Nos37
Nos37
About
- Username
- Nos37
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Another fun one I like to run is the Killer Power Counter build:
- Spine Chill (to counter EW2 Shape, Wraith, Ghost Face, and Pig)
- Urban Evasion (to counter Hag)
- Calm Spirit (to counter Doctor and Clown)
- Small Game (to counter Hag, Trapper, Freddy)
-
I've been playing a Healer build lately to change things up:
- Empathy (to see injured survivors and know when they've escaped the killer)
- Lightweight (to get to them without bringing the killer)
- Autodidact (to getter better healing over time)
- Aftercare (mainly to let survivors know where to get more of your sweet heals)
(Assuming RNG isn't bad) 5 tokens of Autodidact are great for late game healing when the pressure is on. They are also great for the killer's 3-gen strat. Post up away from the 3 gens (not too far) and your teammates can use Aftercare to locate you and get healed up after being chased off a gen and hit, before running back in for more.
The downside of this build comes from Aftercare. Scared survivors, and trolls alike, will use your aura as a means of kiting and ditching the killer on you to save themselves.
Aftercare isn't completely necessary, but it does help cut down on time spent chasing an injured survivor who doesn't know where you are, and it helps you read your team's situation to better help yourself.
(If you see your teammate working on a gen and then suddenly walk or run away, you'll know the killer's patrolling their gen, leaving you to rush your own; if there's only 1 gen left to do then you can better coordinate which gen(s) to repair (if the killer's busy chasing, stack up on 1 gen; if the killer's busy patrolling 3 gens, split up onto the 2 gens furthest apart).)
If you want, you can replace Aftercare with:
- Solidarity (to heal yourself while you heal others)
- Self Care (to heal yourself)
- Botany Knowledge (to further increase heal speed)
- Vigil (to help your patient recover from debuffs while being healed)
- Buckle Up (for those slugs)
-
@sirnewbington I've used this build before and it worked well up until I faced a killer who ignored me altogether after realizing what I was up to. They killed off the rest of my team instead, before slugging me to death by smacking me everytime I fully recovered.
-
If it's down to 3 gens in one area, I always kite the killer away from them.
If the killer gives up, Surge does not proc.
If the killer downs me, I won't be within 32m of those three gens.
-
Hopefully with the Stranger Things Chapter comes the new killer matchmaking that is tied to your ability with each killer instead of your ability as a killer in general.
(Currently, if I reach high ranks with Nurse, then decide to switch to Leatherface, I'm going to get smashed as Leatherface. However, with the new matchmaking, my weak Leatherface won't be matched with the same survivors my strong Nurse would.)
-
The effects of the proposed change will be short-lived.
Instead of walking away from the hook when the timer bar/meter is low, they'll wait until the sacrifice animation procs.
Plus, if a survivor has to get close to the hook to trigger the perk then they're also close enough to stop the killer from getting a "Hook Proximity" penalty.
The better function of the perk is to buy more time for gen rushing to punish campers.
-
@Coriander said:
Going back to Wiggle, it's pointless. There is virtually no scenario in which you could free yourself, outside of Flip-Flop. There simply is not time to wiggle out. To test this, I got into the furthest corner of the exit gate, while a teammate was hooked nearby (on the closest hook). This means I had to be carried farther than the nearest hook, and still was unable to wriggle free, without Iron Grasp or Agitation. Please at least make it so I'm not ruining the controller trying to do this.
@Coriander The point of wiggling, in general, is to pressure the killer into taking you to the nearest hook instead of the basement every time.
Also note that "the faster you move your thumbsticks, the faster you wiggle free" is not the case. As long as you alternate moving left/right once every half second or so you'll max out the wiggle. No need to Mario Party your thumbsticks, nor slam them all the way to the side (move the thumbstick halfway toward the physical limit).
That said, I am definitely for the OP's suggested mechanic change.
-
@Raptorrotas said:
I admit that I'm really killer sided and like some other pwople can be really stubborn with certain topics (looping started as exploit for example)
Swf AND Cwf (Communicate, not cheat how many would assume) Do NOT have in-game differences to solo survivors. They mechanically function the very same way.
Swf grants a general knowledge of the behaviour or skill level of your teammates, and longer preparation time as you can already chat in the lobby before looking for a killer. This stillm s a huge factor in removing randomness and uncertanity for survivors.
Cwf adds real time information exchange and strategizing. This boost survivor potential power even higher, regardless of the Cwf group size.
Any method of debuffing, restricting or nerfing only swf/cwf will only cause the volatile part of those survivors to lobbydodge for "4 randoms who are friends" again. Which was the problem thast spawned swf in the first place.
Oh, so as a solo survivor I will know when the killer is camping; when to go for a save or work a gen; the general location of hex totems, traps, used pallets, nearly-completed gens, the hatch, slugged survivors (Knockout blindness), sabotaged hooks, unopened chests, and the killer's belongings (traps); all without having to equip a single perk?
Awesome! That means I no longer have to equip Empathy, Bond, Small Game, Kindred, Windows of Opportunity, Plunderer's Instinct, nor have to bring a Rainbow Map or a Map with a Black Cord.
So how do I get these benefits!? Is it in Settings? Do I have to buy something from the Store?
/sarcasm
-
@Watery said:
This isn’t fair to casual players at all. It’d leave a bad taste in their mouth, and make them not want to play it.
Alternative Solution:
Both sides need to learn how to play around eachothers mechanics, and not be afraid to know that they’re going to lose.
Casual players are stuck in brown/yellow ranks getting camped and tunneled to death by killers who don't know what map pressure is. Bad taste, and reasons to not continue playing, already exist.
-
Like I've said before, if the SWF squad is going to act like a unit they should be treated like one:
- Each member of an SWF can equip 4 perks like normal, however, at the start of the trial 1 perk is locked for every other survivor in their party.
- (Duos each have 3 usable perks to start; teams of 3 each have 2; a squad of 4 each get 1.)
- As members of their party are killed or sacrificed, additional perks are unlocked.
- The sequence of unlocking is always from the first perk slot to the last.
- (A 4-man SWF survivor would unlock the perk in Perk Slot 2 when the first member dies, but won't unlock Perk Slot 4 until he is the last remaining survivor. This allows SWF to at least tailor their perk unlock progression (perhaps allowing the change of playstyle from altruistic to stealthy as things get worse).)
-
End Game Collapse is manageable (and better incentivizes the Wake Up! perk).
End Game Collapse + Trapper = RIP
What if, when there is only 1 remaining survivor and the hatch is closed, EGC spawned a new chest on the map with a guaranteed key? No... Trapper could still trap it.
What if the Trapper's traps were disabled or limited to 1? No... too much.
What if the Trapper's traps can be sabotaged without first having to be disarmed?
-
Curious to see how they flushed out the Demogorgon's power, and how similar it is to either the show or my suggestion.
-
What if Blindness itself was then also buffed?
Survivors with Blindness will not receive great skill check zones and have reduced (normal) skill check zones. Thematic; not game-breaking; and Blindness remains to be the weakest debuff in the game (as intended).
-
Nurse is in a good spot on console, since they've removed the auto-aiming into rocks and walls, increased the lunge speed/distance, and let her shorten blinks.
My only problem with her now is blinking into the lower floor of Badham's Preschool if the basement is also there (end up in the basement almost every time, even if I barely look down).
-
What was the validation for making deep wounds timer progress invisible to killers?
It's so the killer cannot monitor whether or not the survivor is within terror radius to "moonwalk" behind them, but from a distance.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/475370#Comment_475370
You shot down your own argument when you accused fellow teammates of not properly countering the perk.
I play solo survivor at rank 15, and I only get matched with potatoes.
I play killer at rank 16, and I only get matched with coordinated, voice-comms-exploiting, tryhard squads.
-
This Ash player comes up to my gen at the very start and fails every skill check. The killer comes over, COMPLETLEY ignores the Ash who is clearly in front of him as much as myself, and proceeds to tunnel me.
You bet your ass I'm disconnecting!
Nos37 playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comThey did the same thing to the other 2 survivors while I was spectating/reporting.
-
(They are asking for Hex: Ruin and Kindred to be made a part of the base kit (built-in mechanics))
-
@shad03
The sweet, sweet Bloodpoints are staying though. My suggestion would give you a read on gen progress for better map control and cannot be obscured from you because the gens cannot hide in lockers.
-
You deserve that sacrifice? Then put them on the hook! Why slug them for several minutes? You "earned" it??
-
Why the aura? I would just use this to show the killer where I am to end the game faster. Oh wait, they would just slug me so that the timer takes 4 mins instead of 2...
-
I use BBQ as the killer. If the survivors don't hide in lockers the whole match, the difference this one perk makes is night and day. Way too efficient.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/470180#Comment_470180
If the survivor believes there's no chance for escape, why don't they just go to the killer and ask to be hooked, instead of skulking around the map and delaying the trial?
Tried that. I was slugged and had to wait 4 minutes instead of just the 2. Better to hide and wait.
-
"Stop disconnecting!"
"Get out of my games!"
XD
Oximoron...
-
@DarkWo1f997 said "There’s so much you can do to counter EGC as the last survivor. Those gates don’t regress, all you gotta do is loop and drive by interact and you can make it within the tine window."
LMFAO.... XD
Looping only buys time for OTHER survivors. You have to hug the object you're looping as TIGHTLY as possible to effectively buy/waste time.
You're saying leave the loop, run to the exit gate switch, waste 1 second on the switch-pulling animation, make a hair of progress, run back to the loop, and repeat this? The gate will be opened in less than 2 minutes??
Hahahahahahaha..... XD
-
Most DC's I see happen after a killer camps and then immediately tunnels the unhooked survivor. How about fixing this core issue?
-
@DocOctober said:
Why should you be entitled to an escape in that scenario? You guys underperformed and paid the price for it.
He's not asking for an escape...
It's like he got pulled over by a cop for speeding. He's not debating the ticket, but the cop is just busy watching YouTube videos on the laptop in his squad car instead of actually writing up the ticket.
-
@ShyN3ko said:
The killer killed 3 survivors.
The killer found the hatch first.
And the killer found you, because you didnt hide.
You and your team failed 3 times,
but you want still another chance.
You're saying that because I am at Survivor Rank 15 I deserve to stay at Rank 15, simply because the majority of the teammates that I'm matched with are bad, even if the killer is bad?
If I want to rank up, I have to be matched with better teammates? I have to be lucky enough to find the hatch first for ~20 matches in a row just to reach green ranks?
-
The killer used up all the hooks on one side of the map. They didn't have Hangman's Trick. This used to punish killers. Not so, now.
-
I remember the shack having only one door, two windows, and the Entity never blocked windows.
-
I'm glad I don't have an audience or an ego demanding that I rank up. I just play and let my wins/losses determine who I'm matched with and against. That said, there's the occasional mismatch having me verse a Rank 2 while at Rank 12.
-
I also like how the game knows when I'm taking a second to itch my face. It's annoying and hilarious.
-
The game is not a subscription service. Making players stay by prioritizing bugs will not make them money. Making new content will bring players back to purchase and play until they get bored or frustrated.
Plus, having players stick around means handing out more Irridescent Shards for players to buy cosmetics with instead of real money.
Invest money into making more money, or invest money into giving players more cosmetics for free? Hmm...
-
"I think I'm done adapting" is what I'm hearing
-
You act like they chose to release broken things. I'm sure they chose the release date for Ash before the Demise of the Faithful chapter was released and brought with it said broken things.
-
Tenacity lets you start recovering sooner. Unbreakable lets you recover faster. Combining the two...
-
I'm the opposite. I feel my anxiety and stress grow when the killer's near, and peak during chases. This is the reason for the majority of my rage quits. It's out of impulse to leave the situation.
Playing killer is easier. No heartbeat; I cannot die. It only becomes frustrating when SWF broadcast and counter my every move.
-
I haven't seen it either, because I didn't like Bruce Campbell. Now I don't mind the guy, and I'm curious to see the movies.
-
I've been asking for a concede option for years now.
Rather than giving killers a quick-fix concede option, the devs want to re-work the end-game.
So, until that comes about some time next year or the year after, I just bounce between both exits and hit whoever I see until they've all left. I just pretend that it's something I have no control over, like wiping the blood off my weapon after every hit.
-
Being a solo survivor vulnerable to unhook farming, I'm looking forward to trying out Mettle of Man with Defensive Strike.
- Hit, downed, hooked, as normal. (2/3 hits)
- Farmed off the hook in front of killer, downed, and picked up; Defensive Strike. (3/3 hits)
- Killer continues to tunnel me; their hit does not down me.
Hmm, I have choices with the other 2 slots:
- Iron Will + Resilience (stay injured to avoid my aura being shown while getting an action speed boost)
- Boil Over + Flip-Flop (improve chances at wiggling free; especially if slugged after being farmed from hook (assuming the killer hooks another survivor on the hook next to me before trying to hook me))
- Self Care + Sole Survivor (wait until other survivors have died before healing myself to better hide my aura)
- Dead Hard + Adrenaline (more second chances to buy time for that last gen to pop for yet another second chance)
-
Imagine playing against the Hag. You can see her red stain, but you can't really see her marks/traps. Now, imagine tripping one of the traps and the world becomes dark with ashes floating around (like the Nightmare's dream realm). The killer either sees your aura briefly, or is shown a special noise notification (like a survivor stepping in the Trapper's trap). Their red stain is gone or hard to see (like the Shape with Evil WIthin I), every totem appears to be dull, and you cannot see the auras of your fellow survivors.
You can escape (wake up) by locating an exit portal and interacting with it. Locate it either by sound or by aura (depending on how the devs want to reveal them to survivors). Interacting takes some time before you're back into the Entity's realm and the killer's red stain and hex totems have returned to normal.
-
@Countfunkular So if someone gave you a cake every 3 or 4 months, but one day surprises you with a cupcake shortly after having given you a cake, you'd be sad that it wasn't another cake?
Do you see how that comes off as greedy and ungreatful?
-
Some of the best perks came from stand-alone killers and survivors...
- Borrowed Time
- Barbecue & Chili
- Unbreakable
- Franklin's Demise
-
Maybe have the exit spawn as soon as a survivor enters the Upside Down, but it only makes a whooshing hatch sound instead of being shown in white. Survivors can immediately begin looking for the exit, but have to keep an ear out for it.
With this change, I'd recommend another: after a survivor enters the Upside Down and the portal closes behind them a special noise notification is shown to the killer instead of the survivor's aura.
-
Almost every match that I play Jane, the killer will give up chasing an injured survivor and chase me instead even though I'm healthy. Pretty nice of them...
And we all know why: thicc brings out the thirsty
-
I only solo queue as survivor, so WGLF is useless to me (opposite of overpowered) because I'm stuck between Rank 15-10 where majority of the killers camp and tunnel.
"Your few friends deserve the best farmed-off-the-hook-in-front-of-the-kill-- I mean, protection."
-
At least they don't own the rights to Ash
-
@HazeHound said:
@fluffybunny You clearly don't understand how the game works. Too much informations cause experienced survivors to end trial in 4 minutes. More if they are sloppy. This is exactly what swf voice comm or kindred does.
It was op alreadt but got buffed to encourage guys like you to use it and easly counter camping. Which was easy enough
So, you're arguing that the SWF survivors with voice chat should keep the advantages to themselves while solos have to sacrifice perk slots for said advantages? The killer's balance should be stuck in limbo because they cannot be buffed without hurting solos and cannot be nerfed without hurting killers who vs SWF?
- SWF is up here
- Killer is averaged in the middle
- Solos are down here
Having solos on the same level as SWF, as far as information shared between survivors means:
- SWF and solo survivors are here
- Killers are here
Now, it's far simpler to buff killers without worry of hurting solos:
- SWF, solo, and killers are here
-
@NoShinyPony said:
Even with these changes the obsession would still get tunneled/camped. Dying Light should be drastically reworked.
A perk that rewards a killer for tunneling a survivor is not a good idea. The same applies to Remember Me.
At least with Remember Me, the obsession can run into a locker before getting hit. They may get pulled out and put on a hook, but the killer won't gain any stacks of Remember Me.
-
Devs said that they tried Boil Over with increased wiggle speed and it was too much; survivors kept wiggling free and the killer couldn't hook.
I think it would be nice if Boil Over let the survivor kick the killer upon being hooked, stunning them briefly. This would also help against BBQ & Chili.