Mooks
Mooks
About
- Username
- Mooks
- Joined
- Visits
- 22,563
- Last Active
Comments
-
Carol from The Walking Dead would be a cool choice for a licensed elder woman.
Or Wickerbottom from Don’t Starve by Klei. (The stereotypical librarian)
I guess Zarina will look somewhat different bc of her skin-tone, but I was also thinking we just had Yui which herself wasn’t as original and it really feels like the only diversity we get is skin-tones.. I had high hopes after Jane and Jeff with new bodytypes for example
-
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1100274#Comment_1100274
Seriously hon? You're taking how I pointed out it literally tells you it's your job, and try to link that I may kill someone irl?
You should probably step away from the internet as a whole if that's how your train of thought works.
It's a game. And in the game it tells you to do just that. Get off your high horse.
I'm done here.
Well „hon“ (talking about the high horse)
you literally took my statement before the „seriously“ note, wasn’t it obvious that the statement before was, well, not as serious.
and only because it is stated that you have to kill survivors doesn’t mean you are supposed to ignore every other aspect of the game.
-
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1100231#Comment_1100231
Maybe because the game tells you, in game, that: "the killers job is to kill the survivors."
Well, hopefully you don’t take it too seriously and do that in real life. I mean, is that specified in that text?
or maybe, just maybe, it is still a game?
-
But your job is to please the entitus and do what it wants you to do, isn’t it (at least lore-wise)?
Always wondered why anyone says the job of a killer is to kill. Only because of the name „killer“? If it was named „slasher“ instead (like in the filenames), would you literally not kill anymore and just slash and do everything to get more slashes?
Seriously though: this is a game. You should play to have fun. And since it’s a multiplayer game ideally everyone participating should have fun in a match. This goes to both sides, anyone who plays just to make sure the other side does not have fun has some serious issues. (And having fun in a game is not equal to winning)
-
it‘s really funny to see people defending those so called ‚strategies‘ like slugging, camping or tunneling bc they are in the game and therefore okay. The devs implemented them this way after all!
but don’t you dare work on gens (genrushing) use toolboxes, flashlights, DS, BT, Unbreakable etc bc that’s no fun for killer. Devs, plz nerf!
it almost seems like there IS a killer‘a rulebook for survivors.
(and yeah there are moments were slugging is okay or tolerated and most survivors don’t complain then, but you have to admit that it can be abused, no?)
-
It‘s a pretty drastic change, maybe make this another mode. No need to take away the normal mode with gens etc. that is here since the beginning and I guess many people like 😉
-
@McLightning said:
You'll find at red ranks, people will DC if they are the first person chased by the killer in a trial. Or, people will DC as soon as they get hit/downed/hooked. DC's are literally more common and Decisive Strike.
I am red rank survivor and don’t get matched with those survivors though? I have seen this obv but it’s really really rare. On par with killers DCing because they lost a hex early on.
DCs because the killer tunnels someone extremely AND he gets farmed by others directly after the hook is the most common I see and I don’t blame anyone for that.
-
@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1079720#Comment_1079720
Yes, dailies you definitely get. Given the frequency of DC's on both sides, these "escape" and "sacrifice/kill" challenges should be changed. They should count DC's.
I wouldn’t have liked it that way, but I had the time yesterday to get the challenges done the ‚right‘ way.
And with killer I may just be too lucky that I don’t get frequent DC‘s, but maybe I am not high rank enough there I guess..
-
@McLightning said:
That's weird...cause in level 1 of the current tome, I got an escape for the escape 2 trials bit when the killer DC'd. I could be mistaken. Either way - both should count towards the challenge, cause that's not very fair for anyone.
I had multiple matches yesterday where killer dc‘d where I tried to get one of the escape challenges (Get 4 escapes, David escape and even No mither escape)
Not one time did i get the challenge done.
The matchmaking was awful though, can’t really blame the killers. And it would have felt somehow cheap if I got the challenge for this. But iirc you get the escape dailys this way?
-
Well, it goes both ways.
If killers want survivors to stop complaining about those things then they should stop complaining about looping, „second-chance“-perks, tbagging (to get Killer to chase you instead of others) etc. It’s all about trying to escape/win, isn’t it?
I really hope the new skil-based matchmaking will address this and finally match somewhat fairly. Put those scummy survivors with those scummy killer and let me get more normal matches. but we all know that this will never really be the case.
-
@CakeDuty said:
I don't think the tripping idea is good for this game. Only thing it does is punish people that are good at looping. It really isn't fun to lose because of something that's out of your control (RNG). You probably got this idea from F13, it was already pretty annoying there, but it made sense, cause Jason is slower than most counselors, so it was one of the few ways that he could catch up to them. In this game the killer is already faster than survivors, so it'd make very little sense to have a mechanic like that.
I know looping can be very annoying, if going against a skillfull team, but it's the only thing survivors can do to waste killers time, and it's one of the few things left that seperates bad and good players. I'd rather they keep doing these map reworks, where they fix the amount of safe loops a map can have and add in more unsafe/mindgameable pallets.
I never played F13 myself and don’t know about most features there, so I didn’t know how tripping functions there.
I don’t think it should disable looping completely, but if a chase goes on for too long it’s either a looping area that’s too strong or the matchmaking was terrible. And to not make this game completely ruined for the killer (switching targets doesn’t work when a rank 15 killer plays against a complete red rank team), introduce a mechanic that either gives the killer an easier hit or make that survivor actually give incentive to end the chase/get away/hide. Which should be the logical incentive for the survivor as I see it, make them fear a (long) chase.
For me, a match is more engaging when the chases switch more often the target, I don’t want to loop all match long in one chase or sit on gens while one survivor is looping the killer the entire time.
If the survivor is so skilled, let him break the chase after some time and get points another way, shouldn’t be hard for him/her.
-
I guess this discussion belongs into the subforum for fan creations?
Where how can I move it/let it be moved? 🤪
-
@VoodooChild said:
That second perk would be killer, same value as BBQ too by being good perk with built in anti tunneling. All 3 are really good actually
Guy sounds a lot like Ghostface tho, not that there cant be similar killers personality/aesthetic wise if their powers are completely different.
I thought about GhostFace as well but GF really wanted to kill mainly iirc and document that, so basically making snapshots or selfies with his victims.
My character on the other hand came into this because of the photography and the killing is just something that needs to be done for the perfect set up. He is doing it for the art, maybe he does not even enjoy the killing itself but he certainly is not against it either.
-
@Amygdala said:
https://forum.deadbydaylight.com/en/discussion/comment/1066766#Comment_1066766
I noticed a big change in red ranks. Heck a lot of games there's a killer that would use a Mori now. Consecutive matches with Moris, Is something I don't see a lot in red ranks. NOED is sneaking its way too and notice it a lot more now.
Maybe I am just ‚lucky’ but this is nothing new for me in red ranks.. no one played nice because they had more time with ruin. If I had to take a side I would say there are less ‚toxic’ killers now because it’s not as easy for them to stay there without ruin.
-
@Amygdala said:
My favorite line is I don't need ruin to win, I need ruin to not be a massive dick.
That’s maybe you but I didn’t notice any change in fair/unfair play from killers before and after ruin change.
in fact, most ruin-users were pretty ‚toxic’ before the change, especially camping a hooked survivor when in proximity to the totem, thus making the „just gen rush if killer is camping“ less viable.
-
@DeDeltin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1066691#Comment_1066691
OP never said they were toxic, OP just stated that they say the weirdest and stupidest things... e.g: "Why bring franklins?" while they bring 3 toolbox's
So we are just making fun of a not-so-smart question from one survivor?
the killer didn’t see the rarity of the items, and 2 toolboxes and 1 flashlight does not mean you have to take franklins. Could have also been worse items.
-
What’s the problem here? No toxic messages there
You were able to get 3 kills despite that loadout and possibly a 4man SWF. Good on you I guess?
-
I remember that this was in the game a while ago. Don’t know if it was fixed and is now reappearing or just wasn’t used in the meantime.
its not really that good of a strategy for survivors, is it? The hooked one is pretty gets to the next hook phase or another survivor I had to be nearby to unhook as soon as possible after Killer gets the downed one. That’s 3 survs off gen.
-
Interesting idea, but why limit it to 3 games and always the same players?
you could also make it endless, if one player DCs he will be replaced with a new player in next match, determining who will be Killer is random but depends on who died/escaped first slightly.
this way you can’t just run to the killer and let yourself get killed immediately just to be sure to be killer next round
-
@ALostPuppy said:
Shroud of separation is literally a downside for killers to run, because survivors splitting up is the most detrimental thing for a killer. Without Ruin, 3 survivors holding M1 on different gens at the start of the game with a guaranteed completion in 80s is scary. The killer can't be in 4 places at once so basically 3 gens will go in just over a minute, and at opposite sides of the map.
Well, it should still be functional even if not really beneficial for the killer, shouldn’t it?
i have noticed this as survivor as well, thinking it must be a mori because we started together but then it was really just the Shroud which didn’t work.. Killer can’t even be sure if it works or not
-
@Deadeye said:
The power seems a bit odd, but I like all 3 perks, although each of their durations/ranges probably needs to be pretty short
i guess he needs something else to make him more unique. Like Demogorgon has his Lunge forward and tunnels.
but his power would help slow gen repairs and maybe end loops faster since it’s basically makes pallets useless for a short while. I thought about freezing survivors in place but that would make it boring/OP I guess.
-
I get why many say bad teammates, those that don’t do gens/don’t unhook etc. But those are pretty rare (for me) and usually there is at least one teammate that is making up for it. I think it’s almost too boring if every teammate is playing super optimal.
I think killers that hardtunnel are more annoying. Either you get hardtunneled and need to be super good at looping (which also depends on hardware, internet connection etc) or you see another teammate get hardtunneled. There are two options: focus on gens and get out with barely a black pip, because you were not able to help or get chased. Or die trying to help the tunneled survivor. You and your teammates usually die this way but at least it’s more fun, especially when the killer switches target.
-
@Fibijean said:
Few things annoy me more while watching horror films than characters tripping over nothing while running away from the killer. I imagine that having a mechanic like that in a game would absolutely drive me insane.
yeah I know, but it has got its place in the horror-genre 😉
and it should not play a big role in normal chases, but bring a stumble to chases that last way too long
-
@Yuyukoyay said:
If they remove pallets to compensate for the door idea then it would be a good visual difference to be made.
Pallets shouldn’t be removed completely but doors and pallets should be treated similarly in rng/map creation. Doors would be an alternate to pallets, one time use but they block the view on both sides when closed (no red stain viewable through doors also!), better use for stealth, faster broken, no blinding but also no hitting the surv after a stun.
-
Yes, please change that!
nobody likes that button-destroying spamming.. make it skill-check based or something else.
but i guess the devs dont want to change it, i mean i have seen complaints for a long time but i dont even remember if they acknowlegded those in any way? Or are there official statements?
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/966120#Comment_966120
You don't have to taunt the killer to distract them at the gates. I'm not calling anyone toxic, I'm just calling it like it is - teabagging at the gates because you won is waving your victory in the killer's face, whether it was deserved or not.
And I never said that survivors were the only ones doing the wrong thing in this situation, but just because someone else did the wrong thing first doesn't mean it's excusable for you to retaliate in kind.
There is sadly no other way to fight back camping/tunneling.
and when i do it its not because i am rubbing my victory into the killers face (but i can see why someone thinks that way). I dont care for winning or loosing against those „strategies“. I sometimes do it under a hook so i get sacrified faster to move on to the next game.
i am telling the Killer that the game was boring/time-wasting/frustrating. Its not about me „winning“.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/966103#Comment_966103
They're still rubbing their victory in your face in the cases you mentioned, even if they're only doing so because they think you deserve it for being a jerk.
the way you worded it sounds like the survs are always the toxic ones here, but there us a huge difference. They would not have done it if the Killer was not a jerk.
also there are cases where teammates are still in the Game and you distract the Killer at the gates.
-
@Fibijean said:
9/10 times, it's about rubbing their victory in your face. Some will even wait for the killer to arrive at the gate just so that they can teabag before they leave.
The tenth time is when you've let them go out of mercy, and they might squat a couple of times to say thank you.
Its more 5/10 and 4/10 would be for killers who tried to be jerks but did not succeed to kill everyone.
when i play Killer i dont see it that often to be honest, even when i got looped all game (which happens more often than i like to admit) the survs dont always rub it in my face like that.. but those exist of course
-
@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/699864#Comment_699864
Really it isn't look,
My build idk if it'll help;
1- Selfcare
2- Urban evasion
3- Sprint burst
4- Premonition (or Spine chill but I prefer premonition bc it doesn't trigger random hard skillchecks)
Basically if you are unlucky enough to be the last survivor. Whilst the Killer is carrying the last survivor runnto the door furthest from them. Once the person is dead 99% sure the killer is now looking for the hatcht and once he finds it he'll close it.
Start opening the door whilst keeping an eye with you premonition for the killer. If it trigger go hide(not a locker) and wait for them to go patrol the other door. If they aren't leaving start walking to the other door he probably won't even go thinking you won't leave the one almost done.
Thanks for the tips, I can do that pretty good (as already mentioned)
you do not even need spine chill or premonition for this.
the problem is that it happens „rarely“ that the killer can see both gate-switches from one position. Here you have no chance with your strategy or any other strategy. And even though it happens not every game it happens often enough.
-
@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/699748#Comment_699748
Again it's really rare that you got that kind of door placement. Also, I am never ever lucky.
You need map and LoS awarness. Just like me with juking maybe you need more training in that aspect of the game.
P.S sorry for last message, it sounded a bit harsh but I seriously don't understand how this could be an issue.
Again, it is not that rare really. I can escape with hiding and partially opening the gates pretty good, but that „rare“ scenario is not rare for me and there is no possibility to escape at all. Only option is to hide and feed the killer points with EGC or start gate/chase and feed the killer points. Nothing is in for the surv.
i think a maximum and minimum distance defined for every Killer individually would be great. That way the high mobility killers wouldn’t be in that much of an advantage over the others, which can be a problem as well.
-
@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/698897#Comment_698897
Dude just hide around if you hear the killer coming and then go back on the door when he leave for the other door or hatch.
Also, 20 ÷ 2 (or 50%) is 10 so clearly not 53% for 13 that would be more like 43% anyways that wasn't even my point. If you read up I said to use wake up but clearly you cab feel I don't even think it is necessary.
Point was ... well I guess, get good ?
Just because you get lucky so often does not mean more unexperienced players should not have any chance in this situation. I also do not understand how I can hide while EGC has triggered and the killer can literally stand between the two gates and see them. It’s not like he has any reason to go away.
it is also not really rare to happen and in most cases the killer already had an easy game.
I did not say the survivor should have a guaranteed escape in this case, btw. But the killer shouldn’t have a guaranteed kill either.
-
@TheUnendingNightmare said:
No.
Instead of looking for the hatch when you are the last one alive, go for the nearest door and wait for the killer to close the hatch, 9/10 you have enough time to open the door.
That’s not true at all.. you can get lucky here but definitely not that often..
-
Exit gates should really have a further minimum distance, maybe make that according to the killer-speed/power so that slow killers are not too restricted?
also there could be an indicator when the gate-lights start to shine so newer players can use the strategy better to only open a little bit, then hide and open fully when Killer left again
-
Well many killers complain about gen-rushing and many survivors complain about ruin so in a way the devs listen to the community with perks that try to deal with with, don’t they?
and I would like to see a better alternative to ruin, because that perk is way too overused and sometimes it gets really boring
-
YES please.
Change wiggling and struggling to just pressing one button/key permanently down. As it is now it’s just tedious and makes the buttons on the controller wear out way too fast
-
What would be the conditions for the practice mode? Pre-chat or even in-game chat between killer and survivors perhaps? No killing/unlimited hookphases/gens get deactivated after activation? Plus no BP-gain obviously..
i think this would be cool and I could see myself testing killers I wouldn’t touch otherwise
-
1) Killers would slug the last surv when there are still others on the hook just to perform the Mori which would be very frustrating for that survivor and promote DCs.
2) I am all in on this suggestion, maybe use another key/button so you can hit others that are too close?
-
I dont think thats a good idea. Also i think survivors shouldnt see the ranks of the others, it just increases lobby dodging and bullying the less experienced players on both sides.
then again, the Match-making is currently pretty broken and makes the game very frustrating on both sides... but they should find better ways to fix that
-
Thanks for listing every counter again, but I know them. The biggest problem is: Not everyone knows/uses them and besides the locker they are not very reliable. Getting near enough is not possible and if you missjudge it you are in a very bad spot. Generators are not as reliable as it is made out often, also there are gens wehre you cant hide at all. And juking with the Killers i mentioned is also very risky.
It wouldnt be that much of nerf anyway and it would help you get all your hooks, so that there is not the last survivor that was never hooked that gets away through the hatch.
maybe slightly increase the reveal with this change