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Mister_xD

Mister_xD

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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/890355#Comment_890355

    Nope, no foreshadowing. We would make a proper announcement if changes were on the way rather than subtly hinting at it.

    like the updated doc description? (:

  • in general no perk should ever be removed from the game.

    they can buff them, they can nerf them, they can add things to them or take things away, but they shouldnt delete them.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/890232#Comment_890232

    You could simply say something in game, ban those who continue too abuse it, and then compensate everyone for delaying the Archive challenge in shards or Fragments.

    that would be okay, if the basement challenges wouldnt be needed to continue the rift.

    yet they are, so it wouldnt be fair to just stop the rift progression for those who havent hooked 5 in the basement yet.


    also, what if there are no hooks nearby and only the basement's left?

    the survivor wont stop wiggeling, just because there is no other hook left in that area.


    and to top it off, they cant say what exactly happens in the trials.

    players could literally just report you for abusing the bug and the devs wouldnt be able to tell weather you actually did it or not. thats why they always say they need video evidence of hostage situations after all.


    it would be better to just leave it alone and hotfix it asap imo.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/890249#Comment_890249

    Like... when the last generator is completed, or when the gate is opened?

    when the last gen has been completed, the usual exit gate noise will play, the switches will be highlighted and shown to you and now, assitionally to that, both gates will have a loud "skillcheck failed" explosion.

    the worst thing is, its not even on the switch, its literally behind it somewhere between the pillars, so i always get distracted by it and think someone is there, trying to open the gate... ive dropped chases for that -.-

  • @Fibijean said:

    I haven't played enough since the update to have experienced this. Can someone enlighten me? Is this a survivor thing or a killer thing?

    as a killer, when the gates power up now there is a noise explosion behind the gate as if someone fastvaulted something / failed a skillcheck.

    its distracting to say the least.

  • i wouldnt really mind showing it tbh.

    you might actually be able to frick with them a little by calling yourself "NOED Billy" and then not running NOED, making them completely paranoid over nothing xD


    in the end i fear survivors would start dodging killers they know are good players, which would be a bad thing...

  • here's my solution:

    put them in the store for a normal auric cells price (400 ac per piece).


    that way people who REALLY want them can have them, but people who earned them dont feel like all their work was for nothing.

  • blood balls, yes.

    quite literally.

  • because apparently they want you to hookfarm your mates 24/7 without having any penalities.


    the perk really didnt need a buff -.-

  • whaaaaat, they dared to only give you 95% of all the previously locked and high priced exclusive cosmetics for free?

    damn dude, you literally just received tons of free cosmetics, maybe try to see it positive instead of hating on them, because they didnt include 3 cosmetics (that imo should eigther stay locked or enter the store, since they are event cosmetics we had to earn back in the day - similar to legacy in a way)


    about Oni:

    he was in a PTB. of course they are free to make changes to him whenever they want, as he wasnt released yet. in the PTB, he seemed ridiculously strong, so it was obvious he'd be nerfed uppon release.

    tbf, i haven't played it yet - but from what ive seen he doesnt seem overnerfed or anything...


    im sorry for the rant at first, but cmon man... you just got tons of free stuff and you still complain?

  • Nurses Calling + Sloppy Butcher / Thanatophobia is great!

    since you can sneak up on them very well, having the location of healing survivors while also forcing them to heal is a great tool for this killer.

    besides that, id recommend the usual perks: BBQ, PGTW, Ruin, etc.


    My current build is: A Nurses Calling + Pop Goes The Weasel + Barbecue & Chili + Sloppy Butcher. it works quite well.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/882506#Comment_882506

    Not even joking, the David King body pillow was the first item to completely sell out in the new store.

    i bet a shirtless Myers body pillow would sell even better (:

    F3IOGPEDVXJQ.jpg


  • hmm..

    honestly, this seems like you only really looked at it from the survivor perspective.


    i would recommend you to play killer for an extended periode of time tbh.

    your view might change drastically.

  • eh...

    had a gamebreaking bug with em and therefore cant play

    up till that ive had a blast though.

  • @The_Grim_Reaper99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/879052#Comment_879052

    I know about the hit box.

    I was already aware that it was a connection issue. Things like this do happen in most other multiplayer games but it seems to be more prominent in this game. I had a game with a Trapper once on rotten fields. Had a smooth green connection of 90 or 70. Seemed normal at first then all of a sudden I’ve been hit with horrible lag and suddenly gets smooth and Trapper appears and surprised everyone, it affected other survivors as well with them running into walls hook save delays and walking while Trapper was next to them getting hit from surprising distances. We all died. Pretty sure it was a lag switcher or he had horrible connection.

    just a nick pick

    Dedicated Servers should fix this for you.

    no lagswitchers / BS hits through pallets / windows with them (unless you have a bad connection ofc...)

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/879073#Comment_879073

    Keep in mind that survivors could unequip their item just as the timer runs out to bait you into using franklin's. You don't really know what you're dealing with until the timer runs out.

    that would be a different problem though.

    one that could be fixed by the game extending the lobby time any time someone changes their character / item or the killer getting a few bonus seconds where only they can change their setup.

    but that rarely happens tbh.

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/879042#Comment_879042

    I that it's good to know who you're about to play with and all, but I don't think the positive of knowing who you're playing with outweighs the negative of waiting an extra minute. If you're worried enough about survivor items to equip a perk to counter them as killer, it won't do you much harm to keep that perk on you whether or not people bring in items. And on the survivor side, I can't say I've ever had a SWF ask me to join them and their build.

    i mean, if everyone if ready and no one has to adjust anything, click on "ready" and the game will start in way less than a minute.

    and i as a killer would not want to constantly have Franklyins or Lightborn (or both) in my perk loadout. that would suck, since most of the time they would be literal useless / dead perks. if i were to just equip all the counters for possible stuff they bring, that'd cost me my perk loadout. that can easily cost me the game.

  • i just dont find the survivor gameplay to be very appealing to me tbh.

    that said, i wouldnt really call myself a bad survivor eigther. like, i escape most of the time, though i just dont enjoy it that much.

    i guess thats mostly due to me playing solo survivor and therefore having to rely on random team mates whic hsometimes can be... difficult to say the least.

  • a mix between hitboxes and latency.

    i'll make it short:

    the survivor hitbox is a pill in the middle of your body, standing straight up.

    the survivor while running bends forward, the hitbox is unchanged.

    the hatchet has a ball like hitbox (to be able to hit a survivor who is bent forwards by their animation, since their hitbox hasnt moved).

    this also counts for the back of your playmodel. while you can be hit just as good as from the front (which looks fine due to the playmodel being bend forward), your playmodel additionally makes it look bad, by being bend forward, therefore away from the hatchet.


    also, your latency seemed to be off a bit (due to you lagging back after the hit, just as @TheRoyalOwl has already mentioned), so on the killers screen and for the server you apparently werent around that corner already.

  • Well, the first lobby is ment to just find you a game with players. i think its obvious why we have that one.

    the second one however is ment for you to see who you are matching with and maybe adjust your loadout accordingly.

    lets say you matched with 3 others who are a SWF and want to do a certain strat. they chat with you through the chat and ask you to please bring certain Items / Add Ons / Perks / Offerings.

    you now have some time left to quickly equip said items.

    the same applies for the killer.

    they too only see who they match with in their second lobby, though they may need to adjust their playstyle accordingly to those players. 4 toolboxes? - Franklyis. 4 Med Kits? maybe get rid of Sloppy / Thana and bring something else to slow down the game.

    and so on.

    players need the time to prepare for the game they are about to play. this is mostly used by- and implemented for killers, however it can be used for both sides.

  • i personally disliked the slowdown add ons from the start.

    imo they are lacking a downside, as its super easy to fall asleep.

    i think if these add ons would increase the time it takes to passively fall asleep, they would be better.


    ive never had any problems with Freddy himself though.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/107871/deep-wound-change-that-could-fix-the-upcomming-problem-with-the-return-of-old-legion

    I don't think it's a bad concept, the problem is that it doesn't change the core problem with Legion, which is his power is doo doo. The only way too fix Legion is by completely reworking him like Freddy. His power will either be way too strong and uncounterable, or way too weak and frustrating too play as.

    i apologize that i havent made this clear enough.

    you are not the first to imply that my change wouldnt fix legion, so i now edited the main post accordingly.

    for future posts you may or may not do in here, please keep in mind that this discussion is not about Legion. this is primarily about the Deep Wound status effect.

    thank you very much!


    also, i am glad you liked the idea ^^

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/877278#Comment_877278

    "the killer cant just deactivate his TR and start the timer, he cant moonwalk to start it, he cant do anything to it - excluding Franks Mixtape."

    There are several perks and add-ons that remove TR. Some killers can do it at will (Pig, Wraith, GF). So yea, killers could find ways to exploit this still.

    And if the killer can't exploit it, then it's just a non-threat to the survivor. A literal joke of an effect that doesn't force them to do anything except look at another progress bar for a short time. My friends and I started to disrespect Legions by Mending the instant they hit us because it's such a joke. If they use their power to find someone else, we are done Mending before they even find someone else. If they get triggered and chase normally, well it's a normal chase at that point.

    Again the problem is having a timer before you go into dying. The whole concept is flawed and needs to be ditched for something better.

    well, yes he can. but it aint gonna help him.

    the timer ONLY starts when the survivor starts an action, thats it.

    the killer wouldnt be able to exploid this mechanic, as starting the timer would be comlpetely in the survivors hands. if they get found with an active timer, its because THEY messed up somehow, not because the killer exploited the mechanic.

    denying the killer the ability to exploid this mechanic was one of the main reasons i made this post afterall.

    also, no this status effect is not ment to be a huge risk to have.

    it was never ment to be, neigther i nor the devs wanted it to be a huge risk.

    this status effect is ment to waste time.

    and that is what my version would do significantly better than the devs version, without adding longer M1 bars or boring, non interactive gameplay mechanics.

    my version basically gives the survivor a choice:

    1) get rid of the deew wound timer ASAP and start working on the objective again (basically what survivors currently do with DW). this however now comes with a big risk: IF the killer finds out about that (also by the mending bar starting to go down) and they spot you, you are dead. its basically old Borrowed Time, where the killer can just walk after you and you drop after some time.

    2) find a safe location (which is wasting time) and then mend (wasting more time). this has no real risks to it and allows you to get rid of the status effect relatively safely, at the cost of precious time.


    here's a scenario to make it more clear:

    you are at a gen that is ~75% completed. Legion dashes around the corner and applies DW to you, then proceeds to kick the gen and leave to chain his attack. now what do you do? do you stop the gen from regressing and mend right there? that might be a bad decision, cause if the killer comes back, you are dead. you could also go to the map border where the killer has not run off to and mend there. this would allow you to get rid of the DW safely, however the gen is gonna be very regressed by the time you have returned to it, lets say down to 45%.

    (i chose random numbers)


    also, the scenario you described you'd do with your friends is also gonna be gone with my change. mend in their face and you will bleed out right in front of them, they wouldnt even have to try and catch you, you just cought yourself for them.

    since it appears like you havent fully understood my change suggestion, let me try to break it down to you once more, hopefully in a more understandable way:

    1) you get the DW effect. the timer is paused.

    2) YOU start the timer by starting an action (including mending, excluding chase actions, so you can still have a normal chase if the killer tunnels you with this effect)

    3) once the timer has started, it ticks down until you are dead, or you removed it. it is NOT going to stop anymore, even if you happen to be in a chase.

    => we get to the choice you need to make i described above.

    => this is not ment to be life threatening when you get inflicted by it. it is ment to waste your time, which is what it was always ment to be. the one and only version of this concept that was ment to be an active threat, is the long ditched old version of Borrowed Time.


    also one question about your logic here:

    on one hand you imply that a killer being able to exploid the power would be a bad thing, but on the other hand you say that the killer not being able to exploid the power would also be bad, since the status effect would not be threatening that way?

    so there is literally no way for this power to ever be in a good spot?


    if thats your opinion, thats your opinion, however i dont feel like thats a fair opinion towards this topic. you basically say it wouldnt matter what i try to change, if it isnt a complete rework of this status effect you'd disagree with it.

  • sorry for having fun i guess?


    its not like we'd be forced to tryhard every game... sometimes i too just want to have some fun, is that a bad thing now?

  • i believe after a certain amount of time has passed, a threat will be automatically "locked".

    they dont want the same threat to be kept alive for all eternity by someone who just desperately wants his threat to stay alive to get attention (im not saying that would be you, though there are such people).

    so after some time, if someone replys to the discussion it wont pop up at the front page anymore and after some more time, it will get archived.

    if a threat is archived, uppon posting on it, the post will immediately be deleted and the discussion will be immediately closed. thats an automatic process btw. (ive had this with one of my posts where someone replied to it and it got insta deleted + closed).

    sounds like that's what happened to your posts...

    also, have you reposted the exact same post every time?

    because in that case, the 3rd version has probaply been removed for "spam".


    i wish you most luck with your Legion fight though!

    they really deserve to be buffed / reworked, lets hope your voice will be heard :)

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/874375#Comment_874375

    If there is a timer where you will go into dying after a point, it will somehow be exploited. And if not, it just becomes a non-threat. Those are the two options for such a mechanic. There is no in between, especially when a killer can inflict it upon you at will. Maybe if Legion's power wasn't tied to DW you could find that precarious balance point but it would require an entire rework of the killer. I'm not going to sit and theory craft this because it's just inevitable, the whole idea that you go down after X time is a poorly design mechanic, period. It might sound good on paper, but in practice it's just lame for all parties.

    What I suggest is simple. The effect is basically already in the game under Begrimed add-ons (albeit with different values). You'd just turning Deep Wounds into that effect. Legion becomes a slow down killer, similar to old Freddy, where the goal is to spread the damage, slow down gens, and use your power to find everyone. Except it wouldn't be to the extent of old Freddy and would make Legion an actual threat with map pressure.

    With Deep Wounds working this way, you also expand the options for future powers/perks/add-ons. Clown, for example, could have one of his purple add-ons changes to inflict DW on survivors he hits while in the gas. Something like 40 seconds. This alone could help him with map pressure, you wouldn't need to make other changes to him as much to make him more viable.

    It just makes more sense to ditch the dying timer altogether and go with something else, and since we could use a Mangled effect for gen repair, this makes the most sense and fits with the current mechanic. Begrimed add-ons are the same as before, it just says "Inflict Deep Wounds" instead of a full explanation.

    i know where you are coming from here, there has been a lot of abuse with this mechanic in the past, however this is also something i thought about when creating this idea.

    the main goal was to make the mechanic overall better, while also not allowing for any of said exploids to happen.


    just out of curiosity:

    how do you think one would be able to abuse a timer that wont do anything unless the player affected by the timer actively starts it?

    the killer cant just deactivate his TR and start the timer, he cant moonwalk to start it, he cant do anything to it - excluding Franks Mixtape.

    the only time this timer would activate would be uppon the survivor entering an action, which is completely on them.

    the only thing the killer could do is stealth away and pretend he left, when in reality he was stalking the survivor - which imo is perfectly fine.


    and back to your idea:

    again, i support turning this gen slow down into an actual effect.

    however, i feel like it would neigther fit the name "Deep Wound", nor would it make sense for the devs to make such drastic changes to an effect. they will probaply just add it as its own effect, however deleting a current effect and adding a completely new one in its place doesnt sound like its gonna happen tbh.


    also sorry for the late reply, i wasnt feeling too well yesterday and therefore wasnt here for long.

  • @FriendlyGuy said:

    Legion got a probably pretty good build with nemesis. With those changes they are even more useless, never thought that's even possible.

    legion just got changed to get rid of exactly that.

    bringing it back immediately would hurt the health of this game much more than this change.

  • @thesuicidefox said:

    Honest opinion... this is over-complicated and wouldn't solve the underlying issue that Deep Wounds is both non-threatening and exploitable.

    ________________________________

    Better solution. REMOVE THE TIMER. Instead Deep Wounds reduces repair speed of survivors by 10%. Different sources incur different timers. Basically make it the Mangled for repairing.

    Legion is 30 seconds of Deep Wounds. Nasty/Filthy Blades increases the duration of Deep Wounds to 45/60 seconds and do not stack. Stab Wound Study increases the effect by 50% (so 15% penalty). Frank's Mix Tape makes the timer pause when within the killer's TR, in Dying State, or on a hook.

    Begrimed Chains (Billy/Bubba) and Begrimed Head (Huntress) now simply inflict Deep Wounds for 120 seconds. The timer does NOT reset if hit again. Functionally these add-ons would be the same (though numbers would change slightly) all that really changes is terminology here.

    BT now just gives Endurance and works just like MOM. But if you take a hit, you get Deep Wounds and Hindered for 60 seconds. DW adds risk to using BT before end game, and Hindered adds risk to using it after end game (as killer can more easily chase down the BT guy if they are just booking it to the gate).

    Styptic Agent would auto-heal the survivor over 40 seconds. Anti-Haemorrhagic Syringe would auto-heal the survivor over 20 seconds. Buffs/debuffs no longer affect this timer and the survivor will be shown in the Broken status during the auto-heal process. Only the add-ons would be used, not the entire medkit.

    MOM doesn't change.

    More add-ons/perks can be made with the Deep Wounds effect at durations that are reasonable.

    first of all, i would be interested to know why you think this would be over-complicates / why this would be exploitable.

    cause i think its actuall pretty simple: start an action, start the timer. get rid of the timer or go down.

    imo the current version is much more over-cimplicated.

    ___________________________ (yes, i'm a copycat)

    now for your idea, i do kinda like it, though i dont find it to be fitting for a Deep Wound...

    imo this gen slower effect (which already exists), should be its own status effect.

    your idea would be a literal 180 degree turn from the current version, which is something i dont think is gonna happen tbh...


  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/107871/deep-wound-change-that-could-fix-the-upcomming-problem-with-the-return-of-old-legion

    I like this idea. Here are my points of criticism for your post.

    mending includes skillchecks. uppon missing a skillcheck, the killer receives a noise notification and your mend bar is reset. you will also be forced out of the animation.

    This will make mending against a doctor extremely annoying and heavily depends on the difficulty of the skill checks. Also why make the failed skillcheck reset your meter? if its to not let a 0% meter kill you then that is redundant because failing that skillcheck means death anyways, due to the killer going to your location.

    no more problem with the killer seeing the progress of the mending bar, as it wouldnt be able to be abused as a tracking tool 

    while this is true, the mending will still give more info than you may realize. If i see the bar has yet to activate then I know that survivor is doing literally nothing productive, if it started mending the moment I leave them as legion I'll go back immediately and chase them till they down.

    Speaking of legion, due to his franks mixtape add on he could still deplete the meter on hit so what will this do? will it deplete the total meter or will it deplete the starting of the mending.

    Lastly I feel this won't effect bt nearly as much as you made it out to do. It will act the same way if it's only one person who is being unhooked and actually make it stronger during egc because you don't need to do nearly as much actions. I could completely ignore deep wounds if and run to victory instead of being forced to mend once out of your tr.

    Excellent idea though, these are just my nit picks and points of clarity I feel is needed.

    Please respond cause i enjoy talks like this

    thanks for the reply ^^


    regarding your first point, we would be talking about normal skillchecks (maybe without the great skillcheck zone). the point is not to make mending extremely hard to do, but to add some interaction to it other than holding M1.

    this would be a little harder with a doctor, though isnt doc supposed to make skillchecks more difficult and force survivors to heavily focus on them?

    now for the resetting meter, i was talking about the mending bar, not the Deep Wound timer. the timer will keep ticking down, while you have to waste even more time than before by running to a safer location and mend again, from the very start.

    this was ment to buff Deep Wounds main reason of existing: wasting time, while also adding some risk to it.

    and tbh i can really see someone starting to sweat when they are at 1% timer progression (so its a down as soon as he breaks out of mending), who just failed a skillcheck but couldnt run away, due to the timer being critically low. its like being on a pig box with the timer paused at 99% while you are searching it. if the killer finds you, you are dead, if you fail a skillcheck you are dead and if its the wrong box you are dead.

    i have been heavily inspired by the pig in that scenario tbh.


    the informatiom part is something that, while it is definitely true, i dont believe its that much of a deal tbh. the only thing the killer gets to know here is, that one survivor is currently doing nothing, which SHOULD be the case witth Deep Wound.

    for the scenario you mentioned, thats the survivors fault for not going to an safe location though. if you decide to mend at an obvious place, you are at fault for dying here. thats why i said the change was gonna be more of a time waster, as you wouldnt want the killer to find you once you start mending, so you would want to go to a safe location far away from the killer, wasting a lot of time in the process.


    regarding Legion, this post is not aiming at changing Legion. his add ons and power would stay unchanged, this is just ment to change the Deep Wound status effect in general.

    Franks Mixtape would work the exact same way it does now, cutting off a certain percentage of your overall mending bar, but not activating it.


    and lastly for Borrowed Time:

    this, again, didnt have the intention to nerf / buff BT, its just ment to change the way Deep Wound works, which indirectly changes the way BT works. you are right, during the endgame this might be more of a buff, however it isnt really gonna change that much tbh. if you were to chase them with current BT, their timer would be paused anyway and if you wouldnt, they'd just mend and thats it.

    it would however nerf these scenarios where one guy slipped in with BT and then everyone gets unhooked by each other and they all have a bonus health state, allowing them to escape without any penalities to it. throw DS into the mix and its basically an guaranteed escape from what should have been a 4k right then and there.


    also as a side note: BT only gives you endurance for the next 15 seconds uppon being unhooked. if you would really want to avoid the perk, wait out this time, that hasnt changed at all.


    if you have any more concerns / questions, feel free to ask ^^

  • @UlvenDagoth said:

    If we were to talk Legion Changes: https://forum.deadbydaylight.com/en/discussion/107618/the-one-stop-shop-for-legion-ideas-come-on-in-and-take-a-look-version-2#latest

    The Fanatical Legion main here to tell you: This is an interesting change! I kinda like it but would have to try it out to see how it worked. ANYTHING is better than the nonthreatening version we have atm. BLEEDING OUT FROM A DEEP WOUND is apparently not that big a deal right now. Just a bit of poking and that artery is sealed right up!

    i think you once added this idea already to this super long legion post, havent you? xD


    i remember talking to you about it once...

    tbf ive had the idea for quite some time now, but never really made it into its own post, so here it is! :D *party noises*

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/comment/872909#Comment_872909

    Ya but if the survivor is able to trigger it deep wounds and let's say it's still the same mending time it takes now legion is still bad since he'll either be looped and gens get popped or he'll leave to tag someone else and the person who got tagged will mend on the spot and since the timer won't hit 0 in chase it's kinda useless you just made current legion with extra steps

    "not doing so would result in you starting your own timer, which is nothing you would want to happen while the killer is around, as you would be screwed if you get found - as the bar no longer stops during chases." (1:1 from the last comment - with fixed typo)

    "once the timer has been started, it will not stop until it has eigther been removed by the survivor or the survivor bled out and enters the dying state." (1:1 from the OP)

    => the timer will remain active, until you go down. if you enter a chase with an active timer, you can count the seconds to your death. however, this time its reliant on the survivor weather they get themselves into that situation or not, which makes it fair.


    also, yes Legion would still be a terrible killer.

    this post is not aiming at buffing Legion, but reworking Deep Wound, so its less Survivor sided and more risky to use, which would indirectly lead to a smaller Legion buff.

    Legion is NOT the focus of this post.

    if i were to talk about Legion changes, i would suggest a full on power rework for them, as their current power is way too insignificant to be somewhat viable.

  • honestly, all these excuses of "but cleansing totems takes too much time!" are stupid.

    ive just recently had a game i got rid of 4 totems before a gen was done / the killer had hit anyone.


    the only time where i can understand this argumentation would be on maps with very good totem spawns / new maps with unknown totem spawns, such as the new Badham Preschool maps or Hawkins Laboratory.

    but even then, totems are supposed to slow the game down. if all 4 would look for them actively, there wouldnt be any NOED to worry about and the time it would take to get rif of them would also not be very significant.

  • did you have a rift error message like this one beforehand?

    Rift Error =(.png

    if so, ive had this too.

    afterwards my game got so laggy that i was (and still am) mostly unable to play.


    if you experience any significant lags the next time you get in, i would recommend you to contact support immediately.

  • @terumisan said:

    The problem is still even if your bar goes to 0% it means nothing unless you are too lazy to mend

    well, it does mean that you are now required to ignore any actions while the bar is paused and the killer is nearby.

    not doing so would result in you starting your own timer, which is nothing you would want to happen while the killer is around, as you would be screwed if you get found - as the bar no longer stopy during chases.

    this would mean you have to leave the area and start mending somewhere far away, wasting a lot more time than now.


    when the killer is not around, Deep Wound is not supposed to guarantee downs or be a big threat, so its relatively safe to remove it when no ones around. however, when the killer is near you, it should be a lot more risky.

  • first of all:

    welcome to the saltmines - the forums! :D

    i hope you enjoy your stay! :3


    to anyswer the original question:

    my favoruite killer to play as is easily Trapper.

    he has a very unique gameplay and can, if you do it right, destroy survivor teams relatively easily.

    ofc he isnt a top tier killer, he still gets beaten by sweaty SWF groups (or genrushing), but he can be so much fun to play its insane. like, give me anything more satisfying than a survivor stepping right into the trap you laid there because you predicted them to walk at exactly that path!

    thats the cool thing about Trapper, he starts mindgaming even before he enters a chase. he has very tactical gameplay, which is something i personally LOVE!

    #EvanLove :3

  • unpopular opinion:

    demogorgon is fine.

    he is just hard to play and relatively new, so many dont fully understand his power yet / cant play him very good yet.


    at least i am doing pretty good when i play him...


    i totally agree on the Add Ons though... they are waaay too much focussed on the portals. we need more shred Add Ons, as thats his primary power.

  • at that point, you dont.

    He has pretty much won now.


    the best chance you have at that point would be to disarm a trap at one gate, sneak to the other while he comes over there, disarm that trap and start opening it.

    if they are far enough apart, you might be able to open it before he comes back, however thats unlikely.

    you could also try to continue that stealth game by starting one exit gate, sneaking away, starting the other, etc. thats risky too though, as the EGC timer is very tight.


    in general i'd give you the advice to never even let him place these traps in the first place. check the exit gate switches from time to time while the game is still ongoing and disarm these traps. that way, when the EGC starts, you have the same chance of escape as with any other killer.

    or the Trapper is actually going to trap the gates again before shutting the hatch, so you have more time to look for it.

  • @Spooky13 said:

    I still don't see the reason they changed it from to second ranking cube.

    1 kill = no pip

    2 kills = safety pip

    3 kills = pip

    4 kills = double pip

    This is literally perfect for killers. It would fix Adepts being bullshit, and the needless stalling if you want to pip. You are a killer, your job is to kill, not needlessly extend the game for no apparent reason.

    i think a combination of both would be best.

    the victory cube wasnt great, but so is the emblem system.

    however, while one focussed only on the outcome of the game, the other one purley focusses on how you played the game, which is equally wrong.

    while the outcome should definitely matter, the way the game went should also play a role.

  • eenie

    meenie

    miney

    mo

    trapper should be S tier though


    for real though:

    Trapsy is too low. he should be B tier at least.

  • Freddy counterplay:

    • being awake
    • map awareness (for pallets)
    • not repeating the same loop over and over (snares)
    • normal looping


    Ghostface counterplay:

    • map awareness
    • normal looping
  • only in low ranks.

    in high ranks it shifts more to the survivors favor.

  • honestly, i'd pick the same killer for both:

    Trapper.


    idk why but when i play him it feels like its entirely different from any other killer, even if im just M1-ing them.


    on a second place for the strength category i'd place Billy. while he is stronger than Trapper, i dont seem to be able to top my Trapper games with him tbh. last season i was literally incapable of pipping with anyone but Trapper from rank 3 upwards...

    for the fun category, id say there are multiple second places: Ghostface, Demogorgon and Doctor are the ones i enjoy a lot aswell.

  • devotion 3 lvl 50.

    i am not playing this game as much as i used to ever since this devotion update dropped tbh...

  • @Aven_Fallen said:

    SOON™

    Someone had to do it.

    ZJAQN8K0633T.png


  • here's a List of all my Killer cosmetic loadouts (from the ones i play / purchased cosmetics from):

    My Trapper (1).png My Trapper (2).png My Wraith (1).png My Hillbilly (1).png My Doctor (1).png My Clown (1).png My Spirit (1).png


  • @DBD_Pinhead said:

    What kills me is if a survivor dies they still can pip but if I kill/sac for 2 or 3K I still run the risk of de-pip because they did their job too efficiently and I slow the game to balance. I'm not as stuck up on rank but if you put a system in place and say that 2K is the desired outcome for killers at base, at least adjust it so we're not ultimately penalized for doing our jobs.

    exactly!

    if a 2k is supposed to be the desired outcome for most matches, i shouldnt be guaranteed to depip with that outcome!

  • i cant wait to see 4 elf dwights versus one santa clown LUL

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