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Mister_xD

Mister_xD

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Mister_xD
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  • give me one good reason to bring an ebony / ivory memento mori when they only work on deathhook.

  • due to the player level being introduced so late i dont think thats a good comparison to the actual skill level of the player.

    in my case, ive played this game a LOT back in the day, though when the clown update dropped and introduced the player level and all, i have stopped playing it as much as i used to.

    at this point i am getting close to level 400, yet when i compare myself with some of the streamers i watch (that are level 600+ - some are already over level 1000) i feel like im a lot better than they are, they just play a lot more.


    also, when a player hasnt played for longer time periodes, their rank goes down - but their level does not.

    should someone with level 800 who hasnt played for half a year still be matched with other level 600s who didnt take a break?

    that'd be too unfair imo.

  • Trapper.

    he holds a lot more power in his hands than most realise - and when they do its too late for them.

    his traps are really strong, if used correctly.

  • for legion you always - ALWAYS - want to run Thanatophobia (teachable Nurse perk).

    the idea is to force them to heal, which, given that you play a killer that can injure multiple survivors extremely quick, is going to be extremely helpful to you, as they now spend most of their time healing instead of working on gens.

    and if they work on gens? you are a 115% mms killer, you can hunt them down normally and basically instadown them.

    thats the other part you want to buff with perks: the chase.

    i would recommend Brutal Strength (teachable Trapper perk) to get rid of pallets faster. some survivors will try to stun you with a pallet to get rid of your frenzy, which is a serious misplay on their part, as they've just wasted a pallet to get rid of something you passively get back over a short periode of time, aswell as having themselves outpositioned and being the target now.

    a great combination for this would be Enduring (teachable Hillbilly perk), as survivors who pallet stun during your frenzy actually get you out of it faster than when you would cancel it, therefore you'll want to get pallet stunned. enduring buffs this effect and allows you to attack a lot faster now.

    another great one is Discordance (teachable Legion perk), as it gives you the location of multiple survivors, allowing you to frenzy in and get more usage from your power and Tanatophobia.this is especially helpful during the early game.

    other than that i'd say all the basic perks, such as Barbecue & Chili (teachable Cannibal perk) for long distance tracking and double points or Pop Goes The Weasel (teachable Clown perk) to fight generators that are progressed.

    the only type of perks i would not necessarily recommend you to use would be tracking perks, as thats something you can easily and very effectively do with your power already.

  • i would definitely recommend it.

    though that recommendation would come with the warning, that the game can be very frustrating at times and that they shouldnt overdo it.

    take it slow and see if they like it.

  • @OmegaXII said:

    Is it even possible to get into red rank by playing nicely?

    against overaltruistic SWFs with low rank players in them? yes.

    against red ranks? good luck trying.

    they'd have to seriously mess up to allow that to happen...

  • i tried.

    after like 10 games of me getting genrushed in a row, i gave up.

    i kill now.

    you had no fun? too bad. me neigther when i traded 2 gens for a single hook.


    seriously, its even worse than before the ruin nerf. and this comes from someone who didnt use ruin prior to the nerf aswell... gens pop soo much faster now...

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026134#Comment_1026134

    The killer builds pressure as the trial progresses. No need to change this imo. Who knows how op a killer who can apply pressure early game would be in mid game.

    i didnt say anything against that.

    what ive said is, that the beginning of the game, the time where he has no pressure at all, is when he can easily lose 2 to 3 gens without even being able to stop it.

    imo a game should be decided in the mid game, currently however it can already be decided in the early game, due to gens popping left and right.

    the simple fact that a game can be over within 5 minutes should be enough to show the clear imbalance we have here - and that something needs to be done.

    and i also agree with @Seltas0208 here. considering the amount of tools survivors have to slow down the killers objective progression time, their own objective time is WAY too fast.

    again: losing one to two gens (20-40% of the survivors objective) just to get one hook (8,3% of the killers objective) is not fair and balanced. and this is not an uncommon scenario. not at all.


    at this point you gotta decide:

    do you want killers to play fair and fun or do you want to keep your current objective times?

    cause im sorry, but both are not possible. every single game i tried being nice in - not tunneling, not proxy camping and not focussing the weakest targets - ive lost. they did their 5 gens and left in just a couple of minutes. at this point i just secure kills asap - and i still struggle keeping up.

  • i legit just thought about using that combo... xD

    i wanna hear them SCREAM! >:D

  • @Waffleyumboy said:

    What if...mid game is when the game gets interesting and having 5 gens to go all game isn't balanced???

    yeah, but having 2-3 done by the time the killer gets 1 hook also isnt...

    and the earlygame is the current biggest problem the game has.

    as OP said, no map pressure, everyone alive plus all looping tools up is extremely strong and many killers cant keep up with that.


    imo they should, until they found an actual solution to this, add what Identity V has: a certain time periode at the beginning of each trial where gen repairs are massively slowed down.

    that would ofc not be a good final solution to it, but it would make the time inbetween the ruin nerf and the secondary objectives a lot easier.

  • just like before the ruin nerf:

    incredibly fast and in the desperate need of a nerf.

  • @NullEXE said:

    This was just said in the Livestream, my concern is that it's the lack of early game pressure for most killers is what is causing problems with the Gatekeeper emblem, and scoring. If the developers expect 1-2 generators to be repaired in the first 4 minutes, why does that penalize the Killer in the Gatekeeper emblem?

    one to two in 4 minutes?

    mine did 4 in roughly 5 and a half minutes!

  • because they lost, they know they lost and you, even if it was unintentional, just kept rubbing it into their face instead of moving on.

    please dont text people to complain about something, it wont end well for both of you.

    just move on - or be friendly and offer to help them find their mistakes.

    but calling them out on that is not a good idea. they had just as much fun in the trial as you - as the camped person.


    please note that i am not trying to defend players that camp all the time for no good reason.

  • the ruin change is indeed healthy for the game - hear me out - in the long run.

    currently however, due to survivor objective times being as short as they are, the ruin change was unhealthy.

    old ruin needed to go at some point, but that should have been when they fixed objective times for survivors. as long as they do that next, i can live with it.


    you are right though, at this point in time changing ruin was not the right decision.

  • @helix43 said:

    Lmao, "no counter "? I've been playing Doctor for a couple of hours and survivors have already learned to dodge his shocks during chases. 🙄Another typical lazy survivor that doesn't want to learn how to counter killers.

    the good part: dodging the shock will screw up their pathing.

    you eigther still get a hit, or they have to drop the pallet early.

  • f79s93mhr1m11.png

    show them this and they'll shut up.

    oooooor... ya know... you could bathe in their salt a little more... just one more minute...

  • hmm...

    could it be that the time has come to revive this?

    9euzaavexidx.jpg


    its more fitting than ever... xD

  • still not using it.

    for the same reasons as before, plus the fact that its a lot weaker now, so its even less worth imo

  • @PrettyFaceKate said:

    Where you on Gideon?

    Lerys

  • @asergioam said:

    https://forum.deadbydaylight.com/en/discussion/123227/guys-please-this-is-ridiculous

    You should be proud, they probably were talking about you and not the doctor: "OP Killer"

    usually i would agree here, though they DCed before i could even make eye contact with them xD

  • @Waffleyumboy said:

    "I hope it doesn't affect the data"

    Childish survivors will dc as long as there is no penalty, not just to doc but to pig and even bubba sometimes.

    yeah...

    cant wait till they bring back the DC penalities...

    a fixed version this time.

  • @Fibijean said:

    And they're always going to think he's OP as long as they refuse to practice playing against him.

    yep.

    they refuse to learn, but they complain when they lose.


    love players like that.

  • @MrZapp said:

    You must be new to my giggly boy

    not really, but ive never had players quit THAT fast xD

    i literally didnt even get to see one of them, they just DCed as soon as they heard the heartbeat xD

  • @Unicorn said:

    Run calm spirit. It helps.

    *laughs in restrained add on*

    EDIT: lol wrong add on xD order doesnt reveal the auras, restraint does xD

  • it is legal, since you agreed to the ToS (Termss of Service).

    these state that the devs are allowed to change whatever you currently see in the game in the future.

    so i highly doubt you'll get your money back.

  • id love to see MacMillain maps to get such cool new looks!


    though before they do that PLEASE for the love of god rework HaddonFUN!

  • @Waffleyumboy said:

    Doing gens together should have some benefit imo.

    like the almost tripple amount of BP you gain from it?

  • @Waffleyumboy said:

    Why would gen times need to increase? Survivors got no buffs.

    thats true.

    however, ever since the ruin nerf i have noticed that gens are done a lot quicker than before (even though i wasnt using ruin prior to the nerf eigther).

    like, by the time i get one of them killed rn they got 4 gens done. thats insane!

    tbf, i am playing nice, so i wont tunnel / camp. when i kill one - that means there are multiple players on deathhook at that stage.

    still, i usually snowbally very quickly and efficiently, so even though ive spend all my time with downing and hooking survivors, they still got 4 gens done inbetween rescuing and healing them.

    a single bad chase can easily cost me the entire game.

    i just recently had a twitcher in my lobby, so i was able to view the game from their perspective aswell - they only had ONE guy working on gens. 2 were constantly switching their positions as hooked and unhooker and the 4th died very fast (he did like half a gen). they still got 4 gens done by the time i murdered them all. and they played very inefficient (camping pallets, not repairing gens, deadzoning themselves - i believe one was rank 19, one rank 8, one rank 4 and the gen guy rank 3?). just... they got sooo much further than they should have.


    i guess before players were always assuming ruin was active, therefore they were on a Hex Totem hunt at the start of each trial, even if that was just for short periodes of time it still bought me some time. now that they know for sure ruin wont be there, thy spawn and all hug a gen. i can usually get my first hook after they did their first gen, which would mean they just got 20% of their objective versus my 8,3%.

    i am seriously worried rn, gens are done so fast its ridiculously hard to keep up with that.

    i can already see player after player dropping out of red ranks because they cant handle it.


    @Peanits you guys took out ruin because it was no fun to play against. please look at gen times now, because, in their current state, its really no fun to play when gens are done in such short periodes of time!

  • i mostly face red rank survivors, unless its a SWF.

    i also dont wait in the lobby for extended periodes of time, its pretty much instant queue for me...

  • there are sooo many things that shouldnt punish you, yet they do.

    Devour Hope is just one of them, other big ones would be DCs and hook suicides.

    but yeah, i doubt there are going to be fixes soon... :/

  • Trapper

    i have always been a fan of strategic gameplay, and he is exactly what i love.


    it just sucks that he isnt getting any cool buffs in the near future... :c

  • this one for Doc:

    9euzaavexidx.jpg


    this one for Myers:

    F3IOGPEDVXJQ.jpg


    this one for Clown

    jtbk5iub3qp21.jpg

    and this one for Dwight:

    qrshtz1apxb2.jpg

    we need these memes to come to live as skins!

    change my mind.

  • the problem is, that early game is when a match is decided.

    if the survivors play good, they get 3 gens done by the time a killer gets 1 hook, which is basically a lost game for the killer (unless the survivors just massively screw up and feed him kills).

    old ruin helped in exactly that scenario, which is why it was used by 80+% of the killers in red ranks and why it was considered to be a "must have" perk for killers.

    the new ruin however does not help in that regard at all. instead, it now is a mid game helper - which is simply something we dont need, due to us already having perks that do what new ruin does better than it ever could (PGTW is the perfect example)


    honestly, the change itself isnt that bad. it can be buffed (.5 charges a second regression whenever someone doesnt work on a gen for as long as the totem stands isnt great, honestly), but im mostly fine with what they did there.

    however, what did they do to help us compensate?

    what did we get to slow down the early game, now that ruin is gone?

    they slightly changed the way gatekeeper works.

    GREAT! THANKS! EXACTLY WHAT WE NEEDED!

    so with other words:

    we got nothing. literally nothing.

    and THAT is bad.

  • @JC316 said:

    Move to side of hook, look at hook pole, swing. Tbag the downed survivor for being an idiot.

    or facecamp both.

    you can not get any better value from a facecamp than this!

  • some say that tier 1 is better than tier 3, due to the explosion happening every 8 seconds, therefore them getting a notification more often when more players are on the gen.

    i personally always look over to where the explosion happens once it does and then i know exactly what gen 2 of em are working on, so additional noise bubbles to that are unnecessary to me.

    some prefer not looking over there though and instead put all their focus into the chase, which is why they prefer having more notifications, so they dont need to look over there to see when the gen turns back to red.


    its really just a question of preferences.

    some like it one way, the others dont.

    imo it doesnt really make any difference though.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011073#Comment_1011073

    That would be cool actually

    Perhaps each tier reduces the amount of time you wait before another blip shows up?

    glad you like it :D

    what would you say would be balanced for numbers?

    i was thinking maybe 9/7/5 seconds?

  • i was thinking about that the other day, and ive come up witn an interesting idea.

    what if the perk was only going to give away the killers position every couple of seconds?

    (giving away the position =/= aura reading. its like the madness bubbles for doc)


    that way the survivor would still know the general direction the killer is in, however they wouldnt be able to tell which killer it is, they wouldnt be able to spot them placing traps and they wouldnt be able to tell when the killer is coming straight at them / when he spottet them.

    how it would work for the killer is up to debate. i wouldnt mind him also only getting the position reveal of the object.

    thoughts?

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009639#Comment_1009639

    Come to the dark side if you are on ps4 then if you want come play with us! join us....! we have @GrootDude @Unicorn @Cornpopers_Evan @pootis_Bear and many more! sort of sounds like talking about pokemon lol

    yeah it kinda does xD

    but sorry, im a PC player, so that wont work :(

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009478#Comment_1009478

    I wouldn’t really mind going back to tier 1 if the affliction add-ons would work there. I’m still shocked that the devs haven’t realized that they’re about to make Madness II stronger than Madness III.

    I completely agree with the other changes. They seem to be there only to coddle low rank Survivors who refuse to get good. How can you not hit those massive skill checks?! If it’s your first couple of times facing Doctor, then I can understand because you aren’t used to him yet. Any other time the Survivor just needs to get good.

    honestly, i dont really have a problem with the skillchecks eigther. thats just to help newer players, thats a-okay.

    the other two though...

    the back to tier 1 is something we all agree on and you already said why its super bad. however, id like to add that due to tier 2 being stronger than tier 3, they also just made his new power be a huge risk to use, as it would get them to tier 3, if they had been tier 2 before. also, a shocktherapy mid chase would be a bad idea now, due to them, again, hitting tier 3. like, that was such a bad idea...

    however, what i really wanted to comment on would be 2), their ability to save the snapping out of it progress and continuing somewhere else. this is a change that is not only going to help newer players, but also better players, as the general ability to just stop the action you are in in order to reposition yourself without losing any progress is very strong. honestly, if they want to snap out of it, they should do it at once or, if they feel the need to reposition themselves, they should have to restart completely. but allowing them to snap out and then quickly going to a loop when the killer comes near without and penalities is not a good idea imo.

    its supposed to be a timewaster, isnt it? then waste their time with it.

  • @Mushwin said:

    But when does it end? will it? this sort of stuff is going to continue and we should know this, so she we need to learn how to try and have fun with this game, as this game has always been full of faults/complaints/bugs etc and i think very much it will be....there needs to be a happy medium and if some can't find it perhaps rethink things.....i don't play killer now as i am not having the fun...i took a break from it before.....came back and had fun, have to do it in small portions but right now taking a break....not all my matches i have fun as some are meh but i have fun least talking with swf peeps too

    @Mister_xD sadly though that is the number 1 agenda for a surv, is what they are meant to do, without any second objectives etc it's purely what survs have to do to escape....i mean if the game goes to quick and can't be helped it's a meh game

    i know.... but i feel so lonely then :(

  • i would love to!

    sadly survivors dont seem to feel that way, since they tend to get their gens done asap and leave immediately... :(

  • i sometimes end up commentating my own gameplay, as if i were explaining the game to someone.

    dunno why, it just happens.

  • nah i actually dont want that, but i wanted to visualize how little it would cost us killers to give up and how gigantic the prize would be we'd get, hence why its actually a good thing why huntress works the way she does.

    a few hits not looking too good are a small prize to pay, honestly.

  • a whole skin set or a combination of different skin sets that create a whole new skin?

    cause my favourite is this one:

    My Trapper (3).png


  • i would love to, honestly.

    but i cant.

    they ARE fun Dx

  • as said abve, the devs have given out all the Ultra Rare exclusive cosmetics, such as Golden Feng or Chuckles, to everyone for free.

    it was a christmas present from them to the community, so enjoy them! :D

  • @BigTimeGamer said:

    neither is huntress on most maps since the devs keep making them massive with so much stuff blocking LOS for hatchets

    remember:

    them fixing the hatchet hitboxes to actually fit the playmodel would require them to fix the survivor hitboxes to actually fit the playmodel, which would greatly reduce your ability to run around objects, hence be a HUGE nerf to survivors.

    if the price for this is that my aim needs to improve, ill take it.

  • thats one of the things i protested the most about when i read the update notes.

    like, they REALLY gutted Snap out of it:

    1) missing a skillcheck resets 25% instead of forcing you to restart

    2) you can stop snapping out of it at any time and continue somewhere else without losing progress

    3) you get reset to tier 1 after fully snapping out of it


    seriously devs, ######### were you thinking here???

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