Mister_xD
Mister_xD
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i mean...
find a red / purple key and its basically gg for the killer...
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tbf, majority of players dont even go to the PTB, so something as big as Dedicated Servers should be tested with everyone, so that people who have problems with it can report said problems to the devs, so they may fix them in the future.
for me, the servers work just fine. there are small annoying things, though those are really not affecting me much.
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she is a killer from the "hunter" category, so naturally her chase abilities are a lot better than other killers.
if you are looking for counterplay for spirit, try out stealth.
her power has no aspect to it that allows for any sort of tracking, therefore its her natural counterplay.
if you wanna stand a chance against her in a chase, which by design you arent really supposed to, outsmart her. mindgames are what you need to defeat her during chases.
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@Elk said:
https://forum.deadbydaylight.com/en/discussion/95630/we-need-to-change-rank-reset-change-my-mind
https://us.v-cdn.net/6030815/uploads/560/WAJM7DGS3M3B.png
I do believe it needs to be changed, but i don't know what.
hey!
didnt you get sacrificed?
what are you doing here?!
i love that pic though xD
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i agree on almost everything you said.
but i dont want to start yet another NOED discussion, so lets keep it at "i agree".
now, since you asked why killers get so many more points than survivors, i'll explain it to you:
both sides have 4 possible point pools to gain points from, each maxing out at 8k points, allowing both sides to gain up to 32k points per match.
the main difference is, that the killers 4 categories are all tied to one aspect of the game: the chase. as you said above, the chase is basically the entire killer gameplay, so all his point categories tie back to this.
- chase awards points for finding survivors and being in chases with them
- deviousness awards points for using your power during chases efficiently
- brutality awards points for succesfully striking surrvivors and breaking their defenses
- sacrifice awards points for succesfully catching and hooking / killing survivors
that way the killer can fill up all 4 categories at once, letting him end a round with 25.000 - 30.000 BPs.
survivors on the other hand have their objectives scattered around the entire trial, only gaining points in one category at a time, as they all are tied to different interactions.
- objective awards points for repairing generators and open the gates
- survival awards points for escaping death by eigther avoid getting hooked or escaping the trial
- altruism awards points for healing and rescuing team mates
- boldness awards points for interacting with the killer
and on top of that, survivors also play in a team, which means that 4 players will try to gain as many points as possible from each of these categories, letting survivors individually end a round with 15.000 - 25.000 BPs.
this makes it a lot harder for an individual survivor to outclass the killer in terms of points, as the requirements to gain points as survivor require you to do many different things, while the killer gets many points just from doing one thing.
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you do know the difference between a "good" add on and a "broken" / "OP" add on, right?
if not:
"good" add ons are add ons that buff your item in a way that makes it more efficient / stronger and have few downsides (e.g.: current Brand New Part).
"broken" add ons are add ons that buff your item in a way that it becomes so good it can change the entire flow of the game without having any counterplay to it. (e.g.: old Brand New Part)
thats why those "broken" add ons need to be changed into something strong, but not unbeatable.
keys should be next on the list.
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rank reset is that time in the month where i dont wanna play...
toxicity is at its peak there, as many take their buddies out to "stomp some baby killers" and you just deal with sooo many SWF teams with OoO, flashlights, etc.
and as survivor you have these guys that do nothing but crouch in a corner somewhere while you slowly die on the hook after looping the killer for like 2000 minutes straight, yet no one did anything and you still have 5 or 4 gens left (depends on weather you got to complete a gen or the killer found you before that).
i'll just be taking a break for 2 or 3 days, let the tryhards get to their tryhard ranks and then play casually again and see where i end up.
anything else could hurt my sanity.
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@NMCKE said:
No One Escapes Death does both in my opinion because there will be times where killers, especially low tier killers, can't prevent the survivors from completing all 5 generators regardless of the killer's skill. However, there are going to be times where a Leather Face camps the first survivor, then y'all rush generators just to be NOED'd later.
Conclusion, No One Escapes Death awards good and bad killers. :)
honestly, i find the whole mindset of NOED "rewarding the killer" to be wrong.
if that were the case, the killer would have to actively do something to activate the perk - and when he does that required thing it should always activate.
but that is not the case. NOED is 100% survivor reliant and the killer cant control weather he gets it or not.
thats why imo the perk does not "reward", rather "punish". instead of "rewarding" a killer for something, it punishes survivors for not doing something - totems.
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@HaterMcTater said:
https://forum.deadbydaylight.com/en/discussion/comment/758384#Comment_758384
Well, I'm sorry to say, but, totems are not a secondary objective, they're not even considered optimal to go for. I play in Rank 1 for both killer and survivor where players play optimally more than anything. It is not the survivors job to go out and cleanse 5 totems for a perk that may not even be in play, it's just too much of a waste of time. NOED is hardly used in the higher ranks, and the killers who use it are obviously shown in their skill. The reason I bring up the issues with NOED is that it's harmful for newer players and anyone who wants to learn killer. Your perk proposal is asking for NOED to be essentially buffed (instant mori is toxic in of itself since it enables a killer to tunnel a survivor all game and mori them, I have a similar issue with Rancor but that's for a different discussion). The idea I'm hoping to achieve is a perk rework that can fill the same roll as the previous perk but in a better way. Essentially, the perk NOED is to prevent escapes when the game is reaching it's climax, however, it encourages players to reach the climax in order to receive it's benefits, otherwise it is a useless perk slot.
Based off of the scoring system and overall game flow, the goal of the killer is to stop the survivors as soon as possible with as little progression as possible, the finale should not be a desirable state for the killer to be in. The finale is designed for the killer to get some last minute plays going, but, the match is ultimately over at that point, especially with 2-4 survivors still alive. No perk should make you want to reach this point as a killer. Your perk rework suggestion not only encourages that same issue but buffs it even more by allowing moris (again, controversial topic already). The rework I suggested is designed to slow the game down while the game is still going, while keeping the same lore behind it (the closer they get to escape, the more the entity feeds off of their hope and plunge them into despair).
I appreciate your opinion on the matter and do enjoy discussions, so please don't say I'm "killing the perk" when I'm trying to make it competitively viable and doesn't promote any bad game play habits. Also, I think you got a bit confused when you said "having the perk lit up but not activated" I'm assuming your talking about having the hex totem lit up before the perk activates. This is untrue as the perk is active from the very start of the game, it just gains power with every gen done, on the 3rd completed gen, it turns into a hex totem to be destroyed if found. However, this doesn't mean it wasn't active during the match, if the first gen is completed, the 2nd gen is 10% slower, on the 3rd completed gen, the next one is 20% but now it can be destroyed if sought after. Hope that helps.
in fact, yes, totems are the currently existing secondary survivor objective.
they are not a mandatory objective to fullfill, though they are one of your objectives.
usually survivors get to completely ignore it, as long as the totem is not lit up, though that changes when NOED is in the game. as oyu said: you dont know if its going to be a thing or not, so you have to take a gamble. you can eigther say the killer has it and destroy all the totems at the risk of losing potential gen time or you can choose to ignore them and focus on generators, at the risk of getting exposed during the end game. NOED just gives dull totems a reason to exist, which is my main reason why i like the perk as is.
if you end up getting exposed, its your own fault. simply do totems and the perk is literally useless.
now, regarding the whole "totems are not worth it" part, if they are not worth cleansing, why do you complain about NOED then? you just said the possibility of being exposed during end game is not worth even trying to fight off, so how is it suddenly unfair that you got exposed? totems reward you tons of BPs, grant you emblem points AND charge up certain perks! honestly, if thats "not worth it" i dont know what is.
i wont go into big detail here to why i tink my suggestion of NOED is better, i made a whole discussion about that i'll go and see if i can edit the link into this post a little later.
basically, the perk has the exact same counterplay as old NOED. you can still completely avoid it by just doing bones.
also, i dont think you want to get to endgame when you have NOED. it basically just gives you a chance , but they can still leave, leaving you with a loss. getting to endgame is nothing a killer would desire, unless they literally run 4 endgame perks that ensure the survivors being trapped in there with you for longer periodes of time witth NOED active, such as Remember Me and Bloodwarden.
regarding that last part, yeah i kinda messed things up there. sorry for that.
i read through your whole idea again and while i think it would make NOED a cmpetetive perk, it would again take away the main thing NOED is supposed to do, which is giving dull totems a purpose and giving killers an actual chance to win during endgame. as i mentioned above, without NOED killers cant really catch anyone anymore, as they will just speed boost out the exit.
like i said above, the game is not over just cause gens got powered.
otherwise, why is there even an endgame to begin with?
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nurse.
never got into her.
i kinda prefer other killer powers tbh
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send video proof to the support team and they will be banned once your ticket is being viewed.
banned or warned not to do it again.
you will not receive any notification weather a plalyer you reported has been banned or not.
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@LordGlint said:
I like how there's no "no" option here.
that way he can only get positive feedback ;)
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/758304#Comment_758304
cow tree isn't exactly a god pallet
it is.
when you dont break the pallet, the survivor will be able to loop this location until you eigther break the pallet ot the entity blocks off the window.
you wont catch up to him and you also wont be able to mindgame him with normal M1 killers.
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technically speaking, tunneling is nothing but optimal killer gameplay.
by taking one guy out of the game early on, you can immensly slow down the fur´ture progress of the trial, allowing you to get a better score in the end.
the one problem with this is, that the survivor himself is also a player who would like to stay a bit longer in the trial than 5 minutes and finds this attention the killer gives him to be very unfun, which i totally understand.
i think we need to look at this question from multiple perspectives:
from a technical standpoint, tunneling is exactly what you should always do: pick the easier target that is closer to death to eliminate him quick and slow down the progress the survivors do massively.
from an ethnical standpoint, we gotta remember that we play with other human beings who also wish to enjoy the game. you shouldnt ruin their fun just because you want to tryhard for a certain rank, which you could also get (just harder) by playing nicely.
this is why i have the following rule for myself:
if they are nice to you (so no BMs, no tauntint, no OoO, etc.) i will be nice to them. if they however feel the need to try and ruin my fun, so be it. e.g. if your friend with BT unhooks you in front of me and i actively target the friend, though you feel the need to jump inbetween and bodyblock me just to take the hit, i will rehook you. i will go through your DS (or just wait it out while i down your friend) and you will end up on the hook again, even though you could literally have gotten a free getaway.
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@HaterMcTater said:
https://forum.deadbydaylight.com/en/discussion/comment/758337#Comment_758337
Well, the issue I had with the perk and started the discussion of the rework is that it rewards failure. Unfortunately, I believe the rework idea you suggested would make the situation worse. Moris in of itself is highly controversial, to gain the ability of immediately being able to mori someone off of 0 hooks on that person AND that the killer has failed in their job is the opposite direction I had planned. I really do appreciate your opinion and your suggestion, I just think that the suggestion isn't the direction I think they should move with the perk.
i have a problem with you saying the perk would reward failure though.
in fact, it actually punishes failure - the survivors failure in completing their secondary objective.
i know many survivors dont want this to be true, but if they had just done totems, they wouldnt have to fight NOED. they brought that uppon themselves.
though, this is something i believe the current NOED is not doing in its full potential. my main problem being that no matter how many totems you did, as long as there is at least one standing, the perk will strike in its full power. and the other way around. no matter how many totems there are left, all they need to do is having this one cursed totem destroyed to completely negate the effect.
and this is where my rework suggestion comes into play: the more totems the survivors did, the less charges my NOED will have, rewarding you for actually searching some totems instead of always striking at full force, therefore making the entire totem hunt seem pointless.
it would also encourage you to do the totems before you repair the last gen - well unless you like mori animations that is.
your idea is just straight up killing the perk, nothing more and nothing less. having it light up before it even gets to activate renders the entire perk utterly useless. if your only concern is nerfing the perk, i will not stand behind that. the perk is already weak enough.
and one more thing: just because you completed 5 gens does not mean you are out yet. you have not won at that point. NOED is just a tool used by killers to show that, even if you came so close everything can be taken from you again in the blink of an eye, because you made some silly little mistake back then (which funnily enough ties in perfectly with the story of the game and the entity feeding on the survivors despair when they see their chances of escape fade away). the perk just allows every killer to get to a deadly new standart: when you can just leave after getting hit once, why not make it so that one strike is actually lethal? that way you will have to leave or risk dying.
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/758304#Comment_758304
Disturbed ward also has a double pallet at the entrance it's a strong loop with two windows downstairs and usually a pallet by the bottom of the stairs also it's probably the most broken
i referred to the double pallet spot at the entrance of the Disturbed Ward, though i have to admit i forgot the ones next to the staircases.
god damn this map has many god pallets...
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here is my rework idea:
when the last generator is repaired, every remaining dull totem will light up.
gain tokens based on the number of NOED totems.
if you get close to a survivor, press M1 to immediately throw them on the ground and start your mori animation on them. this animation can not be cancelled by eigther the killer nor the survivor.
after killing the survivor, lost 3/2/1 tokens and an equal amount of Hex totems will be destroyed.
if the perk has not enough charges left to perform a kill, the perk deactivates and all NOED totems will turn back to dull totems.
survivor destroying a NOED totem will also remoe 1 charge from the perk.
i went into great detail on why i think this is better in other posts already, so i'll leave it with the basic idea here for now.
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- Shack
- upstairs on the Mount Ormond balcony
- behind staircases on Gideon Meatplant
- next to the bathroom on Gideon Meatplant (2 with unrepaired gen, 1 with repaired gen)
- 2 on top of the bathroom on Gideon Meatplant
- the drop down ones on Gideon Meatplant
- Cow Tree on Coldwind Farm
- the 2 pallets at the entrance of the Disturbed Ward
- some of the pallets upstairs of the Disturbed Ward
- boiler room pallets at Springwood
- the pallet inside the school next to the hole on Springwood
- two pallets upstairs the Pale Rose
- the pallet unlocked by the generator on Temple Of Purgation
- pallet outside the Wretched Shop (not by itself, but combined with the loop the killer has to break it)
- pallet outside the Ironworks Of Misery (combined with the loop)
- pallets around the Thompson House
- pallet next to the entrance of the Coal Tower
those are all the super strong pallets killers need to break i can think of right now.
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/757966#Comment_757966
Do you like stbfl on trapper
STBFL is in general a very solid perk choice.
Trapper can gain a lot of use out of it, if the obsession steps on a beartrap, so you wont lose any stacks by picking them up.
though, there are other killers that can make a better use out of the perk - killers with a direct M2 attack, such as Demogorgon.
It can help you a lot though, as Trapper usually relies a lot on normal chases, especially if they left the trapped area.
so yeah, if you like the perk run it. its a very solid perk choice.
personally i prefer other perks though.
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hello there! glad you selected Trapper as your killer of choice, its always nice to see newcomers in our holy community of Beartraptism.
since you havent said where exactly you need help, i'll just start explaining and hope this helps ^^
if you have any questions in case i forgot something / didnt explain something properly (yes, this can happen :c ) feel free to @ me to get more and clearer information on this matter.
Now, where do we start with Trapper...
Add Ons:
lets begin with his Add Ons, as he surely is one of the Add On dependent Killers in the game. they are not a must have, though you will have a rather hard time without them, so here's my tipps on this matter:
to start off, i'll go into some detail regarding the different add on series and what they do:
- speed add ons are add ons that allow you to place your traps faster. this is a very good add on series, as it allows for a quick set up and gives you the chance to block off loops mid chase without losing distance.
- Trapper Gloves (common): slightly increases trap setting speed
- Trap Setters (uncommon): moderately increases trap setting speed
- Setting Tools (rare): considerably increases trapsetting speed + makes it take moderately longer to escape a beartrap
- Fastening Tools (very rare): tremendously increases trap etting speed + makes it take considerably longer to escape a beartrap + makes it moderately harder to escape it
- bag add ons are add ons that allow you to start with and carry additional Beartraps. those are easily his best add ons, thanks to the extra amount of Traps they provide you with and since they allow you to carry more than one, allowing once a faster setup, but also give you the chance to cut off multiple loops with them. you can also get out of annoying situations where you already have a trap in hand but want to replace another, as now you can just pick it up and place it, which saves time, which is a crucial factor in general killer gameplay.
- Trapper Sack (common): start with 1 additional trap and allows you to carry 1 additional trap during the trial.
- Trapper Bag (uncommon): start with 1 additional trap and allows you to carry 2 additional traps during the trial.
- Stiched Bag (very rare): start with 2 additional traps and allows you to carry 2 additional traps during the trial.
- coil add ons are add ons that affect the sabotage aspect of the trap and make it a lot harder to sabotage the setup / the traps themselves. this add on series is not one you will want to choose, unless you pick both ultra rare add ons. they will only take a few seconds longer to disarm traps, the setup will still be gone and saboteurs are a very rare sight these days, so no one is really going to try to take down your traps. in the end you barely get any effect out of these and could have chosen a better add on that actually helps you.
- Strong Coil Spring (common): slightly increases sabotage and disarm time.
- 4 Coil Spring Kit (uncommon): moderately increases sabotage and disarm time.
- Secondary Coil (rare): considerably increases sabotage and disarm time.
- Oily Coil (very rare): tremendously increases sabotage and disarm time.
- Bloody Coil (ultra rare): slightly increases sabotage and disarm time. injures any survivor who disarms a trap.
- jaw add ons are add ons that affect survivors who get trapped. again not a very useful set, as those that are trapped are usually those in a chase with you, so it doesnt matter if you inflict them with negative status effects, they will be hooked right away anyway.
- Padded Jaws (common): survivors stepping into a trap will not be injured. gain +100% more BPs for trapping survivors. (NOTE: you can still pick them out of the trap to oneshot them. if you hit them, they will be freed and able to run away injured)
- Serrated Jaws (uncommon): survivors stepping into a trap will suffer from strong bleeding until healed.
- Rusted Jaws (rare): survivors stepping into a trap will suffer from a the mangled status effect until healed.
- darkening add ons are add ons that make the traps darker and therefore easier to hide outside tall grass / make them harder to spot in said tall grass. one of trappers best add ons, in the heat of a chase survivors will often not notice a trap that has been darkened.
- Log Wood Dye (uncommon): moderately darkens all traps.
- Tar Bottle (rare): considerably darkens all traps.
- brick / stone add ons are add ons that afect the survivors who try to escape beartraps (except the ultra rare which has a very unique effect). usually an okay choice, though as i said before the survivors stepping on traps are usually the ones you are chasing, so you mostly wont need these.
- Wax Brick (rare): makes it moderately harder to escape a trap. (useless)
- Honing Stone (very rare): if a survivor frees himself, they will be put into the dying state. (has niche play)
- Iridescent Stone (ultra rare): reopens a random, not set trap every 30 seconds. (decent. you dont want your traps to be in the same locations all the time though, unless you combine this with the Bloody Coil)
thats it for the Add Ons. I would recommend you to only use add ons from the speed, darkening or bag category. the others are pretty much useless and wont really help you. the ultra rare combo is decent, though i personally dont really like it that much, as traps are more efficient when hidden than when cutting off areas, especially if it only takes one injured survivor to go around and screw your setup.
if you look for his strongest add on combo: Tar Bottle + Stitched Bag.
in general i would suggest you should always run an add on of the bag category, as the utility aspect of those is amazingly good.
Trap Placements:
the first thing you will want to learn with him is where to efficiently place your traps.
this topic comes hand in hand with map knowledge and active predictions of your future preys pathing (also the main reason why imo the killer is not "easy" as the devs claim him to be ingame).
there are 2 different types of traps:
1) traps that are ment to cut off loops / areas. those are very usefull, though you dont want to have many of these, as thse are usually easily found and disarmed by survivors outside of chases. you dont need to hide these traps, you want to announce to your prey that this loop is off imits. a good example would be trapping a maps infinite / the killer shack. everyone knows a trapper will trap this if he can, but you should still do it, as they will always try to loop you on those. such traps are often placed during chases and you shouldnt worry too much if they get disarmed. just replace them whenever you are around.
2) traps that are ment to surprise and catch your prey. those are the ones where your real strength comes into play. while we have the very predictable loop denying traps, you will want to place those in areas where your prey will not expect it, so you can catch and oneshot them during the trial. those traps should also always be moved around, should they be disarmed or if someone stepped in one. you should never place these traps under windows / pallets, rather around the pallet where you think your prey might try to loop you. another great way to place them is between generators and loops, as they wont expect to run into a trap before entering the loop. you can also place them in areas you think survivors will walk through when trying to avoid getting seen by you when you get close to them. you will usually be able to end chases before they even started with traps like these, which makes them really strong, if used correctly. please note that it takes a lot of time and map knowledge to correctly predict survivors pathing and place such traps. you will have to learn the right spots by trying them out over and over. important is, that you want to find spots that are NOT known by the community! otherwise they will be predictable and might end up getting disarmed. this is also where the Tar Bottle can help tremendously, as you will be able to place traps in areas where parts of the trap might stick out of the grass. Tar Bottle also allows you to place traps that are ment to cut off areas and still make them surprising.
some more things that will help you with your trap setup:
1) dont place a trap too close to a window. fastvaulting survivors might be able to jump over it otherwise. try to place it in a way, that its not horizontal to the window to avoid this. if window and trap form soem sort of T ( | this being the trap), they wont be able to avoid gettingg trapped uppon interacting with the window.
2) dont place a trap inside a pallet. survivors that found about about this trap can avoid getting trapped by dropping the pallet and vaulting it. always place a trap before or behind a pallet (IF you must place it in a pallet). in general try to avoid placing traps inside pallets though and place around it.
3) the middle bar of the trap (if you look at an opened trap, it has this middle bar going through it and on its sides the circular jaws) decides on which level the trap will be placed. this allows you to basically hide 50% of your trap underneath floors, which combined with the Tar Bottle can make traps very hard to spot. this works on the killer shack, try it. lock down the pallet of it by using this trick with a Tar Bottle and they will keep running into the trap, even though its a super obvious one. this also helps on staircases.
4) do not spread your traps out too much. by default you have 6 traps (number can increase with add ons up to 9). you will want ot trap a certain area and defend it as good as you can and lock down 3 to 4 gens.
5) the basement is your pwer play. trap it. a lot. Trapper has the potential to be the best basement defender - even stronger than bubba. you can use your traps to lock down every possible entry to the shack, which would basically make it impossible for a single survivor to rescue their friend - you will get notified of them entering by them disarming a trap and uppon resetting the trap they are stuck in there with you.
6) always keep at least one trap in your hand for chases! the ability to force them out of a loop is immensly good and can chase them into your actual setup easily.
7) do not trap dropped pallets. you dont have enough traps for that and its very obvious you trapped said pallet. just break them or trap them before they start looping you there.
Perks:
here are some perks i can recommend for Trapper. those are not must haves, though they do make your life easier (similar to iron maiden on huntress). they are also not the only perks that work good on him, the usual meta perks are always helpful, but they do provide Trapper with buffs he needs / can play around with best:
- Corrupt Itervention: the ability to block of the 3 furthest gens from you is very strong, as you dont have time to defend them anyway, so you can focus on your trap setup around the other 4 and properly defend them.
- Hex: Ruin: a meta perk, though Trapper is one of those killers that can gain the most out of it. by trapping the totem, they have to announce their presence there to you and you can defend it easily (does not work on all totem spots). on top of that, slowing the early game down is a tremendous help for trapper, as this is where you lose the most gens.
- Hex: No One Escapes Death: as its a totem perk, the same upside Hex: Ruin had applies to this aswell. on top of that, Trapper is not one of the strongest killers out there, so getting some help when you are close to losing is always helpful. especially if you dont have Corrupt Intervention or Hex: Ruin yet, you will pretty much have to rely on eigther the survivors overaltruism or this perk backing you off. Warning: a lot of Trappers run this perk, its expected on him! be prepared for all your totems being cleansed. this might also help you, if you dont run it, as they will expect it and therefore waste precious time cleansing totems.
- Brutal Strength: getting rid of pallets is very important for him, as you will be able to trap the remaining ones and therefore increase their chance to run into your setup.
- Deerstalker: Trapper lives from his momentum. its not too uncommon that you get to down multiple players at once, therefore its always nice to see them.
My personal perk set up looks like this: Corrupt Intervention + Monitor & Abuse + BBQ & Chili + Brutal Strength.
Playstyle:
here some general tipps on how to effectively play him:
- Trapper is a very defensive killer. you will always want to lock down one area and defend it, dont let them lure you out of it! also, dont be afraid to drop chases. if you get the jump on someone else who then tries to escape through your zone, you have a much easier time than chasing the other guy outside your defense zone.
- do not be afraid to stay around hooks longer, preparing a setup for potential rescuers. defending your hook is one thing Trapper is very good at! dont place the traps too obvious though.
- do not chase far away from your trapped zone, unless you are very confident in your chase skills. dont be afraid of dropping a chase and looking for someone else, who might end up trying to escape through your defense area.
- do not try to get to players who got trapped far away from you. by the time you got there, they will probaply already be free - may it be due to them being lucky or a friend helping them.
- uppon trapping a survivor, hit them with your blade instead of picking them up. the chaser emblem will not count it as a won chase if you pick them up from the trap and the better you played, if you picked the mup, the worse your chaser emblem will be.
- do not panic by them repairing a gen. focus on trapping the 3 or 4 you wish to defend and ignore the other ones. especially your early game is going to be bad with trapper, as you need to place your setup and they can work on the gens uninterrupted.
- do not start chases before you managed to get a good setup. ignore them. otherwise the game will end up goinng bad for you, as trapper is not good at chases when he has no traps placed.
- There are trap deadzones around hooks and other traps. you will not be able to place your traps too close to those, so watch out where you place your stuff. the wrong hook placement can screw your potential setup pretty bad, honestly.
- when you end up on an inside map (Lerys Memorial, Gideon Meatplant, Hawkins National Laboratory), dont try to get many surprising traps, that wont really work out. try placing traps that take away loops from them. you will rely on your M1 skills a lot on those. Tar Bottle can sometimes fix this, but most of the time its a lost case.
thats all i can think off for now.
if you have questions, feel free to @ me and i'll try to answer them as good as i can!
EDIT 1: added more points to the playstyle category :D
have a wonderful day / night,
i'll cya in the fog!
- speed add ons are add ons that allow you to place your traps faster. this is a very good add on series, as it allows for a quick set up and gives you the chance to block off loops mid chase without losing distance.
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@GrootDude said:
Summoning @Mister_xD
my sacrifice is @Elk
Some advice I can give you is, be unpredictable and always keep one trap on you.
*slowly rises from the shadows*
the sacrifice has been approved. @Elk shall now be fed to the holy mother of Beartraps and therefore bless us with good trap RNG. amen.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/753359#Comment_753359
I believe that's the point. It's not supposed to be attractive.
i dont need any of the killers to be "attractive".
but it makes me feel kinda sick just from looking at those bulges... like, last years skin were really cool i loved all of them and i honestly cant stop looking at them, but this years skins... plague is basically unchanged, hag is really good clown and spirit though... while i agree they look super awesome and cool, those bulges dripping the serum are just gross imo.
but thats probaply what they were aiming for anyway, so i wont complain.
lets just say that i am happy when i dont have to see that chasing me xD
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/753504#Comment_753504
Honestly though now that I look at the perk again, it is literally JUST vaults. ALL of the numerous pallets are still available to them. That seems really weak just for vaults. In most cases the best case scenario is that it just forces an early pallet or two wasted.
60 seconds and set 32meters from the killer sounds "fair" but honestly, even if it got changed to that it would still be ran by almost no one.
you are probaply right with that.
though, i think what could make this perk strong is late game, when most of the pallets are used up and only vaults remain to properly loop the killer. shutting those down then might be worth it.
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same here tbh.
though i can feel minor things, such as traps moving after i placed them.
but for me not much has changed...
guess Frankfurt is a good area to live in, regarding dedicated servers :D
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well...
is it going to be a free skin or a paid skin?
because if you gotta pay for it, i will probaply still run his default clothes.
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/753460#Comment_753460
The game barely has any vaults. Lerys can be worked around. There are not bigger maps than smaller maps and the only maps I could think that cruel limits is good right now is haddonfield and lerys. That’s it
well, the devs example was the coaltower.
like, if they did the gen in the tower they would have literally shut down half of the map, which is kinda harsh, considering they cant avoid it.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/753453#Comment_753453
60 second duration and it blocks all of them in the killers TR instead?
neat idea, though this might lead to trouble with a distressing + calm doc on smaller maps.
he would literally be able to shut down everything they have regarding vaults.
i like the idea though...
you could get a benefit from it and chases that are lasting too long (where they pushed through a gen in the meantime) would end quicker.
on top of that, if multiple gens got repaired at the same time, the killer wouldnt get a huge bonus out of it.
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@8obot1c said:
32 meters. 30/45/60 seconds ;)
the 32m were a thing in the PTB, though they nerfed that, due to how unfair it would be on small maps.
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@Blueberry said:
To get people to even consider running it, it would need its radius and duration doubled.
It's just so bad right now. Even with that buff I don't know if people would run it.
yeah, but i kinda understand why they made it a 24m radius.
just imagine a 48m radius of blocked vaults on maps like cloatower...
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well, usually i dont really need them, but i can say if something is off with them.
like, when its a spot where crows usually land on and there are none, i check for a survivor there.
or when someone disturbs them and i see them fly off (i usually look out for such things).
the one where they landed is not too hard, you just need to look around and spot other places where crows eigther should be or are currently returning. afterwards you know the direction the survivor is heading and can predict their movements.
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i find those bulges she has on her stomach and right leg to be very gross looking...
dont get me wrong, i love the cosmetics, but eww...
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so...
people who complained the one week not being enough now got their answer:
instead of 7 days, you have 70 to get the stuff xD
thats why we wait for details before we start complaining, folks.
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i bought Clown (who is currently bugged, sadly :c ) and Spirit and plan to unlock Hag and Plague (body).
the other 2 serums will probaply end up getting my Billy legs and weapon, ngl.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/753235#Comment_753235
Oh ok, didn’t realise. I thought there was a hard cap within the perk itself of 24%
judging by the perks description, there is none.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/94878/clown-build-with-dying-light-rework
10 stacks?!??
The limit is 8 (24%)
you can actually get a total of 11 stacks, IF the obsession changes.
every survivor has 3 hooks --> 9 possible stacks.
if the obsession changes on to someone who is on death hook though, you can get 2 additional stacks from the old obsession, giving you a maximum of 11 stacks.
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have you tried Save The Best for Last?
its really good on clown.
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i believe getting hit cancels the syringe, so you would go into deep wound, though you wouldnt insta heal after 8 seconds
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i usually stay stealthy as long as i can, but when i am found i will try to loop as good as i can.
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i do
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what if her base movement speed was increased to 100% then?
that way, survivors wouldnt be able to gain additional distance while you recharge your blinks, but could reposition themselves.
this comes from a baby nurse, i have to admit that :(
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/752955#Comment_752955
I approve these changes, make me even more deadly. 😈
i was actually thinking of @ ing you to hear your opinions on possible leatherface changes xD
but when i saw you were already in here, i deceded not to. dont wanna notification spam ya after all <3
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i can play most of them, though i enjoy Trapper the most.
i also play survivor from time to time, though while being a red rank killer i usually end up being green or purple ranks as survivor - i do sometimes end up in red ranks as survivor aswell though, if i played a lot during that season.
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he needs some major buffs - not a rework though.
i think his base power can be made very deadly, with the right buffs to it.
here my suggestions:
his chainsaw run is faster. he should start at 110% mms and end at 150% mms.
he should not be slowed down when canceling his chainsaw.
his movement speed wile holding the chainsaw should be 105%
maybe by default a faster charge time aswell.
and the option to cancel your chainsaw run with M1, which will work like when you missed.
im sure there could be more things added, but i cant think of any more right now...
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what about players who played a lot back in the day, got someone to prestige and hten quit the game for years?
should they not be allowed to play with the other low level players, just because 2 years ago they leveled someone?
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/752799#Comment_752799
Well that's your opinion about me , you know nothing about why I made the poll though and why would I play everyday if I hated the game? You make zero sense my guy, I can kinda see why you might perceive it that way but that's not what was intended believe me if I wanted to make a negative poll it would've been way worse and I did that because so many people cry on here that they deserve a voice in the matter too if you want the truth
yes, that is purely my opinion and does not necessarily have to represent the truth.
though this opinion was formed by your post - before that i had no opinion on you.
i dont know you. i have no idea if you play this game a lot, i have no idea which side you prefer, i have no idea what your opinion on this game is - all i can do is assume based on the things i see and read from you.
my apologies if that makes no sense for you, but thats just how it is for me.
again: all i said was that i am missing options that are inbetween of "best game ever" and "trash game".
you say you want to give people the option to voice their opinion, even if its negative, though you give us no chance to voice our opinion properly if it isnt bad.
like i said, DbD is definitely not the best game - but it is still a very fun game. there can be things that ruin the experience, though those are rather minor and dont make me want to uninstall immediately.
i also dont say you should remove those other options, just give some more that are inbetween the ones you gave to be able to voice more opinions.
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/752729#Comment_752729
Well the answers are that way because most people either love the game or hate it , there's an option to be positive but I mean other than that if you're not 100 percent positive then you feel some sort of negative way right? Otherwise you would love it .
well, thats your opinion on that matter.
i just find it weird that you provided us with 2 options that say "this game is trash", 1 option that says "the game is close to being trash" and 1 option that says "its the best game ever"...
i mean, it does show your opinion on the game pretty clear, if you only give us 1 good and 3 negative options, but still...
something inbetween could be nice. the only thing that somewhat is in the middle would be the option that says that you kinda like the game, but if devs dont change things ASAP you will quit forever, which is probaply gonna be the option most will choose, simply cause its somewhat in the middle, even though its probaply way too extreme for most of them and they wont quit the game within the next month if devs dont change certain things asap.
why are there no options like
- its a very fun game, though some things could be changed to make it better
- its a decent game, i'll play it from time to time
- its a good game, but some bugs / playstyles can ruin the experience
- etc.
you are just being very negative with the whole thing is all i am trying to say.
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in the end, they got almost no points and probaply depiped.
i mean, whats an escape good for if you got nothing out of it?
you on the other hand got some nice lightbringer points and some nice points along the way.
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i am kinda missing some options here...
i mean, you gave us 1 positive and 3 negative options to choose from - and nothing inbetween.
i dont think DbD is the best game ever, but i am also very far from "being done for good" if things dont change.
something inbetween would have been nice imo.