Mringasa
Mringasa
About
- Username
- Mringasa
- Joined
- Visits
- 89
- Last Active
Comments
-
I'm a Hag main because I was told she was the least played Killer when I first started playing. Never regretted that decision since. She's finally getting some love again as I have all the teachables from my other Killers. So time to max her out and really enjoy the game once more.
I main Feng and Dwight on the Survivor side of things, although Yui may also go in there as well. I love horror style anime, so having a big brute chase poor Feng down amuses me to no end. Dwight... is Dwight. I love his character, and he reminds me so much of the geeky nerd trope in many horror movies. Big horror fan, so that is a bonus. Besides... he looks so damn frightened in the pre-match lobby, you have to help the man out.
-
I've had Killers drop me a few times because they couldn't handle the Perk, including a pissed off Wraith that I had wiggled off of earlier who just camped my body until I bled out. Purples and under though. Red rank Killers just accept it and keep moving. At that rank, you'd need a blocker because most either know where the hook is, or they can see it without the red glow.
The Perk itself is just too situational, and you do need other Perks to get the full use out of it. I'd much rather equip something that will help me without needing other Perks to actually make it viable.
If it actually increased the wiggle speed, instead of increasing the effects of a wiggle (which iron grasp negates anyways), it might be a lot more useful. You'd have to be really careful on the numbers though because then it just becomes another 2nd chance Perk, and frankly Survivors have plenty of those to choose from.
-
Because this makes for some of the funniest plays in a match. Chasing someone, and having them "vault" into a locker is fantastic. I've done it myself a couple times, and all you can do is accept that you dun goofed. I wish they'd put more of this combo in the maps tbh as it provides instant amusement and great post-game chatter.
-
@shootaman777 said:
https://forum.deadbydaylight.com/en/discussion/comment/993223#Comment_993223
https://forum.deadbydaylight.com/en/discussion/comment/993231#Comment_993231
https://forum.deadbydaylight.com/en/discussion/comment/993309#Comment_993309
https://forum.deadbydaylight.com/en/discussion/comment/993297#Comment_993297
As survivor, it's annoying, but fairly doable, agreed. Hit rank 15 from 20 after a few hours, but I was the only one in my matches (as survivor) that was gaining any rank when I did gain rank. Was commenting on the general experience and speaking on behalf of the other people in the lobby, when it comes to survivor.
As killer, couldn't get a single match over the course of a few hours where I was allowed by the game to pip, til the last two matches I just played, with 7-10 minute queues, against obviously deranked SWFs, on that had map/key and the other with toolboxes. At least they didn't DC, even if their intent was to ruin my gameplay experience. Once I hit rank 18, started getting matches in 5 minute queues and it's been smooth sailing.
Yes, I get the whole 'if you're experienced, it shouldn't be a problem', and really, it wasn't a problem... because I am experienced. It was more frustrating and boring than anything else, really, and I had nothing else to do while sitting in queues so I made this thread.
But for anyone who isn't experienced? The rank 20 experience must suck, because it feels like getting nowhere.
Thinking back to my early days, it was Pips for Points so a good bit easier. I truly enjoyed the horror of the game, and it was for me as a new player, and as I got better at evading and/or just not letting the Killer notice me while i was doing gens, I thought to myself "Why the hell can't I rank up?" because I'd go up a couple pips, then depip a few times.
I realized that I was missing a large part of the gameplay in the saves/heals. I was just trying to survive, do my gens and a totem or three, but I wasn't helping out people in need. So I started working Altruism into my game play and that's when I started pipping easier.
It was frustrating of course, all games new to a person are, but by watching what other people were doing, and thinking about how I was playing the game, I could easily tell what I was doing wrong in regards to Ranking Up. I remember multiple conversations with Survivors AND Killers who gave me pointers and helped me understand specific Perks or certain interactions. Even if it was just getting called out for not going for a save when I was the only one able to do so. These sorts of things will help any new player get better.
Low ranks are a challenge, but they should be one. It's where you learn the basics, and if you aren't doing enough of the basics to get out of there, you need to up your game and figure out what you are doing wrong on a personal level. Too many go the SWF route and get babied through the Rank 20 experience. It's why we have so many red potatoes. They never had to prove themselves worthy.
-
@LordGlint said:
Dont gotta escape to pip up. Just keep playing and you'll pip up, since its REALLY easy to pip at rank 20 and impossible to depip until you hit yellow ranks.
This for Survivor side. Don't aim to escape, just do gens, get some unhooks, and get chased a bit. You'll be out of the browns fast.
As far as Killer goes though... good luck with that. Unless you are playing with a solid build, you'll get trolled and bullied by the deranked SWF teams that prey on newer Killers to feed their egos. Just make sure when you get the true new player games that you play with them a lot more than normal. You cannot sacrifice too quick, and extending chases will net you more emblem points. Sad to say it, but you need to be really "nice" in the brown Ranks to actually rank up quickly.
-
That ######### who jumped out of nowhere and slammed a pallet in my face. Usually a Claudette, sometimes a Meg. I won't tunnel them, but I am not breaking off a chase or giving them the hatch if they are the last person left.
And of course, any Survivor who immediately runs to an abuseable loop (######### you Cornfield tree). If I get the chance, you are going to die. Again, I won't tunnel or camp, but you get no mercy if I catch you out.
-
Eh. I like seeing the "rough" terminology used. After playing with a certain Perk/Add-on for a while, you get a general idea of how it works and how effective it is anyway, so numbers aren't going to change that very much.
If you absolutely have to have the numbers, just search them up. They're pretty easy to obtain. I find that experimenting with the various effects is more enjoyable though. Having actual numbers would take some of the mystery out of it, and the fun, for me at least.
-
@PhattyBubbacake said:
Depending on the Killer I do.
If you are having trouble tracking survivors it combos with Bloodhound VERY well.
I used this combo on every Killer when I was just starting out. It helps enormously in learning where Survivors go, and what they are going to do in a given situation. The feeling when you get the locker grab because they QnQ'd into it and thought they were safe is fantastic as well.
Overall though, I use it a lot because it seems to pop up in my early Bloodwebs frequently. When I prestige, or start a new Killer, I'll grab it because it helps just about everyone with no real drawbacks by "wasting" a Perk slot on it. Only Killer I never use it on is Plague.
-
Killers don't need to camp because they know there is at least one overly Altruistic idiot crouched 12 meters away behind that rock/tree/wall that they can find 5 seconds after hooking someone. You don't need aura reading for that knowledge.
-
Everyone gets punished for a DC. Killer in emblems, potential BP, and the Rift. Survivors because they are a team member down. They just need to put the DC penalties back in and let it go from there. At least then you'll get some use out of these wastes of life.
It might not be a lot, but the little extra time it takes for a person to take 2 hits when they find the Killer, get picked up and hooked, then suicide/struggle, can help. It's a whole lot better than the insta-DC because: map, add-ons, Killer, Perk, etc. At least the Killer gets a bit towards their side of it as well.
I don't think there should be an automatic safety though. That seems a bit too abusable for SWF. Say if it's going really bad for them, one can DC and the rest safety. The BP should be higher though, and it should count as 2 full hooks + sacrifice towards the emblem.
I can never remember, do Survivors get BP if they get a DC in the match? If not, then maybe they should throw a bit of BP to them as well. Something like 1k per DC? Not too much, but a little salve for the "######### you" they just received. Not sure where they'd put emblem points though, maybe give them a bit towards Survival because they probably aren't going to. Lol
-
If you can't get his chainsaw down, he's a nightmare to play. I managed to get him to lv40 purely playing him as an M1 Killer with fast travel. It might be the coordination, or judging the power bar correctly, but I had a horrible time getting anyone downed with his saw. Might just need to work on it more, but his playstyle is boring to me so really not worthwhile.
Playing against him, I used to hate it, but after hitting Rank 1 when it was either Nurse or Billy, I don't get as stressed anymore. Just have to be prepared for the swift movement from section to section, and pay attention to his animations so you know when to dodge that saw while running away.
As with most Killers though, he's heavily dependant upon the player controlling him. Against a weak, boosted Billy, you always have an easy time. Against an experienced, legitimately veteran player, you are in for a world of pain. He just has a much easier time capitalizing on mistakes because he can move so fast + OHKO capability. It's a deadly combo, not counting the Perks he can utilize to their fullest (BBQ, Tinkerer, pick any other aura Perk or location revealer).
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/992185#Comment_992185
No one does that. If they get a baby killer they STEAMROLL them.
I don't do this as killer I tend to ease up and if I am rolling I will show them where my ruin is and things like that, but man if these red rank SWF didn't troll the hell out of me the dozens of losses in a row might actually have been tolerable.
Ahhh, that type of match. Yeah, I hate those, but the only options you have are End Match, or just wait out the torture.
If you can pick them as SEAL Team SWF in the lobby, bring Franklin's and try to collect as many items as you can. Frequently they'll sacrifice themselves, or DC after recollecting it, so they don't lose their precious lightsabers and AI repair tools.
Can always sit a corner too, let them get on with the match but don't let them get the Chase/Altruism points. Make them depip and get ######### for BP, then reap the salt in the post-game.
-
Just wait til you get unhooked, run 30-40 meters away, and get downed by the Killer who swung at your T-posed body still hanging on the hook. It makes for a great view. Lol
"I got dedicated" is the only thing you can say. Heard it from numerous Survivors the past few nights of playing due to various bugs, glitches, and random bullshittery. Gotta love it, or else you'll be needing some blood pressure medicine soon.
-
I'd rather them do nothing right now, because everytime they touch it, it gets fixed for a bit, then it comes back even worse than before.
If you run into the higher ranks, just work on getting better and hope it ends swiftly and painlessly. Only thing you can really do. If you run into the low rank potatoes, give them a good match, suck up the sweet BP cause they will feed it to you in heaps, and move on to the next. Let them at least try, so they don't get upset and get something else nerfed because "they can't handle it at Rank 20".
-
I just ran Demo from lv1 to lv40, going to eventually P3 once I've worked on my Hag/Myers, and his portal is pretty damn impressive as it stands. It makes it easy to snowball and it really does help put pressure on the map, even the places you aren't porting to.
This might be different at Rank 1, but all game play is different there, but even against high purples and low reds, there were numerous times people pulled off a gen (noting the missed skillchecks), when I ported. Having no cooldown, or even less of a base cooldown, would make this way too powerful.
You have add-ons to do this, and they are really nice to use from my own playing of it. Using the trash Perks RNGesus gave to me, I still managed some really solid games, including quite a few 4k/3k + hatch. Against actual newer players (Rank 15 and under), Demo just destroys them. Going to love getting back to the purples/low reds and playing him eventually. Will make for some fun matches.
Demo has Shred for chases, and imo he is pretty well balanced where he's at right now from what I've played. Got rekt sometimes, rekt the Survivors sometimes, and had some really fun, tense matches sometimes. Without that cooldown though... dear god... being able to immediately teleport back somewhere? Mindgaming portals with 0 cooldown? That would be insanely overpowered.
-
2+ toolboxes and a flashlight, or multiple flashlights = Franklin's.
When I play as a Survivor, if there's a toolbox, or multiple, in the lobby I just ditch mine or maybe bring a medkit. If there's a key, I go rummaging, because you know Franklin's is probably going to be coming out and I don't want to lose my good stuff.
-
Everytime I break LoS, hide in a really good spot with Iron Will keeping me quiet, but the Killer is actually good and checks. This always ends up with my just nodding my head to them while they look on in amusement before they down me. I usually don't even struggle at that point cause I dun ######### up.
-
Hatch + EGC is a reasonable compromise imo. I don't want hour long matches of immersed Survivor creeping around the map. I never did hatch standoffs, I'd just hit them and let them go. Not going to sit around for 30 minutes falling asleep for 1 kill and a couple BP when I could play 3 other games in that timeframe.
Keys on the other hand, they are a bit too powerful imo. Limit them to 1 Survivor per key as was stated earlier, although what you would do with the 4-man escape Achievement I don't know, and that seems fair. I never use them personally, because their primary function isn't worthwhile. Better to have a medkit or toolbox if that's what you need.
It isn't right though to have multiple people escaped because a Killer is snowballing them and they just happened to find, or bring in, an item. 1 item should NOT be that gamechanging. Maybe turn them into an Offering instead, hidden of course, that allows someone to use the hatch if it's spawned. They will complement Moris at that point.
-
Kindred is the new meta for solo survivors. The amount of information you get from it, and of course give, is on-par with SWF on comms. It's in all my builds, along with Iron Will and We'll Make It. 4th slot is for dailies, WGLF or anything else I might feel like running.
-
Because I can play with 1 Tier 1 Perk on a fresh level 1 Survivor and still walk out of a match in the high purples/low reds with 15k+ and a pip. Not every match, but I've been doing this with my new characters and have gone from Rank 15 -> Rank 4 with ease, mostly dying of course, but not as often as I thought I would.
Trying that at even Rank 12/13 as a Killer, and I have to sweat to not depip. Get good BP, which is what I am looking for, but not ranking down is difficut in the exact same situation. Level 15 with 4 Perks is when it eases up a bit.
-
DC'ing for any reason not a legitimate emergency is wrong. If you get outplayed, too bad for you. This is why they need to put harsh penalties in for DCs.
The test penalty period was one of the best in DbD in terms of having actual matches. Very, very few DCs, and even the ones who suicided on the hook at least kept the Killer occupied for a bit longer than a DC does. Those few precious seconds were nice to have.
If you ######### up, suck it up and keep playing. There are many ways to turn a mistake into a win. People who won't even try are the real trash players in this game. Fail in the game, most likely a failure irl as well. The attitudes tend to carry over.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/984916#Comment_984916
As much as I like the idea of unlit totems all-around I feel like it's a debuff, I ignore the heck out of totems depending on how close I am to a gen, I am 100% more likely to cleanse every & any totem I see if it may clear a hex.
Alternatively, I'd like totems to be made shorter, darker & less lit.
This is why I suggest they all be unlit. They were supposed to be another Survivor objective, but as they stand now, it's too easy to just cleanse the one that's bothering you and call it a day. Good Survivors will cleanse them all throughout the match, just to prevent NOED, but if you don't know which one is the Hex, this slows the game down a bit without changing anything else.
I don't want to see gens take more time to complete, that gets boring AF. But giving a Killer more time in the early game, Survivors looking for totems to cleanse instead of just searching for that one that shines like a neon billboard, will make the game more balanced than any tweaking of a single Perk.
The reason so many use Ruin, at high ranks at least, is to get the little extra pressure it affords them. No great skillcheck bonuses, potential regression for failed greats, and it's also a bit of a placebo. I know I have issues if I'm tag-teaming a gen and Ruin is up, I will fail skillchecks looking to hit that great. But put me solo on a gen, and I can power through it without an issue, maybe adding 10-15 seconds or so to it from goods.
I'd even go so far as to add another 1 or 2 totems to the match itself. 5 is pretty shallow for a totem pool on some of the larger maps. Make it 6 or 7, make them unlit, and then you might have a good balance with the new Ruin.
-
Every match is 50-60 ping for me. This does not prevent latency, rubberbanding (sometimes takes me 6-8 seconds to pickup a Survivor), +1-2 seconds for various animations: hooking, gen kicking, grabbing, etc, legitimate BS hits that I KNOW should not have landed but they did anyway (playing from Killer side btw), and I've seen more T-posed Survivors in the past month than I have through the past 2.5 years prior playing the game. T-posed as in they look like Jesus on the cross and fly through the air instead of walking.
Had games where I could not kick a gen at all for some reason. It would animate, but would not give me the explosion. Found out that I had to hold the spacebar for an extra 3-4 seconds to complete the animation.
Multiple flashlight blinds that I never even saw, to the point I accused someone of hacking because from my end it looked like they were directly behind me when the stun went through.
But my favorite was playing as Pig. I swung through a pallet, got the hit and down, started to walk to the person to pick them up, got stunned, went through the stun animation, then rubberbanded back to the other side of the pallet. The Survivor was roughly 20-24 meters away from the pallet location when I went to go pick them up after breaking the pallet. Had a nice discussion about that lovely little hit in post-game.
Now, when stupid ######### happens, I just think to myself "I got dedicated", and move on with the match knowing it's going to be pretty frustrating.
On a side note, I've noticed it depends on what Killer I'm running as to how nasty it is. Freddy = horrific. Very glad I got him to 40 for teachables and I can stop playing as him. Pig and Demogorgon not so much. Demogorgon to the point that it feels almost back to p2p.
-
Make Hex totems unlit. That solves a large part of the issue quickly. Either by forcing Survivors to cleanse every totem (it's another objective right?) or else deal with the Hex throughout the game's entirety, which would give you your endgame strength.This will also teach new players why leaving a potential NOED totem untouched is a bad thing.
That and take away the stupid handholding notifications for anything and everything in the game. Back when you had to pay attention to the statuses of your teammates, the game was a LOT more tense. You didn't know if that insta-down was DH or that you were mangled and couldn't repair gens as fast. You had to pay attention instead of running on auto-pilot. That's part of the learning experience of the game, and it's taken away a lot of the surprise factor when playing as a Survivor.
-
If they leave, more matches for me. I love playing Killer, but the queue times are awful for the most part. The past couple days have been absolutely fantastic though. Less than 10 seconds wait tonight, and less than 20 last night. I haven't used Ruin since it was Pips for Bloodpoints, so this change affects me not at all.
If you can't adapt to a change, too bad imo. Having a single Perk changed does not affect the game in any meaningful way. This is the result of a couple years worth of new Killers being told you have to have Ruin and BBQ or you will lose. Just wait til they come for BBQ next. All the "I only use it for the BP, but really I abuse the aura reading" Killers will be crying about that too.
People just need to relearn the core skills that Perks have dumbed down. Patrolling, finding Survivors, chasing and downing them, in a reasonably efficient manner. You aren't going to 4k every game, but that's not balanced. 2k is their goal, and it's been that way for quite some time now. We'll see what other changes are coming after the Mid-Chapter Patch goes live, and they start prepping for the next Chapter.
-
Play both sides, probably more Survivor than Killer. Been to Rank 1 multiple times, blah blah blah. Will be playing Killer almost exclusively once this goes live because queue times. Killers get more BP per minute, for me at least, so with the fast queue times (already seeing them btw, legitimately 10-20 seconds queue at most tonight instead of 60-90 seconds at least) I can churn out way more BP than running Survivor in the high purples/reds.
Have Freddy (lv34), Amanda (lv29) and Demogorgon (lv10) to get teachables on and decide if I like their gameplay enough to P3 them. THEN I can finally play Hag, who is my favorite Killer and max her out with all Perks.
I don't use Ruin, ever. It's useless. Even at red ranks it's usefulness was debateable. Anyone who says "it's required" doesn't know how to adapt and use their brain. They're just repeating the same crap everyone has been vomiting forth.
It makes me cringe everytime I come back to the game after a break and see Rank 15 Killers using Ruin and saying "I have to use it because gens get popped too fast". Rank.... 15..... and this is what the Killer community has pounded into their head. Then they get reliant on it, and they are worse overall because of it.
Improvise, adapt, and overcome. I stopped crying about nerfs and balance adjustments after watching Perkless Freddies (old Freddy) 4k SWF teams at Rank 1. It's all in how you play the game, so stop letting it play you.
-
Don't run Ruin with Devour Hope. It works MUCH better.
As soon as Survivors see Ruin, they go totem hunting. If it isn't used though, they tend to avoid breaking any lit totems on the off chance it might be Haunted Ground, or it's just TotH. I get great results up to Purple Ranks running Devour Hope as my only Hex, on multiple different Killers.
No totems should be lit though. They should all appear as dull totems to the Survivors because that is a personal bond between the Killer and the Entity. Would make them much more viable.
-
If you don't tunnel, camp or otherwise tryhard, you might end up getting it easier. See so many suggestions for what is basically toxic AF game play, and so many people doing this can't get it done. Just play a normal game, bring your iron grasp and agitation, but only do death hooks in the basement. Probably be easier to get that way.
-
The Hag's height is a positive imo. Many, many times I'll pop out of the swamp grass and/or corn and smack a Survivor because they can't see her coming. Using full P3 makes it even better on the darker maps. Had a great time on Yamoaka the other night when I had a Daily.
You learn to use your hearing more than sight during a chase when playing her. It's actually made me a bit better on other Killers simply because I'm used to tracking by breathing, whimpers, and noise events rather than sight.
She doesn't only snowball off the hook. If you play aggressive and force Survivors to travel the paths you want, you don't need to snowball anything. It's just another method of putting pressure on them and reaping the rewards.
A Hag who camps, is a poorly played Hag. Especially the ones who waste 3-4 traps on a single hook. Those should be out in the loops and jungle gyms to cut off the other Survivors.
-
@[Deleted User] said:
The game wasn't coded for dedicated servers in the first place. Things won't get better because they can't. Sometimes its just better to accept a failure and return to the old system. Also nobody of the old players expected dedicated servers to fix any problems, and they didn't.
This. The screaming minority were declaring lag switchers and other such deviants as being responsible for all their woes, up to and including late rent payments. They never blamed their own lack of skill, so what we end up with is a system that is horrible in comparison to the p2p we had.
I only ever encountered 1 lag switcher through hundreds of hours of gameplay. I had more issues with Survivors macro'ing flashlights to their mousewheel and attempting to force me to disconnect. That happened a few dozen times or so. p2p was just fine and I truly wish they'd revert until they can fix and polish the dedicated servers. Then reimplement them, test, see how it works.
-
P3 Hag is sexy. She looks great vaulting out of a window.
-
Any game with a challenge is competitive, even Super Mario Brothers (Speed runners). Doesn't mean they aren't casual as well. A game like DbD draws from both crowds and can rightly be called a casual competitive game.
It might not be professional able, needs balanced better and numerous other things before it can be a professional sport, but tournaments and things like Twitch Challenges exist to let players compete against each other. There's also the 1v4 nature of the game that is competitive.
It draws more from the casual crowd though, imo at least. Most people I play with/against are looking for a fun match within the rules of the game. They want to win, but they don't go sweaty tryhard like you would if you are competing for a prize.
-
Mercy for the new players our lovely matchmaking system gives me. If I can tell they are new at least. Some of them watch too much YT before playing so they know some of the abuseable stuff in-game like the god loops. They get no mercy.
Everyone else, it depends on how I feel. If I need sacrifices for a challenge, or emblems, I'll take em. Sometimes I just want to chase though. Then I'll go easy and mess around a bit instead of going for the kill.
Of course, first person I catch after Devour Hope gets 5 tokens will get Mori'd. That's a guarantee since it doesn't happen very often.
-
I love Killers who run NOED. I break totems when I have a chance, so that means they wasted a Perk slot. If it ever activates, every single Survivor in the game is to blame. The Killer is taking a massive risk bringing it, and if the Survivors are doing their job it will never activate. It is perfectly balanced imo. Having a chance to only run 3 Perks vs a chance to insta-down during endgame.
-
Moris are fine the way they are really. They are an ultra-rare, maybe the solution is to make them even more rare in the Bloodweb. As an example, leveling Myers right now at P2. I got Ebony Moris 4 webs in a row. Didn't take any of them, because I feel they are a waste of BP, but that seems pretty damn frequent for an Ultra Rare that is a big gamechanger when used as intended (1 hook -> Mori).
Moris should NEVER give bonus BP for any reason. You are stealing from the Entity to satisfy your own craving for blood. That should result in a reduced BP gain at any time.
Moris and BNP used to balance rather nicely when it was Mori anytime and BNP was an insta-gen. Then they started nerfing things and it seems to have thrown certain aspects of the game completely off. They should've just made them both rarer in the Bloodweb, and it would've been a whole lot more balanced than it was. 4 BNP was a nightmare game.
I don't think a nerf is going to solve anything. They are Ultra Rare for a reason, they just need to be not quite so easy to obtain. If I remember correctly, running my p3 Hag from 1 -> 50, I had a chance at 22 Ebony Moris. Almost half my webs containing them, even with the boost from P3, is pretty damn excessive imo.
-
Unhooks could be a problem. They have to be safe unhooks or else everyone gets a nasty negative to their emblem. If you have one idiot running We're Gonna Farm Forever and unhooking in the Killer's face, it will make your emblem much more difficult to get.
Same thing goes for healing and such. You should focus on making sure everyone stays healed up so you can keep that emblem as high as possible.
Unless something has drastically changed, I have never had an issue hitting Rank 1 as a solo queue Survivor. It takes a little patience sometimes, you'll get those strings of 5-blink Nurses or Billies with fast chainsaws, but it evens out eventually. Just need to keep your gameplay balanced and do a bit of everything.
I generally don't escape btw. I tend to be the one sacrificed so everyone else gets out safely. Something I personally don't mind, but it might go against your own idea of a win. 15k+ BP and a pip = win for me.
-
They shouldn't notify you at all. Devour Hope was so much better back when it didn't give you a notification of the Exposed status. You actually had to pay attention to what was going on in the game, rather than being spoonfed all the information. It added a bit more to the game imo, and actually helped me learn a ton by asking questions about What caused This or Why did that happen?
If you notice the skillchecks are coming faster, you should automatically think it's an outside influence and figure out how to stop it. First time encountering it, you should take a look at the Killer's perks and add-ons to see what it was.
It was always fun to get called a hacker or cheater when I ran DH and someone hadn't seen its effects before. Then they'd get laughed at by the rest of the Survivors and learn a valuable lesson.
-
If you're waiting for someone to die on the hook so the hatch opens, you've already lost. Survivor goal is to complete 5 gens and open the exit gates. You're being given a second chance to escape because the Entity feeds on your hope. If you fail, well you already lost so there's no legitimate complaints to be had.
With EGC, the hatch feels a lot more balanced. I'm not fond of it spawning at the start, I think there should still be a minimum of generators done, but it feels nicely balanced as it is right now.
-
She's fun AF when you've had a rough day at work, and need to abuse the hell out of someone. Chasing them and covering them in puke is truly satisfying and great stress relief.
Only problem I've encountered is SWF groups DC'ing when they see I'm using her. Otherwise, now that I've gotten some Perks on her at least, she's pretty fun. Not top tier I think, but still a fun Killer to use.
-
Last time I went for Rank 1, it was pretty easy. You get the occasional troll team, and potato survivors, but overall the people I played with were good enough that I could support them, and they supported me.
Stop looking to escape every match. Go in with a gameplan of getting a gen or two (maybe a totem), unhook someone, heal a bit, and get chased for a little. That will get you a pip easily. If you escape, even better because you might just get a double. As soon as you stop thinking "I need to escape" and start thinking "I need to support my team and do a nice balance of things" your matches will become much less stressful and those pips will pile up.
I play solo survivor almost exclusively. Getting pips is simple, you just have to learn to be patient and make sure you are taking every advantage you can in gaining those emblem points (and BP of course) throughout a match. Do not do stupid things like unhooking in front of a Killer because that actually hurts your emblems. Reasonably safe unhooks, and if you can heal that person too, are an excellent way to get your pips easier.
-
@Ksoni said:
For me corrupt intervension is a must, it works really well on him, because he is very slow at the begining, and he can't apply much preasure.
If you use LoS breaks and stay well hidden, you can stalk quickly early game and get right into T2. Generally, I stalk to just before T2, then try for a quick grab, if I get it fine, if not, I pop T2 then go into the usual stalk/chase scenario and go for the OHKOs as I can.
If you dive right in though, without trying to immerse yourself in the evil that is Myers, you can end up in a bad situation with trying to chase and stalk Survivors to get to T2. Good survivors know how to break LoS and deny you that sweet stalk time.
-
I'm not finding it a huge problem to pip with her, now that I have a few levels (30 atm) and some reasonable Perks for her to use. The first 20 levels though, I depipped or got a lucky safety in every match. You have to really adjust your gameplay depending on if the Survivors are cleansing themselves or just running around Broken.
It might be something to do with the one-hit downs, especially if the Survivors aren't cleansing at all. I remember Billy having issues because chainsaw hits weren't giving enough points towards the emblem. If you want to pip more, stretch the match out a bit. I've found that more chases = pips. If the match is over too fast, I'll be lucky to safety with her.
-
I've started playing her, and I'm having severe issues with putting enough pressure on the gens. Starting at level 1 (I never store up BP because I want experience at a Killer's baseline) it's a pretty nasty slog trying to level up and get some decent Perks.
Is she really that Perk/Add-on dependant or am I missing some part of her gameplay that makes it easier?
I've only managed to actually sacrifice 2 Survivors total with her so far, an enormously different experience than I had with the Spirit whom I just P1'd. Going from Spirit -> Plague was a major gameplay change.
-
@premiumRICE said:
If u are rank 15-20 yes, that doesnt apply when u need like 4 golds just to not depip.
the spreading efforts would be nice if you could control the peace of the game, but the killer could just decide to tunnel which is fine, but even if you escape you wont pip and maybe not depip.
Overall though, it's way too easy to pip and Rank right now. I'm sitting at Rank 11, and I'm playing legitimate potato Survivor atm. ######### plays, really bad timing, and not helping my team as much as I should. Not to mention I'm playing with 1 and 2 Perk Survivors as I level them up to 40 for new teachables.
I just cannot Rank down without actually putting effort into it. That would mean screwing over the other players in the game, and that's not something I'm comfortable with. So I end up making a couple bad plays in my efforts to help as much as possible, and still safety or sometimes pip up because I managed to have a good game.
One match doesn't make or break a Survivor, it's multiple matches over the course of a session. So that one tunnel means nothing in the grand scheme of things. If you get tunneled/camped even a couple times, not really a big deal. You can get it back during another match. You just need to pray to RNGesus a bit more.
-
Pinhead would be my #1 choice. Pumpkinhead (so much a cult classic) or the Tall Man as a second choice(s).
Chucky is overrated. I'd rather see The Leprechaun in the game if you're going to do a small Killer.
-
I'd love to see an Aztec/Incan or similar South American flavored Killer. Give us a solid Hispanic Survivor alongside. Love the Plague's theme, and really love her look, so let's get another culture into the game.
We have a solid American/European set of themes, 1 Russian, 1 Asian. The mythology of other cultures can provide a plethora of potential Killers to enter the Entity's realm. A Middle Eastern or Indian Killer would be fun as well. Maybe an efreet or jinn in theme? Not sure about the Indian mythologies and folklore, but the older the culture, the more their "evils" have taken shape and form. Could be interesting.
-
It's too easy to rank up as a Survivor. Do a gen, 1 unhook + heal, run the Killer around a bit and you've got your safety at least if not the +1. I never feel rewarded as a Survivor with a pip. Pip + 15-20k BP, yeah, I feel I've done a good job in that match. Otherwise, I haven't done enough. You can hit Rank 1 with ease under the new system, although not quite as easily as before.
You just have to spread your efforts out. You can't focus on one thing and still expect to pip. I like it because it does force people to play multiple roles in a match if they want Rank. They just need to make it slightly harder and then maybe Rank will mean something.
-
I never use it myself. I find the Perk slot to be a waste with Ruin. Better off with something that will last all match, or that will complement your specific build. You will get about the same amount of delay with the new Plague Perk (can't recall the specific name) without having to worry about it. Might even get more since half the time it's gone within a minute.
High Ranks, and if you can defend it, Ruin might be worthwhile, but it is amusing AF to see it on Rank 10-20 Killers. They've been told it's mandatory to use it, and the results are extremely funny. If you can't win matches at that level without Ruin (or BBQ for that matter), you legitimately need to go Perkless and learn your Killer again.
If they could hide the damn totems better, or force Survivors away from generators with other Objectives, maybe it would be worth the slot. As it is, you lose it too fast, or else the Survivors just slam those Greats out with ease if their skilled enough.
-
Most of the time people just pop gens. You can fairly easily get the RBT off before the timer goes, unless you have significantly bad luck. At best it's a tool to keep one Survivor off of gens for a time. Frequently the Killer will even bypass you to look or chase another Survivor as well because they know you aren't going to be doing much but look for the key. Some chase, but most of the ones I face do not.
As far as healing goes... if you have We'll Make It, I normally will take a heal or give one if they need it. Having that extra hit of health can keep you alive at times, and it helps once you've gotten the RBT off as well since you can get right back into the match. Without it, I generally don't bother. Just get that RBT off and you can then look for someone to help you afterwards.
-
Monitor and Abuse + Dead Rabbit = An enormous amount of fun yanking Survivors off of generators, totems, and other interactables.
Even just regular M+A will give you a massive change in your matches. Michael is one of my absolute favorite Killers to play, but it will take a bit of adjustment going for stealth + LoS blockers vs the standard rush in and smack people around.