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Nun_So_Vile

Nun_So_Vile

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Nun_So_Vile
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  • Lol, like that. The glasses falling off got me good.

  • Very interesting. Should be recreated, confirmed to be working not as intended, and filed as a bug report asap

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2845126#Comment_2845126

    Looping is clearly feeling like Scooby Doo. I wish this squad would add game too.

    Funny enough I just had a friend say that last night in one of our games against Sadako when he saw one of the randoms looping at a Jungle Gym. All it was missing was some groovy 60s/70s music.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2845165#Comment_2845165

    To my understanding killer MMR doesn't decay and is averaged out between all of the killers you have played. So no matter who you pick you're never going to move out too far out of whatever matchmaking you're already getting.

    Essentially, which manifests this cycle that OP is referring to since it doesn't accurately reflect the dynamic performance between characters. If you main a strong killer long enough then you upset the MMR balance and it's much more difficult being able to play with other killers and learn them outside of reset, even though they have their own average. IMO it creates a situation where everyone gets punished just for not sticking to one character. From my understanding, you can tank your MMR when playing on new killers/survs by letting survivors escape or vice versa, but then when you get back on your main you're just bullying lower MMR ranks until you move up again. Assuming matching conditions are perfect it punishes them at that level because you aren't with people of your skill level.

  • It should have been called Back to the Drawing Board because it's a mess. I did a little experiment this month where I haven't played Killer since rank reset and loaded on for a few games of Trapper..first time even picking up the character and only leveled him to 14. Regardless of Cross-play on or off it still paired with rainbow ranks in the middle of the day. IDC how you spin it, there's no reason for it the system to be designed around one specific aspect but still not achieve what it's intended function is. Where's the logic behind putting a killer you haven't played against red ranks. Especially when you're at both Brown IV and on a new killer. SBMM is all piss in the wind.

  • Spirit does it all better anyways 😋😎

  • Hello, fellow Terribilly here. I handle him awfully on the controller and I always thought maybe M+KB might help me out. I see people using his chainsaw and turning tight corners like he's a Nascar Driver, but I can't even make it into two hallways on midwhich. Respect your baby billys...we trying our best out here 😭

  • Scooby Doo clone. Scooby-Doo taught us that the real monsters always turn out to be humans. Minus the licensed characters that pretty much rings true. Unfortunately, it wasn't the Night of 100 Frights sequel we wanted.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839675#Comment_2839675

    I respect and applaud your sticking to Canon and the originals, but I gotta say that skins always were the right place to explore alternative concepts and sometimes fun, sometimes silly, sometimes awesome what-iffs.

    Sometimes skins are indeed alternative outfits a character wore in another movie or scene, but at other times it's just non-canonical playing around with said character.

    It can get eyerolling dumb when it's stuff like "poolparty shirtless Trapper and Huntress" (btw, a Poolboi Billy would work awesome), but others like the Minotaur for Oni are cool explorations of the basic concept.

    And now please give me my Pink Mohawk Myers or I'll rage quit and uninstall the game :<

    Hmm... now stay with me here cause I like your idea. It could be part of a Barbeque and Chill by the pool cosmetic pack.

  • Lol. So would you be against shirtless Myers!?

  • Good for them. Glad I turned off crossplay. Games have been much better and hacker free. Can't wait to put my trapper up against some free weekend players.

  • I just had a game against Sadako there yesterday.

  • @SunsetSherbet said:

    She's frustrating to play because she's not good and you're just going to end up with 3 or 4 tbagging survivors who feel like gods for beating day release D Tier killers. As for playing against her....well, that's hard because after the first day, no one seems to be playing her now. I ran into a bunch on Tuesday. Wednesday I played a couple of hours and saw one. Aside from that it was just the standard sort of killers I always see, using the same perks I always see. The only new perks being used were survivor ones by Yoichi's who probably doesn't have a bunch of unlockables yet.

    This is a big issue with DLC killers being largely weak on release. It makes the chapter completely worthless and unhype. As a killer, I won't want to play her because they made her bad. As a survivor, I won't get to experience facing her because no one wants to play her and then likely lose. So what happens is that the new content is basically 6 perks (of which like one is probably going to see any play, if even that) and a new survivor skin (Yoichi in this case.) I used to be against new maps because there's enough and the devs seem to have an issue making good ones these days, but at the very least it would make the chapter more noticable. As it is I'd probably forget there even was an update if not for the unique main menu and the starting cinematic. When you make a killer no one wants to play, then the chapter basically has like a lifespan of 3 hours before everyone just gets bored and goes back to playing Nurse/Blight or survivor.

    What will matter at the end of the day is how much $$$ she can bring in her current state. I'm playing at red ranks on Console and I saw a lot of them today..probably every other match. For the most part, all matches were 4 escapes. First time facing her yesterday and played a good amount of matches against her between then and now. Overall I agree, she's underwhelming even though she has all these ideas and already existing parts of the game that were incorporated into her design. Has a lot of smooth and cool animations, but still can't help feeling they did her a little dirty for a licensed killer.

  • @Hannacia said:

    Its horrible. Yui gets the worst outfits and hairstyles in the game.

    Claudette and Yui. It's tragic what the designers do to most of her hairstyles and outfits. Claudette can barely get a decent look.

  • She's been pretty easy so far. I did have one that was constantly teleporting to multiple televisions though and that can be fun to deal with. Her 50% speed add-on makes her very very fast.

  • utu1_18-9.jpg

    Found a cockroach in one of the offices. Confirmed bug in RPD.

  • At least we can hope it'll be killswitched for goo....errr soon.

  • They're joke perks based on situations that have happened in different Scary Movies involving Brenda? I'm not exactly sure what you expected.

  • The survivor we should have got.


    2gcy2qwfsou11.jpg


  • That sounds like a good reason to save money on this chapter. Especially considering the stronger licensed killers available like PH, Neme, Ceno, Bubba and Demopup (r.i.p.)

  • Hoping it does me good tonight but expecting the worse. :')

  • $27 just don't $27 like it used to.

  • @NAERUUU said:

    BHVR AFTER READING THIS : LET’S REMOVE HOOKS :3

    *Nerfs Pig*

  • @WeenieDog said:

    The original Fence loop is back, boys

    cover1.jpg

    Getting the squad together for some shenanigans as I type this.

  • I wouldn't be against it per se, but they would need to pubically detail their plan to the community exactly what main issues are going to be addressed because there are so many areas that need it. This might include minor bugs, console optimization, balancing, and reworking some of the core gameplay to name a few.

  • He is fine how he is. This game doesn't need another gutted reworked killer on the roster and it definitely doesn't need more killers that get their powers disabled near hooked survivors.

  • I'm in the same boat. I'd be more interested if they'd halt the releases and do a long overdue operation health.

  • Ah, The Game. It read like something else from the post. Simple mixup.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836570#Comment_2836570

    Yes. 2 were proxy camping 1st hook and tunneling down the unhooked and the 3rd tryed to play fair. None got a 4k.

    Just got a Billy on the game though. That was nice surprise. Poor bastard had 2 hooks at endgame.

    oh55u12tvso01.jpg

    I hope it was an indoor map at least, lol. R.I.P. Billy. A picture of smol Billy in their rememberance.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836597#Comment_2836597

    The current Thrill and Undying are very strong in a totem defence and anti-boon build right now, because new Thrill isn't actually weaker. It just gives a different kind of value.

    I've tried it out and it's good at what it does now, but I'm still left missing the notifications, especially when it's taken out early. they could have just as well made a new perk to do the same thing instead of the rework. It's long done now and moot regardless so it's a case of what is and what will never be.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836566#Comment_2836566

    That's kind of the thing, though. Thrill wasn't a good perk before, nobody ran it because it was the second best totem defence perk out of a total of two, and it only had its place in gimmick builds.

    Now, while people still aren't running it, it's much more potent at doing what it's supposed to- it's just that it gives a different kind of value now. It isn't a totem defence perk anymore, it's a slowdown perk and a boon counter- both of those things are far more useful than the loud noise notification was.

    Also, boons were still just nerfed. They reduced the radius and increased bless times, those were nerfs.

    It got a lot more use before Undying + Ruin since the only reason to use it was to protect Ruin or those niche builds running most/all hex. Now that the gameplay has expanded with totems becoming more in focus this meta I have no doubts it would have seen a larger resurgence in the previous state. I could see the original TOTH + Undying being strong in a totem defense build today.

  • @chargernick85 said:

    I'm on a pretty good run of streamer huntresses

    Any of them played like they're members of the World Axe Throwing League?

  • Spinechill is fine where it is and is working as intended.

  • NOED and MYC are the two I see the most out of the bunch. MYC not as overdone as NOED tho.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836324#Comment_2836324

    No you arent understanding how the perk works. Having it as a hex is no bonus what so ever infact it only brings the bad side of if they get your thrill you now lose the perk.

    0 benefit to it being a hex, hence why if it wasn't a hex its be better and I'd use it


    100% agree. I'd actually make ToTH my choice too. They took away TOTHs core ability to do what it actually was supposed to do as a Hex, Totem defense. Now that the notification got taken away to compensate for increased interaction time it reads no different than a basic perk while lacking the strength that makes HEX perks so unique. It would make more sense if it read like this now:

    For each Totem remaining in the environment, Thrill of the Hunt gains 1 Token.

    • Survivors suffer from a stack-able 8/9/10 % Action Speed penalty per Token to Cleansing and Blessing, up to a maximum of 40/45/50 %.
    • Grants a stack-able 10 % bonus Bloodpoints
    •  for actions in the Hunter
    •  Category per Token, up to a maximum of 50 %.

    I would also throw in Ruin and Undying and revert them back to their original release text.

  • Because they rolled out the red carpet for boons so that their strength could blossom unhindered.

  • I don't really get mad since I've learned to expect it as a basic base kit on surv. On a skilled surv sure it can be a little annoying depending on what they can do with it, but that can go both ways with perks. It's also hilarious when you bait the DH and see their look when they know they messed up. Then, reap the rewards with a well-earned down.

  • Oh man, I didn't think I'd miss pulling people into the dreamworld manually.

  • I'm just going to say Myers' J. Tombstone and Tuft of Hair add-ons are some of the few things I'm actually surprised haven't been changed yet after all the outcry for taking "unfair" insta-kills from the game.

  • Probably, but I'd exclusively play survivor. Whether I would stay for the grind is another question.

  • Order in an airstrike? Maybe there's a chance Gibraltar will be killer then bruddah.

    ss_ca05aed45436b1f366d72239ca4f846a4dab0a69.jpg


  • Keep RPD but delete Midwich from existance

    EDIT: Don't delete all of Midwich just keep the up and downstairs little bathroom section with the breakable door shortcut.

  • @danielmaster87 said:

    People who want dark maps back want form over function. They see nothing wrong, I guess, with Claudette hiding in plain sight just because the ground is dark. Did you guys ever even play killer when maps were super dark? With most of these newer maps, survivors can't just disappear mid-chase with Iron Will, which is one of the greatest improvements the game has ever had.

    That was never a problem for me either on the old maps. It didn't start happening more noticeably until after the reworks for me cause they still be doing that ######### midchase. Just had Elodie and Leon try it last night on Coldwind.

  • Room for 5? Just found the UGS! Now if I could only find Blaaids armor my cosplay will be complete

  • @TheSubstitute said:

    A few areas that are really good are an entrance and the window at killer shack. If someone runs in the untrapped entrance, then when you're entering set a trap at the door and, unless they can and do use their Dead Hard they can't get out.

    There are some other loops and rooms that you can trap survivors in with no exits. The gen room in the Game with the bathtub, for example, or the garage on AutoHaven Wreckers (one side is narrow enough that survivors can't wriggle past the trap so if you go around the other side they pallet stun you, you break the pallet and they still can't get out since you trapped their only direction). If a survivor is there don't hit them immediately. Trap the entrance and then hit them. They lose collision with you but the survivor will get caught by the trap trying to escape.

    Trap strong loops near the 3 gen. If I have Iri Stone I don't care if it's visible or not because seeing its trapped stops survivors from using the loop.

    Also, traps can be a source of map intelligence. Traps don't disarm themselves so you know a survivor is in the vicinity.

    A nasty trick with Iri Stone as well is for generators where only one survivor can work on them is setting a trap there, the survivor disarms it, and if Iri Stone rearms it while they're working on the gen it traps them immediately.

    For early game, if at all possible, utilize all of your traps and keep one on hand. The first three gens or so will pop like popcorn but you're a low mobility, area defense killer. Set up your trap network.

    Scourge Hook: Pain Resonance works really well with Trapper since you're too low mobility to have real map pressure and you don't have that much time for gen defense.

    I also find Tension Spring catches people off guard since people assume that, once a trap is disarmed, it stays disarmed unless the Trapper goes there. Auto rearming traps are amazing since they save you so much time.

    Bloody Coil is really good for deterring disarms but Honing Stone is incredibly useful.

    When you can, watch Otz's Trapper videos and you'll learn a lot.

    Sorry for the length but Trapper is a pretty hard killer to play and there's a surprising amount of skill cap with him. He's definitely not a strong killer but he's definitely a fun killer in my opinion.

    I appreciate such a detailed post. It provided a really good insight into different areas of his gameplay and that's what I'm looking for. He definitely is a tricky killer to play. All the setup and future planning can be arduous and confusing when it comes to trapper's style of play. Tension Spring looks interesting, I've got that one on for my next game with his other UR that auto sets traps. He is fun, and a break from my usual anti-loop character choices. It's very satisfying to see your hard work pay off when you run survivors into your web or they stumble into your little gifts. I can see why Trapper mains enjoy him even if he may not be a 5 gen bully killer.

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