Mister_xD
Mister_xD
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Trapper.
some people think they can outsmart me.
maybe. maybe.
i have yet to meet one that can outsmart beartrap.
(bonus points if you know where i took this quote from ^^)
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honestly, after watching this:
https://www.youtube.com/watch?v=QTQY9vlnNP8and this:
https://www.youtube.com/watch?v=nEai7yifcQUit has gotten impossible for me to get angry at this adorable little fella.
like, i dont care what he does, i will always have this picture of him in my head and i just cant be angry at him xD
he's just so cute :3
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@Peanits said:
I don't really mind it. Knowing what they're doing at all times really helps keep the pressure up. I always know which generator they're working on, when they're going for the save, etc. Even as Trapper, it ain't that bad. All I have to do is place a trap 99% of the way and cancel it to ruin their day. They'll start looking for a trap that doesn't exist and waste a ton of time.
still, all this perk really does is screwing over stealth killers like wraith or Ghostface and promoting toxicity.
i dont see any use for this perk, other than getting the killers attention and annoy them.
imo it should be changed to give a different effect, like a reverse BBQ for example.
i just dislike how it currently works - and many other killers do to.
here a few ideas how i would personally change it:
Object of Obsession
- when the Killer hooks a survivor and you are his obsession, the killers aura is revealed to you for 4/5/6 seconds.
- if you are not the killers obsession, the killers aura is revealed to you for 3/3/4 seconds and your aura gets revealed to the killer for 6/5/4 seconds.
- increases the chance of you becoming the killers obsession
Object of Obsession
- when you are the killers obsession and they try to reveal your aura, their aura reading will be blocked and the killer will be revealed to you instead for as long as they try to see you.
- when you are not the killers obsession and they try to reveal your aura, you will be notified that your aura is revealed to them for 2 seconds/3 seconds/as long as they try to reveal you.
- increases the chance of you becoming the killers obsession
the first one would be a reverse BBQ, where you see the killer for a short time span, but they dont necessarily see you - considering they do not have BBQ. if they do, there would still be ways to counter it with e.g. being within 40m to the hook or running distortion. however, if you are not the killers obsession, there are downsides attached to the perk (not like the current version of OoO where the downside is pretty much non existant) where your aura is also revealed - just like the current version of the perk.
the second idea is like a buffed distortion, BUT it only works for one player at the time (so if you still want to get your guaranteed aura block, you still gotta run distortion. also, OoO wouldnt let distortion lose tokens as long as it is active) on top of that aura reading immunity, you also see the killer for as long as they try to see you. this might be some neat counterplay to certain builds michael has (jumpscare myers - dont foret: michael is immune to aura reading in this situation, so it will just block your aura), which is pretty fitting considering its a laurie strode perk. however, if you are not the killers obsession, the perk will only work as an indicator to when the killer tries to read your aura, but wont provide you with any additional benefits. this would still allow you to guess the killers perks. e.g: if your aura gets revealed while staying inside the exit gate area, you know they have bloodwarden.
just some ideas, but imo those would be a lot better for the health of the game.
like i said above, the current version of OoO just promotes too much toxic bahaviour and pretty much ruins my fun as a killer.
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i think it does?
i am unsure though...
it definitely shouldnt, but some clarification would really be nice...
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honestly, the only reason why i am at red ranks right now, is because i played more this season than before...
that said, i really dont enjoy my time up there... all i get is OoO SWFs and Haddonfield / Springwood. as someone who plays weaker killers to have some fun, this is really frustrating .-.
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the only thing that makes him unfun is OoO.
you shouldnt use the power for stalking pruposes, use it to mindgame loops.
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i just had a Ghostface game versus a SWF where one had OoO.
i literally could not use my power the entire round.
and hey, to top it all off i had exactly 2 perks (Enduring 1 and Sloppy Butcher 1) and the OoO guy was a teabagger with an instaheal.
i had no fun.
honestly, OoO should do something else than being a "hey look at me! haha cant catch me, noob!" perk. just spawning and seeing one survivor highlighted pretty much makes me want to just quit and play a new game - especially if i play Trapper (Trapper main, i play him a lot).
also, ever since i recently hit red ranks i found that i eigther get to play on Haddonfield, Springwood or someone brings OoO. i can count the rounds where none of these applied on one hand and i am so annoyed by those games right now .-.
sorry for the little rant, i just come from another Springwood game (my 5th in 2 days i think) and before that i had the GF game.
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well, the survivors certainly still hold the power role in their hands, but its not nearly as bad as some time ago.
the game is currently in the healthiest state it has ever been in and for solo survivors sake i would like things to stan mostly unchanged right now.
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unsure if thats just bait or a new player...
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@Rouge said:
https://forum.deadbydaylight.com/en/discussion/comment/674910#Comment_674910
You need to relax, I'm not attacking anyone. This is the forums, a place where I can talk about my experiences of the game. The people commenting are the only people who want to make this into a killer vs survivor thing like yourself.
Just saying that 20-30 minute games are annoying when survivors stop doing generators at all just to drag the game on.
Get your paranoia out of here.
if its that excessive, you can report these players.
you will have to provide video proof of them doing nothing though.
also, you 3 genning them and then not finding them when they tried to work on a gen would not count. as long as they at least try to get something done, they are not holding the game hostage.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/674844#Comment_674844
Right? Makes you wonder what Demos going to be:
"Hit 4 survivors with shred within 30 seconds of chase while also moonwalking at least twice"?
oh, i actually got his daily in the PTB.
its just hitting 4 players with shred and i think you get 30k BPs for it.
much, MUCH better than ghostfaces.
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ima gonna stick with the ghostface daily where you need to hit 4 survivors, after exposing them while leaning from cover.
too many requirements for a power that rarely ever gets used for stalking purposes imo.
just have him hit 4 survivors while in nightshroud / after exposing them with nightshroud.
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the wiggle feature is not designed to allow you to escape the killers grasp.
it was designed to force the killer to select a nearby hook for you, so you wont get basemented all the time. if the killer gets too greedy, you can get off.
if there were any spots on a map where a killer would not be able to hook a survivor, guess where they would pretty much all run to?
this would lead to an increase of slugging killers, which is a lot less fun than just being hooked and killed.
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as a stealth player myself i dont see anything wrong with that tactic.
and as a killer i prefer such players over these annoying pallet circlers.
looping isnt hard and its not really fun imo, but if you managed to survive the entire game without me spotting you, you got my respect.
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if a survivor brings OoO, i will not go easy on the team.
if that means tunneling and defending the basement, so be it.
its your choice to be an annoying little survivor, so i will do what i can to kill you and your friends.
same goes for haddonfield offerings btw.
no joke, since i hit red ranks i see nothing but haddonfield offerings and OoO SWFs. its just annoying...
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moris in general are fine, and so are keys.
the only thing i would nerf would be the dull key, since i find it to be too powerful for a very rare item.
if the dull key would only allow one person to escape through the hatch, it would be better.
and it would be neat if a person using a key could be grabbed out of the hatch, so its not a completely free escape, just like moris need you to be hooked once before getting killed.
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DC games should be seperated from the others, as the one DCing usually marks the rest of the team for death, therefore buffing the statistics.
i wouldnt mind a "total kill rate" and a "kill rate with DCs" / "kill rate without DCs"...
it would be very interesting to see how drastically DCs actually impact the game...
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/671315#Comment_671315
It's just...meh. nothing special, nothing involving his power...
https://forum.deadbydaylight.com/en/discussion/comment/671317#Comment_671317
Oh yeah...demo should be up there. S tier
Chainsaw through the chest exiting at shoulder, just mid tier? I honestly don't understand
but thats the thing...
you cant involve his power, due to how it works.
he is not one of those killers with a constant power he can use whenever he wants, if he placed his traps, he has none, so how is he supposed to include them in his mori?
him slicing them to death with his cleaver is pretty much the only way for him to do this, and he does that pretty well if you ask me.
i just like the way he presses them down with his foot and then goes for the kill... imo there are no real improvements needed, besides that look at the end.
i'd say he should do the same as he does now, but instead of looking at the dead body for the next 25 minutes, he slashes their head on last time (similar to huntress) and then lifts their upper body up and pulls his weapon out of their head.
EDIT: for clarification: by "lifts the upper body up" i ment that he pulls on his weapon, which is stuck in their head, and therefore lifts their body up while pulling it out. he would also not lift the entire body up, as he has his foot on their back, so it would just be parts of the survivors upper body while he presses the rest down with his foot and reclaims his weapon.
thats really all i would change for the mori...
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i like Trappers mori... :c
why does everyone rank it so lowly? (okay, they could really reduce the time he stares at the survivor in the end, but still...)
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honestly, i always wondered why it was 9% instead of 10%...
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welp, guess Haddonfield would pretty much die with that change.
i dont see anyone actually picking this map xD
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while i agree that he definitely does not fit in with the other killers, i do think that he is a great addition overall.
we all love flowerface!
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Haddonfield
it should have been reworked years ago tbh.
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just for clarification:
the reason why there is no beheading is, because BHVR would have to design a headless body for each individual piece of body clothing survivors have, which would just be a huge amount of unnecessary work, therefore they dont do it.
its the same reason as why the hags mori does not include a ripped open body with organs hanging out.
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ghostface is viable in high ranks though.
i play him at rank 5 - granted, not red ranks but i make up for it by only having sloppy butcher tier 1 and enduring tier 1 - and i enjoy him very much.
he is a lot more complex to play in comparison to other killers, since he heavily relies on you mindgaming the survivors, yet he can do that very well.
while i do agree with you first point, the reveal mechanic is very inconsistent and its really annoying when you get revealed even though you took cover and were outside their FoV, i dont think you fully understand what makes him a strong killer.
your second point makes that clear: you try to rely on your stalk to expose and down survivors. the thing that makes him strong is NOT the fact that you can stalk and expose them, but that you can turn off your TR and red stain any time you like AND duck away out of their FoV, allowing you to disappear and then reappear close to them and get a sneaky hit. ghostface is all about sneaking up to people and getting a quick first stab on them. you shouldnt try to always go for the insta down, since that is restricted and doesnt work majority of the time. only do that when they dont know your location and they are in the open.
i think the killer works perfectly fine and is not really in the need of any real buffs at the moment.
some fixes here and there (like you mentioned: revealing through a wall) would be neat, but he is in a good spot.
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the whole point of the game is that the entity is giving the survivors false hopes of escaping all the time, then crushes them and feeds on their despair.
she just tried to please the entity.
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@ArrowTheGreat11 said:
https://forum.deadbydaylight.com/en/discussion/comment/664901#Comment_664901
Wow I never knew that! I also always thought Huntress held her main weapon in her right hand lmao
ÿØÿàits a little detail many didnt notice.
they changed it though - which is nothing bad, but still, its gone now
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i want two changes for keys:
- a survivor that escapes through the hatch that has been opened with a key can be grabbed by the killer (reintroduction of the hatch grab in certain scenarios)
- a survivor escaping with a purple key will not leave the hatch open, but instead close it behind them (ultra rare things should be gamechangers, not very rare things. currently, the very rare version is just as good as the ultra rare one, so it should be nerfed / fully removed / reworked)
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- go to the options
- go to the control settings
- change your struggle key to "MW DN"
- success
Edit: sorry console players, cant help you with that problem :/
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back in the day Trapper used to be left handed, but that got changed since they used the usual formular ingame and he then held his weapon on the right.
huntress is actually lefthanded, its not that obvious since she holds the weapon with both hands, but since its an axe, you hold it with your strong hand further down the shaft, which would be her left. she also throws the hatchets with her left hand, so...
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i am only mad at this perk when one survivor gets rescued and then just deadhards past me to farm a second survivor off another hook and then both have DS.
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if you want the outfits for free, there are already (very rare) events that allow you to gain those outfits for shards.
they will cost 7.200 shards per piece (21.600 for a full set) and will only be available for like 2 days, so you better save them up.
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its fine the way it is.
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i usually see him when i happen to scroll my mouse over his picture in the killer menu.
other than that... not really
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Trapper.
believe me: Beartraps are nowhere as weak irl as they are in this game...
you'd literally be crippled for months, heck maybe even your entire life just from stepping in one of those things...
and the scariest part is, that you have no idea where he put them...
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Wack Swater Bamp
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Team Fortress 2
Minecraft
Dark Deception (not really an online game, but hey)
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i personally really like the look on my Trapper:
idk why, but i adore that butcher look he has...
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@PrincessPoop said:
We will find out when the ptb releases. That’s when data miners can get their hands on the new files.
please let there be a shard billy skin, please let there be a shard billy skin...
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@GrootDude said:
Leatherface: Nurses Calling, The Clown anti-heal perk, sloppy butcher and distressing, must wear Claudette face. (Credit to @Mister_xD for giving me this meme build)
Survivor:pebble, auto-didact, OoO and No Mither.
i see claudette is making her way through the killer ranks xD
tbh, i'd adjust the build a little. swap out nurses and distressing for thanatophobia and bloodhound. the problem is, that distressing randers nurses rather useless, since they wont heal when inside your TR due to coulrophobia, so you will almost never spot anyone with nurses. bloodhound however allows you to securely track anyone who tries to sneak around you (and it works together wonderfully with sloppy's increased bleeding)
and while i understand that you try to increase the coulrophobia radius, thanatophobia actively punishes them for not healing, so you apply a lot more pressure map wide if they dont heal, yet if they do they also are stuck with tons of time wasted.
have fun with your future meming! :3
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maybe "Endangered" or instead of naming it, just have the screen tell them one of those messages: "Run." or "Hide!" i think that would be rather cool and may add some atmosphere?
probaply just me though xD
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base luck includes many more topics than just jumping off a hook.
it does also affect what item rarity you will find in a chest, how fast you escape a beartrap, etc.
i wouldnt like to see a increased base luck, since it would affect quite a lot of different aspects and might, depending on how big the increase is, have tremendous impacts on the game.
as for hook escapes in particular, i wouldnt like that very much. some time back in the past the devs stated in one of their streams (somewhere around the time that bubba got released) that the hooks were heavily influenced by one scene from the texas chainsaw massacre, where a girl unhooks herself after a couple of attempts and almost gets away from bubba, who was extremely surprised by that.
they also said the hook escapes were ment to be something very rare to happen and that the survivor shouldnt go for them out of greed, but because they see no other way of escaping, since they would injure themselves a lot more if they tried majority of the time.
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@Yamaoka said:
30 seconds? More like 24 seconds. That's how long my ruin lasted last game. Ironically I told my gf "if my ruin goes down quickly again I'm done with hex totems and I'll switch to Corrupt Intervention".
Me, 1 game later: *picks ruin again*
Has anyone made any decent experiences with Corrupt Intervention instead of Ruin so far?
ive made some good experiences with PTGW instead of ruin.
Sloppy Butcher and Discordance also work quite nice - i personally never really played with Corrupt Intervention yet though.
just be aware that without Ruin the first few minutes are harder than usual, yet later on you will benefit more from the other perks.
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i wouldnt mind having some DbD toys / collectables tbh.
i'd totally go for some DbD LEGO sets xD
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@beautykiller326 said:
https://forum.deadbydaylight.com/en/discussion/comment/652597#Comment_652597
my previous comment was a quote to this my bad still new to forums
no worries, we all started at one point ^^
you'll get used to it pretty fast ^^
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@beautykiller326 said:
I understand that but at the same time the spirit was across map chasing the Bill. that is how she was able to get the door and then be toxic by nodding no at me on hook and tea bagging before escaping. there was no risk, nothing but her choosing to let me die.
well, thats just a huge douchebag move on her side.
since there was no danger and she actively taunted you, i do believe you can report her with video evidence that shows her doing it, but if you dont have such a thing, she was moving inside a grey zone - nothing allowed, but also nothing forbidden. like i said, not rescuing someone in itself is not bannable and when you cant prove that she did it on purpose and sandbagged you, the devs will not ban for it.
otherwise anyone could just claim that "survivor X sandbagged me, since they didnt rescue me from the hook, even though they totally could have", when in reality there was a facecamping leatherface standing right infront of them the whole time.
if you have proof, fill in a support ticket here: https://support.deadbydaylight.com/hc/
if you dont, i would recommend you to record such a scenario, as soon as it happens to you again and then fill in a support ticket with the video evidence (even if you just record it with your phone).
sadly, any other reports will be discarded.
i wish you the best of luck in your next games!
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technically speaking, even though you 4 are a team, you do not need to play as one.
the very description of the game on Steam states that.
if someone feels like it would be too risky to go back / if they think they would be better off on their own, they do not need to save their team - not to mention that this would be the dumbest decision, since you wont make any points and also will probaply die shortly afterwards, but still.
sure, this would be a douchebag move to do, but this isnt bannable or anything.
their consequences lie in the points they wont get, the emblem qualities that will be missing and the fact that the rest of the team probaply wont give any ######### about them, resulting in their death, but thats it.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/652324#Comment_652324
then he sprints away with a BT proc
well, he is still going to be the next one on the hook though xD
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you could always look at their names after you hit them.
and if its the same guy you just hooked, well, bad luck for him.
thats how i see it
