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Mister_xD

Mister_xD

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Mister_xD
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  • currently i am maxing out Legion, so they drain all my BPs.

    after them its probaply gonna be Pig or Oni... idk yet - might also end up being the new killer.

  • i use it for the BP and sometimes for the auras.

    though i often find myself in a situation where i would really want to replace it with something else, yet i dont wanna miss out on the BPs (currently maxing out all my killers)...

    so i basically use it all the time.

  • yeah its almost like there were some kind of challenges designed around that killer...

    weird...

  • @xenofon13 said:

    I'll say this one more time.

    NOED= Weak and lazy killer knowing from the beginning that the game is pretty much over.

    One shot and extra movement speed= Killer can't handle the end game.

    Earn your kills. 0 respect for NOED killers.

    do bones then

  • lately i see a lot of Docs and Spirits.

    thats probaply due to the tome challenges though...


    a very popular killer i see a lot other than the currently featured tome killers is the Huntress.

  • Head On

    Inner Strength

    Quick & Quiet

    Poised / Dance With Me


    ntfz3x3n7n41.jpg


  • ah yes lets act like thats what every killer does and therefore try to justify toxicity against all players.


    love it.

  • that is due to genspeed being as fast as it is.

    if games were slower, a mistake as killer wouldnt cost you the entire game.

  • you shouldnt force players to play something they might not enjoy.

    the tomes already kida do this, by having challenges for both sides.

    though a low rank killer match is not a good example of how killer actually plays, so many get the idea of "killers being OP", due to them dominating against low ranked survivors.

  • killer:

    imo its very fun. its stressfull, but i like the concept and ill stick with it even though it can be frustrating at times.

    and as someone who played back in the "dark times", i can say that its been worse xD


    survivor:

    no.

    i dislike the gameplay, thats all.

  • i wouldnt dislike that.

    it would certainly help againt these players that just run up to your hook with BT and unhook you right in the killers face, as they now dont have any guarantee that you actually get protected by BT and they might risk their BPs / emblems.


    still, imo BT shouldnt give you a safe unhook. if they get hit, no matter if BT was active or not the unhooker should pay the penalities.

    otherwise its, as ive mentioned, just the hookfarm perk #1.

  • ragequitting.

    the other issues are balancing problems that can be fixed, but rgequitting will probaply never stop.

    DC penalities are a good start, yet they'll just lead to hook suicides.

    the problem here is, that a ragequitter ruins the entire game for everyone he is playing with. the survivors lose a player early on and both sides miss out on tons of potential BPs and Emblem points (the killer more than survivors though).


    its in the players heads, its extremely toxic behavior and it throws a bad light on those who DC due to legit reasons (no, facecamping / tunneling are NOT a valid reason! im talking about cheaters, exploiters, gamebreaking bugs, a legit connection loss, etc. - not a hurt ego.)

  • i3sacqbtd8901.jpg

    i found this on the Forums once and find it hilarious up to this day xD

  • you need both sides to play the game.

    ignoring one to favor the others just because there is more of them is what they did long ago, which ended up almost killing the game.


    if there isnt a healthy balance of 4 to 1, the game has a problem. we are currently experiencing such a problem, so the side that has too many players waits a lot longer in their lobby queue than the side that doesnt have enough players.

    favoring one side over the other can easily kill the game.

    no killers = no lobbies. it doesnt matter that you have 1 million survivors, they will still be unable to play (and the other way round ofc) and the game dies.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057165#Comment_1057165

    That's the same as saying how do you see an aura with bbq after hooking someone lmao. Doesn't make any sense/logic, does it? Entity doesn't care about logic.

    well, considering the setting we are in it does kinda make sense.

    like, we're in a whole different world / dimension controlled by the Entity, therefore aura reading doesnt need to be unrealistic.

    however, judging by how beartraps work in this game, avoiding one by running over it does not make any sense.

    yeah we're in a supernatural setting here, but there are still quite a few elements that are realistic. and judging by how a beartrap catches running survivors that step on it in both worlds, avoiding it by running over it really is stupid...

  • yeah the MacMillan Miner is really cool.

    my favourite one is probaply this combination of cosmetics:

    My Trapper (3).png
  • i definitely agree.


    like, how do you dodge a BEARTRAP (thats designed to catch running prey), by literally running over it?!?

    hello? logic?


    also from a balance stand point, Trapper does not deserve to get so many perks hardcountering him. thats sooo unnecessary...


    though, i LOVE when a wannabe toxic survivor deadhards over my trap (shack pallet) into shack to taunt me from there, just to realize i am now vaulting through the window and he has no way to avoid me anymore xD

  • ive done that years ago.

    usually a game or two a day, but thats it.

    the insane amounts of pressure killers need to handle are ridiculous - i wouldnt be able to play and keep a cool head / have a lot of fun after 4 or so matches. i do admire the twitch streamers who handle it though.


    ive went through the whole "burn out" stage when the hag came out. somewhere between hag and doc, i literally couldnt bring myself to play.

    doc brought me back though, which is why he is up to this day my 2nd favourite killer in the game.

    ever since ive been playing a lot less, but therefore i have a lot more fun.


    i have to admit though, ever since the rift got introduced ive been playing more... the grind kinda got me back.

  • not top 3, but he is up there with the better killers.

    the top 3 are very hard to beath though, oni wont be ablt to hold up with them.


    3) Hillbilly - basically Oni, but without a limited power that needs to get charged up first. he is basically superior to him in every way.

    2) Spirit - her chase potential is immense, she can easily catch out and take down even experienced loopers, which Oni struggles with. her map pressure is also really good - though i'd say Oni has the upper hand here. still, her potential chase ability boost her far above him. map pressure alone wont win you games.

    1) Nurse - even though her map pressure got reduced, she still surpasses his imo. she doesnt have to charge it first and can just blink around all the time, gaining big distances very quickly. Her chase potential is also unmatched. she can literally ignore all defenses survivors have against killers, which alone is enough to move her to rank 1.

  • Nurse.

    IF you can play her, she is a beast.

    she's really hard though...

  • personally i'm at 3k hrs right now, but id say ive been quite good at the 2.3k hrs mark.

    that differs from player to player though.

    ive seen people with ~6k hrs who are still a lot worse than me.

  • im amazed how many people took the bait...

  • Windows Of Opportunity

    Zanshin Tactics


    idk give them something that makes them worth picking for experienced players...

    like, they literally only help new players, yet they are hidden behind a paywall that is eigther broken by playtime (which renders the perks useless, cause they most likely have already memorized the window / pallet locations at that point) or by money.

    just... something secondary on both of them would be nice...

  • @Peanits said:

    I wouldn't be super against it. I don't think it absolutely needs to go, but I wouldn't be too distraught if it did. Most survivors don't even seem to know that you can do it. I go up against plenty of people with flashlights who never even try.

    honestly, thats one of the coolest downsides the killers have imo.

    like, the wraith is supposed to be this creature lurking in the shadows, so shining a light at him exposes and burns him, aswell as forcing him out of the shadows.

    the concept is really fitting for this character, so i wouldnt want it to be gone, honestly.


    its also not like it was hard to avoid or something like that...


    though you'd need to fix the bug where the game still thinks he's cloaked after a lightburn, when in reality he isnt.

  • and here i am yet again, being the only one in the room that actually likes the Trappers mori animation...

    :(


    imo it would be great if they made more mori animations for each killer and then sold them in the store, so you can costomize your character a little more.

    would suck for licensed killers though, they wont see new animations for quite some time i can imagine...

  • *sad ghostface noises*

  • that would be great!

    however, thats nothing the devs or we can decide.

    the cosmetics that are getting implemented are ones the license holders of these characters agreed to - if they dont agree to any, that character wont see any.

    the devs also need to pay for these, so licensed content is ALWAYS pay2play - no shard chapters or skins, sadly...


    also regarding Freddy, i highly doubt he is gonna see anything new in the future.

    ive heard there are some problems with his license right now - i think he has multiple license holders at the same time and therefore its hard to get an agreement with all of them, so the devs cant add anything Freddy related into the game.

    thats probaply also why Switch and Mobile dont have him.


    i think bubba has the same issue? i dont know though.

  • dunno. a couple of days ago i think.

    wiggling is not ment to let you off the killers grasp though.

    it has been implemented to restrict the killers ability to choose a hook for you and force him to use one nearby to prevent you from getting basemented every time.

    it does its job well if you ask me.


    actually escaping is just the icing on top - and its absolutely great! but due to it being a huge gamechanger, it isnt supposed to happen in your normal DbD match.

  • not quite.

    its the only necessary objective survivors have. altruism (healing or hooksaves) and totems are also objectives.

    when players ignore both secondary objectives and only focus down the gens, thats called genrushing. (okay they wont ignore hooked players, but they also wont just rush to the rescue, they'll repair some more and then go for the save. they also wont be healing)


    "genrush" is also used a lot to describe games being over too fast. when they did 4 gens in 5 minutes, thats simply too fast, hence the killer got "genrushed".

    its also nothing you can shame players for (unless, as ive mentioned above, they just ignore everything and only focus on ending the game as fast as possible), since, as you have correctly said yourself, there are no other necessary objectives, so when the killer fails to apply pressure (for whatever reason), gens will be done very fast.


    thats why secondary objectives (necessary ones) are desperately needed. the main objective, when ignoring the other, not necessary ones, is completed WAY too fast.


    EDIT: grammar

  • MacMillan Estate

    its not only the "Original DbD realm", its also the home of ma boi the Trapper.

    i think these could look REALLY cool (and creepy - old mines are usually pretty creepy) with a design overhaul!

  • Object Of Obsession

    Insidoius

    #NoMoreToxicity

  • that really differs from player to player.

    i know people with almost double my ingame hours who are a lot worse than me.


    (my ingame hours are 3020 right now)

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/1046648#Comment_1046648

    Funny that this message conflicts with itself.

    To hook a person you need to win a chase.

    To slug a person you need to win a chase.

    To have somebody in chase you have to chase him.

    And in the end there is a message that pressure doesn't mean only chases.

    you just got wooshed.

  • Bubba has quite a few counters to his chainsaw.

    its actually so many, that many play him as a normal M1 killer and only using the chainsaw to break down pallets or defend a hook.


    here, i'll list you some pros and cons to his chainsaw and tell you how to behave when he uses it (excluding add ons, general information)

    pros:

    • has a faster pallet breaking tool
    • has an instadown
    • can down multiple players at once
    • can steer his chainsaw without any penalities
    • has an area of effect that gets damaged, therefore its hard to avoid the chainsaw

    cons:

    • has a limited usage of the chainsaw before he needs to redo the whole action
    • gets slowed down uppon charging the chainsaw
    • starts at a slowed movementspeed during his chainsaw "sprint" and slowly falls back into his normal movementspeed
    • cancelling the chainsaw will render him immobile for an additional second
    • he cant cancel his chainsaw run at will
    • hitting an object will cause him to enter a tantrum and swing wildly at whatever is in range without being able to move

    here is what you can do against bubba:

    • do NOT get cought in the open. his long charge time and the additional slow down makes it almost impossible to use the chainsaw at loops
    • do not throw down a pallet when he starts charging the chainsaw. when he does that, he gets slowed down so massively, that he wont be able to catch up to you until you reach the pallet again.
    • try using windows. those are his biggest weakness, as he cant get around them in his chainsaw run
    • when he does catch you out in the open, hug an object and run circles around it. if you're lucky he messes up and eigther cant hit you with the chainsaw or he bumps into the object, stunning himself
    • do NOT try to save a friend on a hook with him nearby.
    • when there is a locker nearby, you can completely avoid his chainsaw by jumping when he revs it and out when he cancels is or when he is in the final swing of his tantrum animation.

    you see, its a long list.

    bubba really aint that great of a killer.

    i hope i could help you with your future bubba games ^^


    oh and if you want to know his best add ons: both speed add ons. the knife scratches and doom marks i believe they are called.. if you face one with these add ons, you gotta be very careful. he is still not a great killer (no tracking, no map pressure), but he is a lot deadlier in a chase.

  • wiggle points?


    i mean.. you dont have to wiggle. but you shouldnt complain about getting basemented more often then.

    ive had it multiple times now that i shouldnt have gotten a hook, yet cause it "was not worth it for the survivor to wiggle" (and they only started when they realized where we were going - Trappers basement) i still was able to gain the strategically better hook for me.


    another reason would be when your team actively tried to bodyblock for you, yet you didnt wiggle for X seconds and therefore still get hooked AND your whole team injured.


    its generally better to just do it. it doesnt really cost you anything (you even get points for it) and you can restrict the killers ability to set you up as bait for the others in a strategically good position for them.

  • ruin had to go at some point.

    not because it "boosted bad killers to rank 1", but because with an objective rework this needed to go or it would have been too strong.

    also the general design of the perk was punishing towards bad players and basically non existant to good players, which made it a lot harder for lower ranked survivors to go up against it, so it kinda helped you in matches where you didnt necessarily need it, while it did very little for you when you did actually need it.


    so yeah the timing isnt good, but ruin had it coming for it sooner or later.

    i just hope they fix the objective times now...

  • ive wasted so much time with docs cause they refused to hit me without shocking me first...

  • @Eye66 said:

    Because she was nerfed so severely she's unplayable now?

    ^ this mindset is driving players off of her.

    even though nurse is still without a doubt the strongest killer in DbD, she requires a LOT of practise to be played efficiently and unexperienced nurses will get stomped very easily by survivors.

    her gameplay is also not a lot of fun for many players, due to her getting stunned every few seconds, which makes missing a blink in a chase even more punishing and frustrating for newer nurse players - and the general nurse gameplay is eigther get outrunned or blink, then stare at the ground and wait for your blinks to come back. not very interactive imo...

    many dont want to sacrifice their ingame rank and a lot of time to get better with her now, due to how frustrating / stale nurse gameplay can be.

    she effectively drives new players away from her, while the experienced players eigther quit the game or switched to other, more enjoyable killers over the time. this means the nurse community is shrinking, yet no new players come into it due to nurse being as difficult and frustrating as she is.

  • pretty fast, ngl.

    im losing gens left and right its really stressfull to play killer right now.


    as a survivor i can only say this: i am a stealth player, so ill be that guy i hate most as killer - the one doing the gens. there are basically two types of games: 1) the killer stomps my team and we all die / one gets the hatch. thats rather unlikely though, considering that all you need is one decent looper to keep the killer busy to get 80 or so percent on my gen. 2) we do the gens and leave in just a few minutes. now, as ive said i am one of these players that end up doing all the gens, so thats not a very unlikely scenario for me.

    oh, and i feel like ebony memento mories have gotten more common. still, when they mori their first player we're usually already done with 3+ gens...

    if i live or die is honestly not important for me. i want to have fun, and if i had a fun game and died, thats just as good as having a good game and surviving. the only thing i HATE to see is bad team mates - who sometimes even have the nerve to complain.

    example: lerys versus a plague. we did a total of 4 gens that round (correction: I did a total of 4 gens that round) and my team played super bad. they got like half a gen done in total? in the end we had 3 gens relatively close to each other and only 2 players left alive, so i said fck it i wont die here just because none of them were capable of holding M1 for a couple of seconds and went to search the hatch (unsuccesfully :c). in the end, david got found and sacrificed - hatch got closed but i suck up to a gate and opened it after ensuring the plague (who was doing adept plague btw, so no chase tools, no slowdown later on and due to me being the obsession no usage of dark devotion for her) wasnt around, opened it and left.

    then one of the others started trashtalking on me, saying that "i did nothing for the team" and "i deserved to die there", etc and completely ignored away my argumentation of me being literally the only one pushing the objective all game and that without me they'd still be at 4 - 5 gens, so i wished him good luck in his next game and just left the chat.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040556#Comment_1040556

    I mean neither are either of the Survivor's ultra rares. They are such a shell of their former self yet they still are ultra rare.

    that does not apply to all survivor ultra rares though. Keys and Rainbow Maps are still very strong items.

    also, keep in mind you can bring up to 4 of them in one game. even the weaker ultra rares will be a lot more powerful when brought by more players. just imagine 4 Brand New Parts on decent toolboxes...

    the Syringe is also not a weak tool to use, though it requires some more skill than before, the only thing i would actually agree on here is the Odd Bulb. that one really sucks xD


    here is my final opinion on mories:

    do they need a nerf? yes.

    is "the mori requires 2 hooks" a good nerf idea? no.

    the nerf should decrease the amount of power they hold and put them on a more balanced level, not make them completely useless.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040208#Comment_1040208

    Because late game plays with people on deathhook can still be made. But if you bring a Mori, that person is at least guarantied dead. No flashlight save on death hook, DS, etc will cuck you. They are dead.

    thats not worth being an ultra rare tho.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036302#Comment_1036302

    You shouldn't expect the mori to just give you a free ez win.

    It's for the cool death animation. Take it or leave it.

    in that case, why not just make them basekit?

    i wont waste 7k points on them then - and they wouldnt change anything gameplay wise anyway

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036302#Comment_1036302

    Could still be used to bypass DS if they have it.

    Sacrificing a survivor on hooks breaks the hook, so using a mori saves the hooks.

    Mori animations are pretty cool.

    the first one is unlikely tho. if they have DS, they will likely use it as soon as they can, so after the 2nd hook - if you tunnel - it should be gone already. you could use the mori as a feeepass to tunnel someone, though that'd only be able after the 2nd hook, so you'd have to play normal beforehand and basically ignore them as long as their DS is up the first time, so it wouldnt really be all that gamechanging.

    the hook is also not a big thing, yeah you have one sacrifice hook more, but thats not really gonna benefit you all that much. still not worth using an ultra rare offering for that.


    but yeah, the animations are cool.


    imo the whole "it should work after 2 hooks" solution is not working out. it feels cheap (we literally just increase a number by one) and it would render the offerings completely useless. there really is no reason why that shouldnt just be basekit for every killer, honestly.

    imo, if we're gonna nerf mories, we should completely rework their activation condition or add something new to them.

    ive had the idea to make them obsession based, so you cant actively decide who to kill after they have been hooked once, the mori decides that for you. hook the obsession, down them a 2nd time, mori, get a new obsession. inbetween no one gets killed by the killers hand (ebony mori idea - ivory can honestly stay the way it is imo)

  • well, if they get disarmed asap you eigther had someone stalking you or you need to improve your trap locations.


    he is still a viable choice, but i wont disagree that he has it a lot harder than others.

    i would definitely recommend Corrupt Intervention on him to help you out at the start.

  • some just need to play killer for a bit...

  • im gonna have to disagree here.

    those killers are definitely playable, its just not easy to do.

    i wont deny that a slowdown, especially for early game, is needed though. lets see what devs come up with...

    (Rank 1 Trapper main)

  • only using it once would be over the top.

    deadhard itself is also not that bad, what imo is a very cheap thing is when they deadhard for distance.

    if we could find a way to smooth that out its in a good spot imo.

    just... deadhard for distance feels so cheap and has such a huge impact on the game...

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