Moundshroud
Moundshroud
About
- Username
- Moundshroud
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Ivaldi said:
Lol.. feeling the entitled killer mains making every excuse in the book to justify it. You guys complain about meta perks when you literally force survivors to run them constantly. Calling it now; once this goes live within a month you'll all be begging for a Borrowed Time nerf.
I'm so sick of people making these idiotic "us versus them" argument. For the record, most people who play Killer also play Survivor. Your attempt to deflect arguments (rather than answer them) by attacking the speakers simply means you already LOST the argument. In addition, nobody forces anyone to run anything. I play Solo Survivor and I don't run DS; I've never found the need. You make choices; nobody makes them for you.
-
@Ivaldi said:
Expect to see an increase in BT users because another downside that no one is realizing.. This essentially means that if a killer has 2 people hooked in the basement it's now a death trap for them.
Survivor A goes down into the basement for the save but gets hit before unhooking; Survivor A saves Survivor B but then gets downed. Survivor B attempts to unhook Survivor C and then gets downed. Now Survivor B doesn't have DS anymore.
Now you might say "Leave them and run out.. heal and come back".. But the cycle will just repeat itself if you even get a chance to come back; barring the death timer or if you can even make it out without being downed again.
<laughs> If the Killer has two people hooked in the basement at the same time NOW it is already a deathtrap. Borrowed Time should already be the "go to" for safe rescues in a desperate situation like that. Decisive Strike was never going to be awesome in the situation you describe because Killers that know even the most basic things about the game are going to slug the one unhooked (it will take them forever to crawl out of the basement anyway) and down the would-be rescuer who will not yet have DS active. Most Killers simply slug someone they suspect of having DS anyway. If you are in a basement, they have the luxury of waiting to see if you pop back up on your own using Unbreakable, or until another would-be Survivor comes down the stairs.
In short, your argument holds no water. DS was never an ideal anti-basement Perk in the first place. The best way to avoid getting everyone killed in the basement is not to get hooked there in the first place, and if you must rescue someone there make sure it is a SAFE rescue. A trick that I've used many times is:
- Take Borrowed Time.
- Take the Add-on: Styptic Agent
- If making a basement run (or a rescue against a Face Camper) be sure you are injured so you can use your MedKit. Hit yourself with the Styptic Agent right before running to the hook. Both you and the person you rescue will have the effects of BT and can likely get a running start. It is remarkably effective and tends to confuse the crud out of the Killer.
-
@Shirokinukatsukami said:
Not a fan. I understand why it had to happen but I hate the change, it makes it useless to me as a Stealth OOO user.
The reason why the perk is super good in stealth builds is the control you had over it. The new change removes all control of the perk from the survivor, rendering it useless for stealth players.
This would be incorrect; you do not pass go, and do not collect $200.00. If anything this change makes the Perk better for a so-called "stealth" Survivor. It provides you with information that was formerly a guess at best. Since you can see the Killer if/when the Killer can see you, it allows you to accurately identify if the Killer has Barbecue & Chili, Nurse's Calling, Bitter Murmur, and many others simply by making note of when the auras trigger. Did someone just get hooked? Barbecue & Chili. Are you self caring and now you and the Killer can see one another? Nurse's Calling. You get the idea. Knowing is half the battle, as we learned from G.I. Joe. Knowing what is going to allow the Killer to see auras allows you to take the appropriate, stealthy counter play actions with certainty.
What you stated was nonsensical because you cannot be a "stealth" Player using OoO in its current state because the Killer can always find you. The only way it works for stealth is if you are abusing it for OTHER people by using yourself as a lure and telling your SWF where to go while you go the opposite.
-
Michael Myers is the main Protagonist, the anti-hero defender of the Earth domain. He is home grown evil and this new interloper will eventually find out that we already have a Boogeyman. That is why the Shape happily entered when offered, so it can study the interloper at its leisure. That is also why the Shape can kill when it wants to do it; Mikey does what Mikey wants.
What you have is a clash between two evil forces, one that is an outsider and cowardly, forcing others to do its dirty work and watching from afar, and one that is born of our world, which is patient, and revels in its own deeds. Eventually the Entity will show itself and then the Shape will strike.
-
I'm going to cut to the chase and point something out that should already be PAINFULLY clear. There is no reason not to give the Killers the exact same information as the Survivors in the new HUD. Why do I say this? Because Killers who make Tunneling a basic part of their strategy already keep track of who they hook. They don't need a HUD to do it. You aren't doing them any favors because they already consider that an important part of their approach. The already know who is who. Do you get my point?
Many casual Killers, who don't Tunnel as part of their strategy, forget who they have hooked and how many times they have done it. These Players would actually use good information to avoid tunneling. In short, the number of people who "might" use the new HUD to tunnel is going to be small, and would be more than offset by the tremendous number of Players who would use it to NOT tunnel by accident. At worst you would break even.
So again, to recap, Killers who Tunnel already know and keep track (on their own) of whom they have hooked. The HUD isn't going to improve their accuracy at all. The only thing it would do is allow Killers who DON'T want to tunnel an option to be more accurate in avoiding the same target.
-
@jake1989 said:
https://forum.deadbydaylight.com/en/discussion/comment/1920124#Comment_1920124
i know how loop i know what im doing i hate when killer tunnel someone im doing all what i can for help him but devs just help these tupe killers and that is bad for dbd healt if you think game will not die ok i hope you are right, i see game die that playing 30 k + players why bc devs dont listen community, im leaving now bye and take care and stay safe all
Again, stop blaming YOUR problems on other people. You will not get any better at the game if this is your go to defense mechanism. I hope things improve for you, but I'm not holding my breath.
-
@Pop_Goes_The_Gen said:
I've been ranking up steadily but now that I've reached bottom purple ranks im having trouble ranking up. My main problem is my chases last too long. I'll find someone chase them for 2 minutes then down them and by then 3 gens have been completed. I've tried playing with more gen pressure but whenever I injure someone then cut chase to patrol gens they just heal up and I lost time chasing them. If I try to stay with them I just get stuck in a game of ring around the Rosie until I break the pallet then they blind me and run to the next pallet or vault location and rinse and repeat until they make a mistake and I can end chase. The only reason I'm able to maintain ranks is to play ghostface. Hes my strongest killer since I don't even have to chase with his stalk. I've been trying to play demogorgon but hes hard since I fall into the pallet looping for too long problem. The other killer I play is trapper where I 3 gen and rely on traps in pallet and vault locations to end chases. The only problem with trapper is his RNG with 3 gens and maps. Any tips would be appreciated
I understand your problem. I want you to understand that the simplicity and shortness of my advice is not me being snarky. Stop doing that. That's it. That is all you have to do to solve your problem. Cut your chases off. You clearly have not internalized the basics of knowing when to cut off a chase. I won't chase someone for more than twenty seconds unless I have the luxury of already being in the process of curb-stomping a team. Two minutes is TOO LONG ninety-nine percent of the time. Even when you have the luxury of chasing someone that long, why do it? You would literally be able to catch them faster by letting them get away and then starting the chase over on better terms.
There aren't a lot of purposes to chases. They serve only to:
- Down a target.
- Run a target off an objective.
- Herd a target to where you want them to go.
So if you can't down the target in twenty seconds, why continue? It doesn't take long to do any of these three things. If it is taking longer, you have other fish to fry. There are other Survivors who might not be as good at Looping or aren't currently in safe terrain. Do you see where I'm going with this? There is a diminishing return on chases which goes into negative territory really fast. So, get better at NOT starting a chase you can't end quickly in the first place, and knowing when to cut them off.
-
@jake1989 said:
https://forum.deadbydaylight.com/en/discussion/comment/1920063#Comment_1920063
my eng is not soo good maybe i explain wrong anuway im not gonna waste time so much anumore in this game, im play solo i mean my teamates get campet-tunnel almost every match i dont care i escape or die im playing for fun, ds is punish killer tunneling? now is punish surv doing gen - totem, its waste time now, im sure they will nerf br time too bc killers crying about it too
Fair enough. I'm willing to accept that there is a language barrier and cut you some slack. If you aren't enjoying the game, take a break. It is only natural to do so. What I'm going to say next is going to sound a little harsh, but I believe in tough love. If you are getting tunneled and camped that much, you need to adjust your play style. The only thing all those different Killers have in common is YOU. The quickest way to get better at playing DbD (or any game) is to own your problems. Control the things you can control and accept that there are things you could be doing better. Watch videos on Youtube that instruct you on how to Loop (there are some very good ones). Try different strategies. Experiment. Whatever you are doing right now is clearly not working. The numbers you are giving us are not normal. I do want to help you, and everyone like you. My pet peeve is exaggeration, so I came down on you hard. I am a firm believer in being honest and direct, and I think you can overcome this issue because it is not a universal issue.
-
@jake1989 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919986#Comment_1919986
im lying ? hahah baby how im 18 devotion then? go waste more that 5 h per day you will see how much there camp - tunnel kids bc they chase you more that 3 gen or bc they are just toxic, i ques you are camp - tunnel killer then ok baby hahah, thay are Superstars? bc playing game? hahahahahhahahahahahaahahahahhaahhaahahahahahahahhahah
Just keep right on digging that hole for yourself. I'm willing to accept that you are telling the truth if you want to admit to being the worst Dead by Daylight Player ever. :) I mean it can only be one or the other, right? I don't have nearly the hours you are claiming, and I don't get camped or tunneled 70% of the time. Remember, most of us can do basic math. You are claiming that of the seven thousand hours you have logged that you have been tunneled and camped four thousand nine hundred hours. If you want to embrace being THAT BAD why should I argue with you. How is it other people aren't spending 70% of their time being camped on a hook? Seriously, that is the kind of metrics a potato Player enjoys while they are still learning the game.
I just find it hilarious that you would rather be known as the WORST Player in the game than admit that you you are exaggerating. :) Or perhaps you really are that bad. If so, please take the following video to heart:
https://www.youtube.com/watch?v=R7M1IBMzfi4 -
@jake1989 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919937#Comment_1919937
rly are strategy? gen is not strategy?, why devs nerf toolbox? why they nerf instal heal and not nerf noed + hope? only killer have stradegy??? you gonna be kiding me i waste more that 7 k hours in this game i waste 5 h per day in this game 70 % are camp - tunnel and worts is more are red rank baby killers that crying about ds and br so i ques next is br time?
<sigh> Why are you lying to us? Do you think it lends weight to your arguments? You are claiming, if I understand the post above correctly, to have seven thousand hours invested in this game, and that you play five hours a day. That would put you up there with the Superstars like Otz, Monto, Stalky Boi, etc. *Hell for all I know those guys (probably Otz) have 15K in the game. What is funny about this lie is that it makes you sound like the worst Player ever. If you have those kinds of hours invested, and still suck (getting tunneled and camped out of existence 70% of the time) I suggest another hobby. You clearly aren't cut out for Dead by Daylight. I'm not even sure you are cut out for video games. So what do you want us to believe, that you are a liar or the WORST Player ever? Neither seems flattering.
This is a suggestion to you and a public service announcement to everyone else who believes, incorrectly, that claiming to be a long time Player adds weight to your arguments... it does not. It just makes you sound dishonest or unintelligent. Be honest. Support your assertions with evidence and logic. That is the only thing which is going to win over hearts and minds. For example, I'm relatively new. I started playing last year around August or September. I'm not really sure to be honest. I have logged a lot of hours in the game, and I have managed to make it to Rank-1 as Killer and Rank-4 as Survivor (so far). Does my opinion matter because of that? No, not in the slightest. There are people playing here that have been here since the game was released, make my hours and accomplishments look tame, and even they must support their assertions with evidence and logic to convince anyone of anything. Do you see where I'm going with this?
So, why don't you start over? Stop lying to us. Be honest and state your peace. We might not agree with you, but at least we won't immediately write you off as a lying little weasel.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1919913#Comment_1919913
I still think gen speeds are the main issue, the more you limit survivors the more this problem will continue to show itself until they're finally forced to address the elephant in the room.
Yes, absolutely. Generators pop too fast and have too many ways to accelerate them. That is a basic problem in the overall game situation. The other is Solo versus Team. The experiences are entirely different and attempting to balance SWF with Perks is always going to fail because anything that slows down a SWF strangles a Solo. So in general, the following things would be an overall improvement:
- Adjust Generator repair speeds as well as basic regression speed when kicked to be a bit faster.
- Adjust OBJECTIVES for SWF, i.e. what they need to get the gates open to offset the 5th Perk (Comms).
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1919909#Comment_1919909
True, but I really do believe that some survivors just used it because they felt safe with it and couldn't figure out how to loop and be chased. However, by relying on it they never developed the proper skills to survive against a killer. Of course, this is a small minority and I feel that most players ran it just to play aggressively with it. But not everyone running it was out to get you and some used it just because they just weren't that good at survivor.
Well, the good news for those Survivors is DS still works exactly the same for those people who aren't good at looping and need a Stun. The OoO change is good for those Survivors because individual Solos who took this Perk were doomed. Killers would tunnel them out with extreme prejudice. :) In short, the innocent don't suffer due to these changes at all. The only people whose strategy and tactics are upended are those who were using the Perks aggro.
-
Because they liked abusing both Perks in the ways that are being cauterized. Talking about DS as an anti-tunneling Perk and OoO as just a fun Perk for a Solo was always just "cover" for how they were really being used by a SWF. I play both Killer and Survivor. While I play mostly Solo Survivor, I've done my time in a SWF and I know exactly what I'm talking about. These changes are a huge kick up the backside of some teams who base their entire strategy around abusing them.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1919632#Comment_1919632
It was never said to be specifically anti-tunnel. It doesn't even serve that purpose well and it for sure won't now. How is doing the objective abusive? Killers can play the game normally but survivors can't?
Killers can abuse it now for the reasons I mentioned. The perk will be so bad it won't be used, therefore It is definitely not a healthy change when you lose a perk for doing the objective and when there is no obsessions everyone will be tunneled. It's only healthy for killers, to make the game even easier for them where 4K bloodbaths are the norm.
You should really think through some of these posts; they don't go away. This one is going to haunt you in very short order. If I was a shallow, spiteful fellow, I might quote and bring this one up every time you make a future prediction. DS is clearly going to continue to get used. The chief value in DS has not gone away, not in the least. If you feel its main function was to do objectives in the Killer's face, you have an odd way of looking at this game.
People will take it for exactly the same reasons they start taking it now, i.e. to stun the Killer if/when he tunnels them off the first hook. Predicting this Perk is never going to get used and is now going to be bad is demonstrably false, and downright funny. You have left yourself open to have this thrown in your face in every single future post you make where you claim something is going to have this effect. I can see it now....
"Riiiiiight... aren't you that guy/gal that said DS was never going to get used?"
-
@Docc said:
Sam and Dean would bot be survivors
No. Sam and Dean are "Hunters" and thus antithetical to a Survivor. They hunt and kills things that go bump in the night. The time they spend running is minimal. Survivor versions of Sam and Dean would always be unsatisfying and wrong, not unlike how Ashe doesn't feel right here either. And let's be honest here, the cost to license them (for at least the next decade) would be cost prohibitive in any event.
-
@Maelstrom10 said:
Now i agree, playing both sides very frequently, that both these perks deserve whats coming to them.
I even agree with the ds change wholeheartedly. But what happens if someone taps a heal on you the unhooked player before a killer comes to you, to purposefully rob you of your ds? I agree with healing someone else, or even self caring, but being healed by another teammate only to either be interupted midway and downed instantly, or just having the teammate tap you to be for a lack of a better phrasing mean to you, you'd lose out on your perk.
Objects 30s aura reading for the obsession is the only thing wrong with that change. the rest of it? perfect, show the killer to me when im being shown to the killer, thats actually an amazing change, even though it doesn't counter all uses of aura reading, its still a strong perk.
But 30s of periodic free aura reading against a stealth killer, where you have no idea where there at? imagine against a ghostface. Thats basically starting the trial with MoM's debuff applied to you periodically. No way to switch it off. it just tanks its ability to be used, because on the off chance you do get a stealth killer your just outright drilled out of the game.
----------------------------
These changes are good for the game don't get me wrong, and i want them very badly so both sides can be healthier (alongside other changes coming in the future)
But please think about how the "healing" portion of ds's nerf is added, and something different then 30s periodic free aura reading on obsession survivors. objects new change isin't powerful enough to net that kind of a possible debuff. (Could instead be, whilst healing, have your aura revealed within x distance, which also would reveal the killer to you, permanently making it risky, but giving you awareness similtaneously)
Don't let them? The moment you are unhooked you should be moving off. Don't blame the Perk rework for the actions of a bad teammate. That is an easy fix which will complete with time. Good Players try to heal you when you stand still and clearly want it. That is a non-issue because it clears itself up.
-
@ILoveDemo said:
Seriously what is going on right now, does anybody know what the reason for the heavy Ds and OoO Nerfs (Not "Change") are?
And no a "Killer don't like it" dosen't count. If there is not only ONE good reason for that, then they should go back right now.
I hope they know that the majority of players against the Ds change. Do anyone know what the Devs said about that (the reasons)
@Sluzzy should we leave the game?
If I were to guess it is because SWF abuse OoO regularly, and DS was never intended to let you do objectives in the Killer's face? :) Now DS is clearly defined as an anti-tunnel Perk, and quite effective for you to run away to safety. OoO is actually now an entirely different Perk that doesn't doom the user for the benefit of a SWF, or allow a SWF to take multiple copies of it to have eyes on the Killer at all times. It merely allows the Survivor to be able to see the Killer when the Killer can see him/her and perhaps get a clue into what Perks the Killer is running. If anything it is a better, and in some ways more powerful, Perk than it was before. It just can't be abused by a SWF in the same way.
-
@Mileena_Kahn said:
You killer mains got what you wanted so does that mean our survivor ques will be shorter?
First of all, most Killers also play Survivor. Quit trying to make this an "us versus theme" situation; it isn't. Second, these are proposed changes that haven't taken place yet and may never take place. They also told us keys would be getting a rework too, and that has not only not materialized yet, there are comments that indicate it probably won't take place. Survivor Ques are only going to get shorter when more people play Killer; the current dip has a lot of different causes and simply saying that DS and OoO might be fixed soon isn't going to do much (if anything) to address a much larger issue.
-
@Casanova09 said:
Like it's a free win now why complain?
The fact that you even have to ask this question says a lot about you, and it isn't flattering. How about:
- Killers are there to play a good game, to challenge themselves and have fun, not get a gimme.
- Most Killers also play Survivors and find people who leave their teammates in a lurch to be pathetic cowards.
- It seems a pathetic way to try and deny others Emblem and/or Bloodpoint advancement.
I could give you a lot of other reasons, but these are the most poignant. If you aren't interested in playing the game, don't que up. Pathetic losers quit and/or suicide on the hook. Is suiciding on the hook better than just disconnecting? Yes, marginally. But overall, it is the same lame out. You put the Killer in a position of either destroying the now 3v1 who don't really have a fighting chance, or having to basically waste time farming. You are taking the coward's way out and trying to put it all on the Killer to be the "bad guy" when in fact it is YOU that just killed your teammates.
-
@Rydog said:
Camping is too strong in general, because killers can camp like crazy and still pip, etc.
Even on a team that diligently does gens while someone is getting facecamped by an Insidious Cannibal or whatever, that player is still gonna die before you get all the gens done, and the killer is going to move on to the next player. Maybe 1-2 survivors wind up getting out at the complete expense of everyone else, but that's a pretty ruinous experience for a large percentage of the players in the match. That's a high cost to pay -- everyone ends up frustrated at the end (I certainly do... whether I'm one of the camped ones or not), and the killer will probably think "well I pipped lol" like half the time anyway. And the other half doesn't care, and just wanted to intentionally play in a way that made everyone angry, which to me really ought to be a punishable offense in some way. It is the very definition of "unsportsmanlike conduct," yet they toss out any reports about this behavior pattern.
It's a garbage dynamic that is a net negative experience for most of the people who were in that match, even when survivors are applying the optimal "just do gens" 'solution.'
The math on camping, i.e. the time resources show that if you get a Face Camper, and the others just do Generators that statistically three of them should escape. The problem with the Cannibal isn't camping but rather that he is too fast. :) They slow him down when he throws his tantrum, but he is a 115% the rest of the time, and isn't going to throw that tantrum until he is already on top of you which makes the offset the created entirely useless. I've always thought he should be a 110% Killer normally. Thus, Billy is the fast chainsaw maniac but has rough steering, and Leatherface is the slightly slower chainsaw maniac with great control.
Of course all that is a tangent. Camping is just a tactic and some Killers are better at it than others. Leatherface is good at it because the Tantrum is so effective; that's it.
-
@PigEmpress said:
The change we need is to just use bots instead of humans to play the killers. It would make 99% of the survivor player base happy and the old killer could just play as survivor. My guess is that's the eventual endgame for BHVR.
I doubt it. Bots require a huge degree of programming that they have no shown the slightest interest in doing.
-
I'm on a break from Killer until the hacker issues clear up a bit. Thus, that is my main point of contention.
-
@gatsby said:
The Killer is teleported to the other side of the map by the entity immediately after hooking a Survivor. Same concept as Pyramid Head's cages except the Killer teleports instead of the Survivor. Discourages three gens as well because the Killer can't keep in the same area all game.
Honestly, if this change happened it would naturally weaken Borrowed Time and Decisive Strike to the point where they would be largely unnecessary. The Killer would be more focused on map pressure and getting hooks than camping out kills because walking straight back to hook would be a massive waste of time.
The only problem is people not accepting the realities of the game.
-
@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1915124#Comment_1915124
What do you mean by fear factor? Like, zoning them by bonging to scare them off?
Yes, as they start to come closer to make their rescue run (not able to see you) a simple ringing of the bell will cause them to pause and hide to look around to see which direction you are coming from. The key is to keep slowing them down in the rescue and thus tying up as many as you can. You are going to allow the save, but only after the person goes to hook stage two. The bell is a great way to create an abundance of caution.
-
@AChaoticKiller said:
This b8 post has gotten a lot of bites
OP is pretty serious on keeping up his act and that is easy to do over forums, come on people he has 33 posts and is ignoring logic what else do you need to see that XD
Oh I know, I just enjoy playing with my food.
-
@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1915596#Comment_1915596
it's probably less than .01 %
Really? I was vain before, but now... sheesh. Naw... I think anyone can get there with a crazy amount of patience and too much free time. :)
-
Do you mean Low rank as in the fact I'm a Rank-1 Killer and usually get into Red as Survivor too? Or do you mean it the opposite, as in you think I'm still in the potato ranks? It is sometimes hard to follow your posts. Normally I'm only called "garbage" by Survivors after I 4K them, sometimes using zero Perks and giving them three hooks each. You cut out the middle man. Or, have I gutted you like a fish already?
I do like the use of insufferable though, although you kind of invert the meaning. If you hate it that much, and continue to play DbD you absolutely are going to continue to suffer it, just as I suffer you gladly. Also, what exactly do you mean by you don't need players like me to "see" this post? Did you mean to say, "respond" to this post? Do tell? And by all means, keep digging, I can still see the top of your head.
-
@The_Bootie_Gorgon said:
Since my move to PC, my in game time has been #########. So my ranks was meh...
Here's another steam achievement that just blows my mind...
I'll have to see what the percentage is for Legendary Killer so I know how small a club I've joined.
-
@Minaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/1915509#Comment_1915509
I am well versed in the game thanks.
I don't see brining a red map or a mostly useless perk like small game into every single game as a reasonable counter.
Also doesn't erase the fact you have to run around the map hunting for a hex which is no fun.
The point of perks is to make the game more enjoyable, challenging or to switch things up.
Hex ruin just makes it more annoying and frustrating.
Bad design plain and simple.
In other words, you can't be bothered and expect everyone else to cater to YOUR whims? What a delightfully entitled sense of self you enjoy. The tools you need are out there. The work is likewise up to you. Nobody every said this game would be easy. Ruin is, in fact, much more forgiving than it used to be. Guess what, they aren't going to change it for you. I know that is a shock. You want to know something else, you aren't going to get a lot of people agreeing with you that Ruin is a problem. The Perk is only as good as the pressure the Killer keeps on you. If you stay on your Generators, the Perk does absolutely nothing whatsoever. So if you want yet ANOTHER way to deal with Ruin, you could have someone on the team, who knows how to loop, keep the Killer busy while the rest of you work those Generators.
In a perverse way I find this discussion absolutely fascinating. Do tell us more about how well-versed you are in the game. Oh and by the way, you yourself said that one of the things Perks are supposed to do is make the game more challenging. Isn't that what you are also complaining about, that you might have to WORK, running around the map looking for those pesky Totems? Let me clue you in on something else. There are only five Totems. There are four Survivors. Most Survivors spot 1-3 Totems as they move around the map. If each of you stopped to cleanse one (even without Perks or Maps or anything else) they would also cease to be an issue. Go figure.
I'm happy to keep chatting away with you, because every time you open your mouth, you make yourself look far worse than anything I could say or write. So here is your shovel; by all means, keep digging! :)
-
@pseudechis said:
Being a big fan of the Halloween series except 3 and redemption just don't they will make you dumber having seen them, especially redemption its like a bad low budget fan flick that makes no sense and has some of the worst acting you'll ever see but I digress...
I really want to like Myers in this game and I think his power is a great idea that really captures the creepy nature of his character in the films, but...
I for the life of me can't find a way to make him work, I feel he's just to slow to get going in the current game climate.
I'm not adverse to losing a few gens at the start as I main Hag and Trapper mostly, but you leverage a lot from their powers and tend to snowball in the midgame. I just can't seem to find that same kind of traction with Myers.
I could run through all the varying builds I've tried but I'd rather just hear what others have done to make him work. I've watched a few good vids about him and from time to time replicated that kind of success but its really hit and miss, not consistent at all.
Kinda feels sluggish and unless you secure multiple downs at tier 3 its a lot of set up for very little return, powering up to get 1 to 2 hooks.
Any suggestions or builds would be greatly appreciated.
I wish I could offer you a magic bullet. I'm a Myers main myself. I chose him because, like you, I'm a fan (although I really only think the first movie matters). I also picked him because he is a hard, essentially an M1 Killer with some creative Build options which allow you to have really like 3 different Killers in one.
The only thing that will get you better at Myers is time in grade, i.e. a lot of hours honing the basics. He is as basic as they get. You need to be able to Mind Game, Loop, Herd, know when to break off chases, and when to camp, slug, and even Mori. I prefer the Spooky Myers build (what many call the Jump Scare) so I'm slow. If you want Perk suggestions, Play With Your Food, Corrupt Intervention, some kind of Information Perk, and whatever else you want to throw in there. The rest is all basics. Myers is only ever as good as YOU are going to be.
-
I'm sure the dearth of Killers has many causes. I'm on a break from playing Killer currently because of all the hackers. I'm a competitive sort, and just don't have time for tainted games. The toxicity as well as many other unaddressed issues too numerous to count has probably driven quite a few off or into just playing Survivor. Go figure.
I'm not a Debbie Downer, or negative on the game. It has its flaws (all games do) but it is a gestalt of many issues creating the current logjam. Who knows, perhaps the new update will give a little boost (although I doubt a big one). Chances are we aren't going to see any kind of real boost until the next big release.
-
Smarter than you, apparently. Do you want a FULL list of all the Perks and Gear you can use to locate Totems? Just how hard do you want me to hit you with the rhetorical sledgehammer? Again, it behooves someone new to the game to learn the basics of it before making statements that will haunt you here for a long time. Right now, we don't expect you to know anything. Treat this moment as a valuable education tool. Ruin combined with the Hex: Undying (in current form) can be a challenge to get rid of. The Hex: Ruin without that added steroid is just another lit Totem, i.e. easily found and cleansed.
So in the parlance of this Forum the best advice I can give you is DO BONES.
-
@Minaaa said:
Hex Ruin is a terrible perk for both survivors and killers.
Here is why
- Way too luck based (if it is found early the killer feels bad, if not found at all the survivors are in for a terrible time.
- Survivors want to disconnect the second you know it is in the game because it makes all the grind on gens worthless and repetitive.
- You just run around the whole map looking for a damn hex.
I don't understand how anyone thought this perk would make the game feel more enjoyable.
I can understand you need regression perks but at least they should work in a way that makes both sides feel like they can counter the perk or for killers to use it in an effective way.
Pop goes the weasel is a good example of a well thought out perk because atleast survivors and killers don't have the game decided for them based on pure luck and nothing more!
Hex ruin needs to be re-worked !!!!!!!!
Please educate yourself on the game before making blanket, embarrassing statements like these. Ruin is a Hex, i.e. all you have to do to turn it off is cleanse the Totem. Hexes are one of the easiest things to counter in the game, and there are MANY tools to do it with too.
-
@Mileena_Kahn said:
It’s honestly to the point where campers will camp you no matter what, if you’re white, black, brown, yellow, red, tall, short, short hair, long hair, Afro, Mohawk you get the point. They’ll camp even though they allowed themselves to get ran for 5 gens but will be indenial about themselves no matter the reason. When I look deeper into it I can’t be mad... I only feel embarrassed for them. I used to be that person that would get mad at campers but I came to my senses that they NEED that 1 kill to fill victorious even though their actions disagree with them. We love to see it.
Passive Aggressive much? All you needed to say is, "there is no reason to be mad at campers; the tactic has been clarified many times as legal and valid by the DEV." Full stop.
-
@Pr0p3r9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1915468#Comment_1915468
Player's needing to get better doesn't mean that that is the end of the topic, because the follow-up question to saying that a player is bad is asking "Why are they bad?" @Lexilogo has the right idea, this issue would be solved by a more robust tutorial system to start players off. Even a video series of mp4's in the tutorial menu would be an improvement over letting people figure it out on their own or through word of mouth.
In fairness, I don't think a robust tutorial would do much because tutorials are about how to do mechanical things. The kinds of behaviors required to deal with the MANY different types of Campers are beyond the scope of such a thing. Only time and experience counts there. In short, tutorials can tell you how to do this or thank with a direct cause and effect. Advice on tactics and strategy is straying into the realm of agency and style. Do you see where I'm going with this? There is no one right answer; there are literally hundreds.
Nobody even agrees on the definition of a camper. What kind do you mean? Will a new Player understand the nuance of the different types? And in fairness, there are 100s (if not 1000s by now) of videos on how to play this game on Youtube. If someone is interested in getting a robust education, they can find it very quickly. The search engine on Youtube is very user friendly.
-
I play Survivor and Killer equally. As a Survivor there are a lot of Perks I'll swap in and out. I NEVER run without Spine Chill; it is always one of the four. That pretty much says it all. Everyone I know runs it too. When I play Killer I tend to find a minimum of two people run it but more often than not, 3-4 of the Survivors I fought had it. I'm pretty sure the DEV can look at the numbers and see how many people who have it available run it.
That is key, i.e. how many people who have it available to them use it. Don't calculate people into the metrics who don't have it yet and try to claim that not everyone uses it. The real test is what is the percentage of people who have it on tap and leave it on the bench. I'm betting it is pretty low.
-
The title of the Thread covers it all; the problem is bad PLAYERS, not the tactic. Thus the solution, the only workable one, is for them to get better. :)
-
@Chchchcheryl said:
As I've been going further up in rank I've finally clashed with the extreme gen rushing meta and I was wondering if any seasoned killers may perhaps give me tips on maintaining pressure whilst only being able to be in one place at once, particularly with a killer like Wraith, who has no built in snowball potential or pressure.
Please no git gud or ruin undying ez or whatever, just actual proper tips and ideas.
Bring a Mori and use the Bell for the appropriate fear factor. This is going to sound dirty, but against a certain level of Gen-Rushing SWF coordination you have to do what you have to do. Play normal, and get that first hook. Ideally you want to hook them near a Generator you hear has been worked or being worked. Then you can get a little extra pressure running that person off. Kick that Generator. As most have pointed out, Pop and Corrupt is great. Oppression is also good for this build. Then do a series of short patrols, generally cloaked in the vicinity of your 1st Hook. The key is NOT to discourage rescue attempts, but to thwart or give them pause as they get close. The Bell is your best friend for this as ringing it as you see the approach can easily be done in a way to turn people away. If you aren't obviously face camping, then they quickly realize they will probably need a 2nd person for this rescue. Do you see where I'm going with this?
You aren't trying to prevent the rescue or discourage it. You want to tie up more people doing it if possible. You only want to hold them off long enough for the person to go to 2nd Stage. A SWF that milks every last bit of time out of a hook often have the habit of not starting their rescue run until later in that hook. This makes your job easier. *You can see why I said do your best to hook near a Generator you also want to pressure. Once that person has hit 2nd Stage, allow the rescue and them Mori them with extreme prejudice and take it from a 4v1 to a 3v1 as early in the game as possible. I've found this is the most effective way to cripple a SWF.
-
Aside from starting the thread, I've largely remained silent in it. It suffices to say I only complain about hacking when I'm SURE. I record every game I play. The hackers are seeming more frequent and leave no room for doubt. Many of these hacks are rather clever, subtle even. The speed hacks, for example, aren't just suddenly getting speed burst, but rather a slow, incremental increase in speed to try and make it less obvious.
*My favorite was watching a Claudette SLOWLY pull away from me in an M1 chase. She simply increased her speed by about 5% every few seconds until she slowly started pulling away from me instead of doing tearing away which would stand out if someone noticed she lacked the Perk.
The Tracking hacks are the worst, however, going under the name ESP, they allow the Killer or Survivor to know where everyone is at all times. They stand out to me a bit more than most because I play a LOT of Spooky Myers, i.e. Cracked Mirror + Boyfriend's Memo. I can see them through my Wallhack provided by Add-On(s) and can see them react to my movements when I'm a relatively long distance off.
My point is I started reviewing my videos when I noticed the more subtle hacks and found that it was much more common than I originally thought. Another clever one is a hack that resets one's stage-2 hook status when you are unhooked so you go back to just redoing stage-2 over and over again. They only way this cheater dies is if they are not unhooked. I was reviewing one video of all identical Bills I fought and at first I missed it. I just assumed it was a different Bill until I counted the TOTAL hooks. I got too many for four Survivors. I had sixteen for the game. I was like WHAT? At least one (or more) of the Bills had been hooked extra times while I went off to hunt, and then unhooked extra. When I reviewed the video I noticed the only Bills that seemed to die were the ones that happened to run out of time on Stage-2 with me right there and no one to unhook them.
In short, don't assume there aren't any hacks if they aren't obvious ones, such as hit invulnerability (although I see that one often). The smarter (and in my opinion most problematic hacks) are going under the radar. It is only my penchant for recording every match that I started catching and watching for some of these. It is happening too often for my taste.
-
@xXCAM3R0NXx said:
Got hooked in basement, didn't get saved till second hook. Steve has BT, which is nice considering I deserve it for having no one save on first hook. Killer comes down and body blocks me and Steve in the stairs. I eventually force my way out, but have 5 seconds of it left before getting smacked down.
True, he did slug me to go for Steve.
However he only did it because of the possible DS. Which I didn't have.
I don't usually get salty at the game but like come man that's a D**K move :/ especially for someone who didn't get saved til too late...
But hey its a tactic I suppose *sigh*
Nope; it was a perfectly acceptable move. The basement is the strongest point on the map for the Killer; why wouldn't he leverage it?
-
I'm off Killer, taking a break, because of all the hacks. :) I've run into speed hacks, invulnerability hacks, Survivors with wall hacks, and a bunch of things I didn't even know what to call. Once in awhile was tolerable, price of doing business as they say. But now I'm seeing it about one in three games. I'm out. :)
-
If they deal with the hacks (cheating) situation, they are fine. If not, people will lose interest.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1906671#Comment_1906671
What about your camera? Was your survivor blocked his model?
No. He was on one side of the pallet I just dropped and me on the other. A position we all find ourselves in... looking the Killer DIRECTLY in the face. It made no sense.
-
@Phasmamain said:
His power is finicky but it is based on your camera so angle it slightly downwards and make sure at least half of GF is in view
ALL of the Ghostface was in view BOTH times.
-
@AggressiveFTW said:
My build is this: BBQ, STBFL and Corrupt Intervention. I have no idea what the fourth perk should be, any suggestions? I'm not the kind of killer that likes running multiple gen defence perks, so something else other than PGTW, please.
Play With Your Food
-
@xenofon13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1905154#Comment_1905154
https://us.v-cdn.net/6030815/uploads/72K4968Z87JD/picsart-01-30-06-53-44.jpg
Well, no one uses this build right?
First game of the day btw. Blight, 1k, ruin never cleansed.
Well darn? I've never seen it. Seems like a stupid build to me, like purposely playing one Perk down. :)
-
My own personal view is that the force which has taken up residence within Michael Myer's body, the Boogeyman for lack of a better word, is the homegrown evil of our world. I'm sure it finds the Entity's interest amusing, and simply is checking this new interloper out while it has its fun. The Entity will one day realize that this world already belongs to an evil incarnate that likes its pleasures simple. The Entity will one day be subsumed by Michael when its interests suddenly shift as they tend to do every so many decades.
-
How about you just work harder on your looping, and your pals work harder on tactics to rescue you? :)
-
@RodrigoFlecha said:
Memento Mori should happen again and be activated after the first hook, it doesn't make sense to be able to kill the survivor already the third time he goes to the hook, that way, we kill on the hook.
If you want to use the Memento Mori to kill aside from late game, simply make sure they hit second stage and then allow the rescue. Most Survivors are very skittish and it doesn't take too much effort on your part (you won't even look like you are camping) and some unlucky sap will hit stage two. I've seen it happen often enough even without you having to do ANYTHING. Then just Mori them. I put this to the test and it is dirty and effective.
-
@xenofon13 said:
Bye Mr. Ruin/Undying/Pop gamer.
Uh? These three don't work together you know? Ruin doesn't allow you to kick Generators, and thus Pop would be useless until Ruin and Undying went away. Nobody every did this combination for that reason.