Mister_xD
Mister_xD
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- Mister_xD
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this is quite literally the definnition of cheating.
i doubt he is gonna play this game for long after this...
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i wont try to change your mind.
i also wont support your statement though.
Day 1 is a little early to rank him in a tierlist. give it a month and we will know more.
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every tuesday at this time the Steam servers are down due to maintenance.
and without the Steam servers working, you wont be able to play DbD.
dont worry, its only for a few minutes until everything is back up
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he is out for not even 24 hours now
can we please give it some time before jumping to conclusions such as "pyramidhead op"?
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docs reversed skillchecks actually help with hitting greats
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@seki23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1354247#Comment_1354247
I reported them and then i submitted a ticket i did everything at my disposal, sadly the ticket thing is kinda weird because you dont get informed.
yeah you wont get notified whether the reported player got banned or not, but i think thats for the better.
also for chat behavior reports you wont need to fill in a ticket, as the chatlog gets saved and they have direct access to all the messages the player has send.
the ticket is only mandatory when you want to report ingame bahavior.
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a killer like that would be extremely boring to play with / against.
i much prefer unique powers that really change the flow of the game and the way you need to play against the killer.
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really sucks when you encounter people like these :/
you can report them ingame for harassment in the endchat. that will automatically save a chatlog for the support team to look at in such a case you wont need to provide additional information.
also dont worry, they wont be able to report you, unless you actually did do sthg thats against the rules (which you didnt), as they would need to provide the support team with evidence of you doing it.
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because it is not ment to give the killer an advantage over the survivors, but instead force the trial to an end.
if you dont want to play anymore, open the gate and the timer will immediately start.
the only reason as to why the Endgame Collapse is active after the hatch is shut is, because the killer is supposed to have an advantage, as they already denied two escape routes.
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@thottiepippen said:
https://forum.deadbydaylight.com/en/discussion/comment/1353598#Comment_1353598
I completely understand the point. My point with content creators was that they punish people unhooking a lot. I didn't say camp. I guess I am no longer ignorant that I should be expecting this every time I feel altruistic.
its because the unhookers didnt give them time to leave the hook area.
they wont drop a chase just to return to the hook, though if they arent mid chase thats the only clue they have as to where survivors are at.
you dont have the time to not be chasing someone down at all times, as you are rushing against the clock as killer. on top of that you force the injured survivor to run away and heal up, while simultaneously chasing down the uninjured guy - that stalls the game even further.
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why would i as a killer give up on a hook when i know someone is around?
like, why would all these big content creators give up on hooks when they know someone is around? and why wouldnt they return when someone pulls off their mate within their direct proximity? their job is to kill the survivors, so when these do stupid plays they can - and should - punish them for it.
and if your answer is that "every content creator just camps their prey without any proof of someone around" that would be a flat out lie.
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from what i heared, The Texas Chainsaw Massacre was a very succesfull movie.
also in order for that to happen the Killers from said movies would need to give their victims a chance to escape in the first place. If you ever watched a horror movie, you would be aware that they usually just instakill whoever they catch.
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"Why not?"
allows you to select a 5th perk for your loadout.
seriously, why not?
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she needed (and still needs) to be nerfed, but the blink recharge rate was definitely not the right way to do it.
though i doubt they are ever going to get her balanced without completely reworking her power.
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/1352290#Comment_1352290
They should make it where is a gen is not done in 5 minutes, killers have the option to open a door, and start the EGC. I know it is possibly winnable, but I'd rather D/C and get into an actually fun match instead of this bore.
in that case the new meta would become "hide until the killer gives up and opens a door"
honestly it'd be better if the game could detect when survivors wont progress on gens at all for a long time (lets say 10 minutes) and then just starts the Endgame Collapse without having any escape routes open.
of course there would be multiple warning sounds before that happens, so the survivors know that they gotta do something.
that would also completely get rid of games taken hostage btw, as at some point the game would just force an ending to it.
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i usually try to leave them alive for as long as i can and then rewatch the round from their perspective.
that plan has backfired on me in the past xD
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the counterpart is called "Adrenaline".
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welcome to DbD!
i dont play on PS4 myself so i wont be able to join you, however i do wish you the best of luck for your goal of hitting Rank 1!
i hope you will enjoy your time in the fog :D
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yeah they really REALLY need to rework that challenge.
not only does it promote such useless playstyle, its also pretty much impossible!
there are exactly 3 scenarios where i can see me getting it:
1) a AFK / farming killer
2) a camping killer who is completely oblivious to his surroundings (i would actively reward them for camping by getting my challenge btw - it will definitely get someone else killed)
3) a lucky match on The Game where i do nothing but avoid the floor the killer is on while chasing them from above / below (equal to throwing the game)
honestly they should eigther drastically cut the required time or increase the radius to the killers terror radius.
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@a_good_player said:
https://forum.deadbydaylight.com/en/discussion/comment/1351352#Comment_1351352
you have to catch me first ;)
depends on how good you are, but usually thats not the problematic part.
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i do hope you enjoy getting facecamped is all i am gonna say about it.
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no matter the outcome, you should definitely report this in the Bug Reports section (unless you already did ofc)
that sounds like something that should never ever happen and needs to be looked at asap!
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record and report.
pretty sure they can get banned for that, if they got reported for it by multiple people from multiple games.
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i feel a lot more relaxed playing survivor tbh.
its nice not being under constant pressure, knowing that every action you take can lose you the game.
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so you can jump down in the killers face, get immediately downed and rehooked again?
nah dude, at that point the game is over. your chances of escape are basically 0, so stalling out the game even further is just wasted time.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/1345256#Comment_1345256
Alright, you go do gens while I kms on the hook to get to the next game. Then you're camped. Have fun "doing gens."
so you're actively gonna feed the camper and reward them for their playstyle?
glad to have someone like you on my team, getting everyone else killed ^^
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1346330#Comment_1346330
wow.. not many people enjoy these three killers.. respect :)
i mean, i can definitely see why.
Nurse is just a huge bug with unfun gameplay, Hag isnt very exciting to play and Piggy is pure RNG...
so yeah, Pyramid Head is easily the best choice out of these 4. Hag is probaply gonna be after him? and then i gotta decide which i hate more, unfun gameplay riddeled with bugs or pure RNG reliance...
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yep.
thats mostly due to me enjoying him more than the 3 alternatives i currently have (Nurse, Hag and Pig).
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i wanna get better at hitting my ranged shots with Huntress or Deathslinger...
like, whenever i see content creators do these sick hatchet throws over the entire map or harpoon shots through the tightest holes in a wall i really want to be able to do that aswell...
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in pure theoretical strength she is unbeaten
that doest make her easy or fun to play though.
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honestly, i do kinda wish they made them brown and those who had them earlier have them in pink.
it'd still be the exact same cosmetic, but at least there'd be a way to show my friends i had the cosmetic before it was given out to everyone...
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if you ask me it SHOULD have been Oblivious, but it was Broken instead.
seriously though, imagine the duration of the perk being increased and it aflicting Oblivious rather than broken - it might actually be an intresting perk that way!
like, the killer could pretend to go after the original target, switch to the guy taking a protectin hit and the Oblivious Survivor wouldnt even know! There might actually be some potential in that idea! (especially when the timer was buffed to something like 60 seconds - that'd actually be a decent perk then imo)
but yeah lets deny a survivor who is currently mid chase the ability to heal up for 15 seconds instead.
finally a hardcounter for these pesky survivors selfcaring behind every pallet they drop! (for 15 seconds...)
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1341038#Comment_1341038
You mean ... have an actual risk-reward situation for the survivor?
How dare we ...
i think he is referring to when DS was buffed, only because Enduring had such a drastic effect on it.
that way they balanced the two perks synergy between each other, but also indirectly punished any killer who would not run Enduring with even longer stun times.
so by changing Enduring to no longer affect DS, they could properly balance around DS on its own - that they didnt do that is a different story.
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it doesnt "reward the killer for bad gameplay". instead it "punishes the survivors for failing their secondary objective".
just do bones.
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fun and unique killer with a lot of potential strength.
sadly also extremely add on and map dependend and is easily countered by certain survivor perks / abilities (SWF - the ability to team up with friends in a voice chat) / items, which makes him very situational.
also luck dependent, which sucks. the luck mechanic is outdated and imo RNG shouldnt be a deciding factor in a game such as DbD where consistency is key.
on top of that he has a slow start which can get him genrushed easily.
i'd suggest the following changes to make the Trapper experience better:
1) remove the luck aspect from his traps and make it a set time that is needed to free yourself - much faster with help. Add Ons that decrease the chance of escaping a trap simply increase the timer.
2) he should be able to carry all (6 by default) Traps at once, aswell as starting the trial with them all in hand. Bag Add Ons increase the maximum amount of Traps he has (trapper sack: +1 Trap, Trapper Bag: +2 Traps, Stitched Bag: +2 Traps + another beneficial effect). this would help speed up his setup and not give away the killer immediately by random beartraps lying around.
3) increase the amount and density of grass on maps. Ive noticed that a lot myself, on many maps there isnt a lot of tall grass available in spots i'd need to place traps in / the grass is very thin so its extremely easy to spot the trap in it.
4) a rework to certain Survivor perks / items that hardcounter him. examples: OoO shouldnt reveal the killers aura at all times (i suggested a change to it where instead of an aura reveal it'd show the positions), Dead Hard shouldnt allow to dodge traps (not a high priority one, but man it really doesnt make any sense that it does dodge them), Maps shouldnt highlight Traps (now thats just stupid), Small Game should be the totem only perk its used as (the trap aspect is super nieche and no one ever equips it for that - instead its a totem detection perk that happens to completely screw trappers over, should you happen to face them. just remove the trap aspect and add the totem counter to it already!), etc.
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my current Survivor build is Plunderers Instinct, Ace In The Hole, Iron Will and Kindred and i do just fine at rank 1.
and i find Plunderers and Ace In The Hole to be VERY usefull - actually, i have trouble playing without them.
just because a perk is not meta doesnt mean you couldnt use them. there are lots of fun perks that match other players paystyles, just as @Orion said.
you dont need all the meta stuff to survive / kill - ive seen people do well without having anything equipped on both sides already.
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hide and hope she didnt see you.
in a chase there is quite literally nothing you can do.
you can try to mindgame her, but that usually doesnt help if its a really good player - and even if, you're buying yourself just a few seconds before you do end up getting hit.
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dunno tbh.
his cages seem like something i wont be using very frequently anyway, so yeah, possibly.
i dont view BBQ as a mandatory perk on every killer tbh, so there is a good chance i might not equip it
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@tippy2k2 not entirely random, they did state that they will guarantee the perks required for the tomes to be there at least once while the tome is active.
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i personally prefer the 1st person view, as it allows me to stay in character with the killer im playing.
though i do agree that the 3rd person view is a lot more cinematic - and on some killers it wouldnt really work out to have their mori play in 1st person - like, could you imagine the Hags mori in 1st person? that'd be... shaky.
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it gives me something to do.
and the devs do introduce more ways to earn BPs, which helps fighting it massively. the tomes for example are a great way to get hundrets of thousands of additional BPs, just by playing the game.
though when they plan on keeping the amount of new content up, they need to introduce more such ways to get more BPs, as otherwise the grind would get out of hand - a new daily ritual system for example would be great!
currently i get roughly 2 killers maxed out before the next one drops. that means i can max out the newcomer aswell as one of the old ones i missed - plus ofc getting the newcomers perks on all the other characters i have maxed out (with Pyramid Head that'd be everyone but Nurse, Hag and Pig)
that requires a lot of time, so increasing the number of characters (therefore increasing the grind) would certainly be a problem we will have to face sooner or later.
especially if you were also aiming at maxing out every survivor - something im not interested in myself, but which is definitely something others will want to do.
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i always viewed pop as a top tier killer perk for gen slowdown ever since its release.
i think the reason why it wasnt very popular was, as it's been completely overshadowed by the old Hex:Ruin.
the number buff was nice, but its not the main reason why the perk got very popular all of a sudden.
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yes.
Oni is such a fun killer, i love playing him - and he is also a really good one on top of that.
some will tell you that he'd just be "a weaker Hillbilly", but thats not true.
They are right in the regard that the Hillbillies chainsawsprint and the Onis Demon Dash work quite similar, however thats where the similarities already end. The thing that makes Oni unique and extremely fun is the flick you have at the end of your Demon Dash - that basically allows you to make a 90° turn and attack around corners - this has a huge potential throughout chases, as you can play around loops a lot better than a Hillbilly can and you're able to make some insane maneuvers with him.
And when you're out of charge, Blood Orbs are an amazing tracking tool that is unique to him!
also one thing i would like to add:
many people say that "slugging is required to play Oni" - it isnt. it is true that you are going to lose your power when you pick up a Survivor, however your power bar will not be emptied, but instead pause at the percentage you were at when picking up the Survivor. this allows you to activate your power when you see someone, down them very quickly, pick them up immediately and then have very easy access to your power again, as you're only missing ~30% of it.
if you instead slug, you're basically going for a gamble: you have a chance to get a great outcome with multiple downs from it - or you can end up losing it all and having to restart from scratch. and especially the process of charging up of your power is painful when you did use all of it at once.
so imo slugging with Oni is situational - it can have a great payof, but it can also backfire. I'd say as long as you dont have someone in your direct surroundings, slugging with him is not worth the risk and you should instead cancel your power yourself to get it back the next time it counts.
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hiding and not doing gens for long periodes of time = a bannable offense, as you are not allowing the killer to progress their objective to end the game, while not progressing your own objective at all.
EDIT: uppon rereading this, i found it to be a little misleading, so i'd like to add something to this point: the above mentioned scenario is only considered "taking a game hostage", when all remaining survivors in the trial are doing it. as long as there is at least one guy working on gens, the survivor objective would still progress - even if only very slowly. if that person dies however and the other 3 remain hidden without working on gens, these 3 people will be punishable for taking the game hostage.
slugging = not a bannable offense, as the action is limited to 4 minutes for each survivor. the game gets slowed down, but not completely stopped, it will forcefully progress after the bleed out timer has expired.
so to sum it up:
there are two ways to finish the game: eigther the killer completes their objective or the survivors complete theirs.
however if one side denies the other side the ability to progress their objective, while refusing to progress their own, that is considered "taking the game hotage", as the trial wont be able to progress anymore.
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there is a hole there big enough for the projectile to fit through, isnt there?
where is the problem? it'd be morre troublesome if he couldnt tbh.
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"as a good team we did everything we could to get the guy off the hook"
there, thats the source of his points.
did any of you hooktrade with him? how many times did you get hit, shocked and started a chase? all of that counts positivly towards the killers points, so instead of the 5k to 9k points he would have made without you interferring, he made 21k.
that means it wasnt "the game rewarding him for facecamping", that was you, as the survivors, rewarding him for it.
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too reliant on maps, survivor loadouts and whether its a SWF or not, but it can be VERY devestating when you face a good trapper and dont have these advantages.
he needs buffs though, especially with how slow his setup is and all these restrictions on the Beartraps.
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i dont think there is a single perk in this game that has such a big impact on trials as DS does.
even when there is only one of them present / any other perk that forces an obsession, killers still need to respect the pure possibility that the survivor MIGHT have it every time someone gets unhooked.
in itself it isnt the single strongest perk there is, but it surely changes the way a trial is played by both sides the most.
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im pretty sure a tiles length is 14m, so you'd have to shoot them with roughly one tile inbetween you.