors down when using him with Sloppy and Thana, but beyond that, he just feels he's lacking. I still really enjoy using him, despite his slight let downs.

  • @Jasonisanicefella said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075737#Comment_1075737

    I wouldn't say in a good spot, he is annoying to play against. I think it is already time for a revision

    And there it is. He's annoying, just like Ruin was annoying. Well folks, we're defintly in for a Legion type nerf to Doctor because he's annoying to play against!

  • The only reason I bother to level others up after earning their teachables is if I just want a change of pace from using the same survivor repeatedly. Killers have a reason to level each up for perks since each has their own power. But survivors are essentially just 1 single person with a different look since they each operate the same and can all access each perk. So I guess I'd just say level them up for perks if you want to change up from playing the same survivor over and over.

  • I'd love to see some sort of replay system. There's been way too many times I've been playing Killer and a survivor just seems to completely vanish from existence right in front of me, and I can never figure out how they do it.

  • @NullEXE said:

    Or get into a locker. If it's meant to be a "anti-tunneling" perk you shouldn't be able to force it. Also survivors please stop locker spamming a locker right when you get unhooked. I wasn't going to chase you anyways, why do you have to remove my ability to hear sounds while you're immune to getting picked up.

    Survivors who do that are annoying, and really childish. Personally, when I play Trapper, I'll follow them to the locker, place a nice trap under the locker with the add-on to down them if they free themselves. Teaches them not to try be clever.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075549#Comment_1075549

    I totally get what you mean- Clown needs Spirit's schoolgirl outfit.

    I formed mental images of this horrific sight... I need it in my life!

  • Almost sounds like an Alien crossover, which would be awesome. But, traps on certain chests could certainly make the game much more interesting. Seems crazy that killers leave these chests with handy items inside, but don't add any sort of protection for them

  • So many Docs? Well, I guess we can ask people to stop playing him so much if survivors could stop using so many perks like DS and BT. Seem's fair right?

  • @GHOSTfaceP3 said:

    I made a post 3 gens in 1:45 min gen rush is real and those who say other wise are either survivor mains or just ignorant

    1 Gen solo is around 80 seconds. So, 3 survivors on 3 seperate gens is not a gen-rush. It's survivors doing their objective, while one was chased or wandered around. The issue isn't genrushing, its the fact killers can't pressure every gen all at once

  • Even outside of red rank, it's still the same. I'm only Rank 9 killer, and it's constant red rank teams, or reds with purple. I don't mind these red ranks, but I don't play mega competitive so I get outplayed easily. I like just a casual game, not a sweatfest.

  • So, you're complaining that you camped, they outplayed you, protected their teammate with a perk designed for anti-camping, then you got outplayed again with yet another anti-tunnel perk. That's really on you for camping and expecting to get a free kill really.

  • When I play survivor, and my teammates literally demolish the killer and they kind of just stop, I feel terrible for them. I can't do it personally since I'm god awful with loops, but I usually give them a free kill while the others dance around the gate to rub it in.

    As killer, I've given up many times, mainly due to the fact it's a complete red rank team and even with several hooks, they're at the gate taunting. I usually just wander off and destroy pallets or try get some points away from them. Overall, it makes me feel awful for them because sure, they may not win, but it's so demoralizing when you have survivors just rub it in your face and essentially mock you for it. It's just sad more survivors don't realise this when they spend that full 3 minutes taunting in a gate. I'd love to see those survivors play killer and have it happen to them, so they can see just how it feels for a killer who tried their best the entire match.

  • I agree, it's not the gen speed that is the issue, though Toolboxes don't help but since they're being reworked, then that's all good. But, yes, it's the maps that are the issue (Looking at you Coldwind!). Indoor maps, like Hawkins or Lery's are farily easy to catch survivors, but the wide open maps where Gens are two countries away from you are the issue. By the time you even manage to hike across, unless you have Oni or Billy for sprint, the survivors are long gone and leaves you wasting more time trying to figure out where they went. Hopefully future map reworks will lower their sizes and reduce the gen spread.

  • It all depends on timing for me. If someone DC's early, I continue as normal. If two DC early on, I let the survivors just do gens, farm points from me, and let them win. It depends on how screwed over the DC'ers leave the remaining survivors

  • As killer, if I notice survivors doing challenges, I let them or try help. Such as Janes Head-On. I always know they have it since a Jane makes sure I see them fly into a locker. I also had a few Davids doing No Mither, which again, I let them leave because I know how bad that challenge was. Honestly, it resulted in a fantastic few games. Everyone was happy and we all had a good time. But, once those non-challenge survivors arrive, the fun ends.

  • @PigNRun said:

    Jokes on you. I already unlocked Adept David, and regularly use No Mither. I even used it to farm for the Wounded Healer achievement.

    Damn, I've been working at this achievement for months! I never thought to use No Mither! Thanks for the insight. It'll help me get that damn achievement faster now!

  • The problem is, even if it does last until late game, you still can't get use from it unless gens are close to each other to keep survivors away for long enough. Even then, there's still the chance someones going to try hunt it down. I never used old Ruin, but it was more effective than the current version

  • @YaiPa said:

    either a 10 seconds animation when opening the hatch or only 1 survivor escape through key, otherwise keys are always gonna be the strongest item in-game.

    Animation would defintly be the way to go. I had a SWF team earlier that tried to all escape via hatch after one of their teammates died. Luckily only 1 escaped since I managed to close it, but the simple fact they found a key in the match to try escape so easily seems too much. I'm not saying keys are OP but they literally have 0 wind-up, where a Mori for killers does, along with animation. The killer loses that time where survivors lose nothing.

  • It's kinda hit and miss for me at times. I'll try play for just some fun, mess around with builds, test some perk synergys as both sides. But, you always seem to get the mega tryhard players that just make it near impossible to even enjoy a match without making you need to shoot adrenaline to keep up with them!

  • Been messing around with Scratched Mirror Myers, seeing how fast I can make an entire team DC. Record so far is 45 seconds for the entire team to DC!

  • Dark Devotion can come in extremely handy with Oni. Slug the obsession, then activate power if someone screamed nearby with Infectious Fright. Don't dash, but walk, with the zero TR, you can insta-down without charging toward them. Doesn't always work, but it's a good way to catch them off guard if they don't hear your footsteps or see you coming.

  • Right. Force a player to play a mode they may have zero interest in. Sounds like an amazing way to force more players out of the game.

  • I play both, maybe 70/30 survivor to killer. I usually switch over to killer when I'm tired of just doing Gens.

  • @MrGummeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/1073155#Comment_1073155

    https://forum.deadbydaylight.com/en/discussion/comment/1073154#Comment_1073154

    I get like a legit really good game 1 every 15 games. I'm talk about games that are intense but everyone is still enjoyed the game. Survivors and Killers.We all had games we're like Wow at the end of the game but a Good Wow because you had fun.

    That's all I play for honestly. I don't play to win anymore. I just want to have fun, and have a laugh while playing. Winning is a bonus for me

  • @Laakeri said:

    Old ruin held the most boosted survivors from reaching red ranks. Now those spine chill, urban evaders are able to just get the gens and get out and barely pip every few games while safetying in most.

    There are still some of us non toxic survivors that want to be chased without the need of gunning for main building and hump the broken window setup, but I have also noticed more and more boosted team mates in red ranks soon after ruin nerf.

    I agree. Sure, Gens get points, and it's the objective, but there's no real challenge holding a button. I like the thrill of being chased, and trying to outplay a killer. It's also helped me to become better in chases overall. And you're right on the boosted red ranks. Can't tell you how many I've seen that literally just straight line run from a killer, or throwing down a pallet instantly without looping it first.

  • @brokedownpalace said:

    I'm confused what you think changed if you never ran Ruin

    This. If you never ran Ruin, nothing changed. They didn't secretly add an update that made Gens timers shorter.

  • @Name_Unavailable said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072632#Comment_1072632

    This. For me Toolboxes are the toxic not the flashlight.

    https://forum.deadbydaylight.com/en/discussion/comment/1072587#Comment_1072587

    But isn't that better for you as killer? following you means 2 less people on gen (1 you chase and the 1 with flashlight)

    True it does, but it's usually a SWF that does it, so no matter what, you're pretty much screwed out of getting any hooks before those gens get done. And even if I manage to get a hook, they then have BT, DS, Adrenaline. This is just my experience with these types of people. Most casuals that try fail hard with flashlights.

  • I don't consider it toxic if they're used fairly, but it is really annoying when survivors will literally follow you during a chase, just to flash in your face to save the downed. If they had done it when they SAW the survivor drop, sure, but when they follow for that one reason, that is toxic in my book.

  • Sorry, but no. He is not OP. He's very easily conterable. Static Blast can be negated completly by either getting out of the TR, hiding in a locker, even if the animation is playing, the blast doesn't connect, or run Calm Spirit. Don't get greedy on pallets/loops since he can easily catch you out on them. Practice more against him before crying OP Killer. This is why the game has become EZ Game for survivors!

  • @doodledot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071895#Comment_1071895

    Ok first of all i am in red ranks and i still lose to killers. Like 2 games ago I lost to a killer twice because he was smart and actually went after the gens. No one knows where the killer is ever exactly, but they can't just go "oh shoot I somehow know where the killer is imma do a gen across the map". I think your just REALLY salty about losing as killer. Also the killers would stop slugging and tunneling because they could get banned, so they wouldn't do it anymore and it still proves my point.

    Tunneling and Slugging doesn't get you banned, nor does facecamping. Killers winning in red ranks I can beleive easily. I've had many matches where red ranks are literal potatoes the entire match. I've watched as someone was on hook, and 2 others were running around together from the killer while my Kindred was active. But, at the same time, it also could be a really bad map for the killer they've chosen and could have a hard time pinning down a survivor. It all comes down to the map, and the way a survivor plays. If they're going major altruistic on saves without BT, yes, the killer will most likely win.

  • I only use them if I find one in a chest. I am that god awful survivor who tries to save a downed survivor and fails everytime. I can never get the accuracy of it right and end up getting a smack for the attempt. I just use them at pallets when the killer breaks them to sneak past them and get a little extra distance away

  • Welcome to Dead by Potatoes. Even in Red ranks, I see some people literally stand healing each other despite a gen 5 feet away from them about to complete. Or if I'm looping a killer as much as I can to buy time, they're off wandering around taking some pretty pictures while zero gens are being worked on.

  • @AngryFluffy said:

    One time I played during blood hunt survivors brought 4 bps and killer brought a pudding. He found me first, downed me quick and facecamped me to death for no reason. I got 2k bloodpoints. No gen was done at this time.

    Killer got about 20k with all four sacrificed.

    I'll never understand that. This was the biggest waste of offerings I've ever seen.

    I played with one friend, we weren't a full swf group. So now during bloodhunt I always ask if someone else brings bps. If they bring, I won't, to avoid that waste to happen again. It is sad, but I feel like a lot of people want to avoid others from getting bp. I've even had a claudette as teammate once in a farming round who prevented me from getting a flashlight save by standing in the way on purpose and trying to steal all unhooks...some people just get turned on by beeing toxic, idk.

    I don't understand killers who do this during a Double BP event, especially when you see multiple bonus BP items. I always take this as a chance to just let them farm some points. I personally don't want them to waste their item just to walk away with crappy points. But, some killers just enjoy ruining these events for the sake of it I guess.

  • I've had this happen too. Both as Survivor and Killer. As killer, I've shocked a survivor, and they still manage to vault or drop a pallet despite screaming before they do it. As survivor, I was shocked, but it still let me fast vault a window, which I know shouldn't have happened since I was still doing the scream animation. I don't know if theres a possible bug that doesn't fully register the hit correctly or something else, but it's annoying when it doesn't work right!

  • I like this idea. It would finally give killers a fighting chance at the start of maps. Sure, some are still going to be a little unbalanced, but a good majority of maps would be fine. It really does add a feeling of dread, like, is it me that's going to be the first to be hunted? And it really fits in well to the game. It's pretty much a EGC, but a start version.

  • One or two Toolboxes is fine with me, but when they all bring 4 purples, along with BNP and a repair speed add-on, I'm bringing my damn Ebony Mori just for them!

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