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Onyx_Blue

Onyx_Blue

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Onyx_Blue
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  • @MeltingPenguins ah ok, makes sense why they threw that description in-game then. Confirming the lore for everyone.

  • @anarchy753 Well, now it's confirmed again then XD

  • DS should pause outside of a chase (in a locker for more than 3 seconds, for example), that's the only change i'd make to it

    NOED, the argument people always overlook is this, it's a perk that guarentees endgame pressure if it's active. However, you slap that perk on a player that knows the game at an advanced level, they pressure expertly, they have tonnes of momentum during the game forcong survivors to either hard reset their progress to heal and get settled again, or hard focus gens to get some momentum back on their side, now you have an issue, because vs that killer you aren't doing bones at all, no way you priotise bones against a good killer player who has you on the ropes and sweating buckets just to have potential to escape. You also have the argument of most NOED users have minimal skill at dbd, they don't know pressure, they don't know outplays, proper pathing etc, but because of survivors not feeling like doing bones gets them endgame pressure a lot, they use it on every killer, and rely on it heavily to carry them to wins. NOED either needs a token function linked to hooks in game to get it to activate, or it just needs to be something else. Maybe door related:

    "When the Exit Gates are powered, placing a survivor into the Dying State while the Exit Gates are still unopened, causes any progression on the door to start to immediately regress when not being actively opened. Hooking a survivor while the doors are unopened blocks the Levers of both Gates for 30 seconds, has a cooldown of 10 seconds."

    Or even still Exposed related:

    "When the Exit Gates are powered, any survivor that will be sacrificed the next time they are hooked, suffers from the Exposed status."

  • Make it so Hatch only spawns in 2 seperate criteria:

    - all 5 gens are repaired

    - 1 survivor is left alive in the trial

  • Completely true. Legendary skins, by value, should be to do with Licensed charaters only - auric cell purchased cosmetics that alter your survivor/killer into a new version from that franchise. Cheryl ~ Lisa; 'Freddy Krueger ~ Robert Englund's; 'Steve/Nancy ~ Jim/Joyce etc not spending £10 on a cosmetic for an original killer. It looks soooo good I actually hate the devs, right now, for making it Legendary :(

  • Change Hatch spawn criteria. Keys are fine as it is

  • A Cyberman or Dalek would make more sense I think

  • Yeah, that's a gen jockey team. But, and there always is a but, it looks like you played GF in the most boring way, and also played right into their builds desire.

    I'm guessing you barely ever exposed anyone and just went for injuries and rotation off of that? They all had Resilience, meaning you were helping them do gens faster.

    Had you have exposed them, left them alone and rotated onto someone else, maybe to get a grab or more exposed people, they would have crapped themselves a bit.

    Also, 3 gens in a minute is kinda avoidable. Maybe 2 BNPs on 2 gens would have them almost done by the time you get there, but still you would hear or see the gen pumping that early in the game. What map was it?

  • So what's the complaint exactly? Your match lasted for 8mins; that's one hella slow gen speed. Especially if you're not that good at the killer you're playing as.

  • @Ghoste Blood Lodge is a crap map for all killers. That being said, my point about every loop/tile being in his favour is highly accurate.

    110% yet can hit you from a fair way away and bring you back to him. Yeah, distance isn't so big of an issue against this killer. Considering, like I said ^, all the centre tiles are not got good for survivors to use. And the tiles that are decent vs him with gens in, you no longer have the luxury of LOS as you would in the rest of the map. Combine that with Monitor and his small terror radius, i'm really not seeing an issue here.

    The OP made a point of saying 8min match and complaining about gens. 8mins is more than enough time to get a 12 hook 4k. Especially with the build they were using. This post is a non-argument straight up. Clearly massive errors were made in-game.

  • You're Deathslinger on Blood Lodge...yet you're complaining about gens?

    The only 'safe' loops for Survivors, vs Deathslinger, on that map are near the corners or edge wall. The entirity of the map is in his favour. You're using his easiest build and you're complaining about an 8min match?

    I don't see an issue here. I mean, did you play badly? Did they just hold forward? Did you make too many mistakes? Did you prioritise hook defence instead of gen rotation? There are a lot of questions you have to amswer before this example cpmes anywhere close to proving gen speeds are an issue.

  • Yep, at base-kit he is strong; with add-ons he becomes an obnoxious, POS. Pair that with perks like Infectious, PGTW etc - free chain/rotation intel and slowdown plus ultra slugger...yeah, way too over the top with the buffs on Bubba.

  • Yeah, this has to be a bug. I played a Plague match after reading this and I can confirm it. On PS4 btw. Definitely put this in the bug reports

  • Lol it looks like she's always in Dream animation.

  • Yeah, none of the lore is actually being unlocked for me. PS4 btw

  • Honestly, i'd actually go with Plague. Don't get me wrong, she is a strong killer, but her momentum potential is very temperamental. Not to mention her Purge is very 'hit or miss', literally, due to it being such a slow projectile as well as the hit boxes being highly suspect.

    I don't think it's easy to outright call who the weakest killer is now. It was clearly Bubba before, but now he's a monster, I do think it falls on a killer like Plague due to her unreliability.

  • Once again the people in this community exposed themselves as impatient and whiny. I knew Hillbilly would not go live in that messy state. He really does feel pretty much the exact same.

  • You quoted it yourself "For the most part"...meaning they weren't entirely happy with Billy. As evident by the fact they made his power management change, to avoud him being obnoxious at times. Best map pressure combined with potential insta-downs. It isn't hard to see why they changed him, let's see how his oveeheat plays live, shall we?

  • @Xbob42 could be a UK thing, maybe.

    But to answer your post properly:

    PS4

    Survivor - 2-10mins

    Killer - 2-5mins

  • You ask this as though dbd pairs to region servers appropriately. I play from UK and vs Arabic, American, Japanese, Russian etc players every 2 games. Actually ridiculous.

  • The game would never have a mori in which a head was removed. Yeah we see organs torn out and fingers lopped off, but the actual gore effect is minimal. So Wraith may just have one where he smashes the bell over their head. But I saw a very cool idea where the Wraith beats them with the bell, after each hit the survivor fades in and out of Cloak and Uncloak.


    Clowns one could be flipped to make it so he yanks their arm up sharply making them scream, he then cuts their finger off, stomps their head, and finally sucks the finger.

    OR

    They could change it to this: Clown grabs them by the back of the neck/shoulder and hauls them up off the floor so their head hangs slumped over, their hand tries clawing at Clowns grip. Clown then stabs them in the kidney and shoves them to the ground, before yanking their arm up and cutting off their finger to suck.

  • Simple:

    You get a hit or the strong pallet dropped. Then you leave them alone to pressure the others. You should never be hard commiting to the first survivor you see in a match. Aim for pallet drops and injuries as priority. Then aim for downs when you have people healing and/or injured doing objectives.

    The survivors are in control of the momentum at the start because you are not pressuring anything and they have free reign of which gen(s) to do. The killer is tasked with playing well and swinging the momentum back onto their side; through rotational pressure, hooks, downs and intimidating the survivors into resetting the team to full health before focusing gens again.

  • @xEa I would go with that it's a new function of the HUD. Since it happens with slug healing, while unhooking and struggling with Camaraderie active.

  • I can see why this would be nice. But on the flip side, players could play like garbage and depip while still possibly getting 32k.

    Edit: well, they already can get 24k+ for being bots..so yeah, I don't see why this change won't work.

  • @dspaceman20

    Thinking outside the box of general in-game advice...

    - the audio of entering a locker slowly (the squeaky door) is masked by the sound of the killer breaking a pallet. So you could get away with that, if you weren't using Quick & Quiet.

    - Scratch Marks appear quite visibily against walls, rocks, obstacles and trees etc, so if you're trying to ghost/evade a killer, walk behind them and run when LOS is blocked. Also, Scratch Marks aren't visible through grass and bushes.

    - If the killer is experienced, faking vaults is a great trick to learn. And also, faking a vault, into a slow/quiet vault works wonders too. They don't hear the vault audio so they moonwalk back onto your side of the vault, only for you to be on the other side and most likely already peeling away or crouched out of sight at the side of the window.

    - crouching also reduces groans of pain audio by a little bit too, so it can help to crouch when a bit further away from the killer just to give you that room to get more distance and ghost them more effectively.

    - having higher sensitivity is a great help too, you can rotate your camera to look back at the killer and again to look ahead of you more smoother without messing up your pathing/bumping into stuff.

    Let me know if these are helpful or if you wanted more basic tips or advanced tips :)

  • @notstarboard the Bleed Out Timer is highlighted by a bright red pulsing outline on the HUD when it's paused. Same as when a survivor is being unhooked :)

  • Well, you best bring one in every match, next Tome. I ain't vsing Hag's almost every match without a Flashlight and Urban lol

    But yeah, learn them, stopping a killer getting a hook can be vital to winning or losing. And definitely hurts the killers momentum too.

  • @SailedSavage said:

    Gens right now go way too fast. I'm rank 1 survivor and rank 9 killer but I'm playing against rank 5 and below. I've always been rank 1 at both but took time off killer for a bit.

    Even with good killer pressure and gen pressure perks they still fly by after 1 or 2 chases. My only suggestion to change is increase the base repair time for gens by about 15-20 seconds. Can't think of another way to change gen speed of you have any GOOD ideas post em.

    As survivor it's too easy and with swf it's even more mindless. One good looper is all you need, the rest just sit on gens with PTS or a toolbox.

    "Even with good killer pressure and good gen pressure perks they fly by in 1 or 2 chases"...

    ...right, gens flying by in 1 or 2 chases clearly tells me that the killer is not having good pressure. Lol it blatantly tells me that they're sucking. You cannot win by pressuring 1 or 2 survivors. How the hell do people not realise you shouldn't be commiting to the first survivor you find at the start? Apply pressure to multiple people; injure them and leave them, rotate to a new survivor, pressure the survivors doing the objectives, who cares if they heal up? who cares if they run to the other side of the map? who cares if they jump on a gen injured? As killer, having pressure on multiple people and rotating between them will always be stronger than downing someone quickly. If gen repairs take longer, then the game will be even easier for certain killers. Slap on PGTW just like every other player who claims to be good at the game, combined with actually having pressure, then the killers should never be losing a game. Gen speed is fine, it really is. Most killer players suck at the game, they do not know what pressure is, they blame external reasons for them losing, rely heavily on gen perks for 'pressure' etc. That's the real issue in dbd - boosted players with huge egos.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476981#Comment_1476981

    So why was the Clown chasing someone in a corner? How long were they chasing them for? Why didn’t they rotate sooner? What add ons were they running? What perks? Why doesn’t the average killer understand that the goal is to PRESSURE GENS, not down survivors.

    The unfortunate thing is most killers believe “downing survivor = pressuring gens” and that’s all they understand sadly

    Edit:

    I play a pretty good killer (for most, about 4 I’d like to get better with). It is infuriating reading dumb posts (you’re not dumb, but the post is). For all the killers that want to complain about dead hard, DS, adrenaline, a medkit, a toolbox, etc - ENOUGH. STOP IT. If you don’t know how to play, ASK. It’s not going to hurt your fragile egos to do so. It’s ok if you don’t know something. It’s ok if you botch a chase. But stop complaining, it’s unproductive. Try to approach it from a healthier standpoint, and learn something.

    and by the way, I bet I could find at least 5 things in this stream you watched that they did wrong. Not that they need to be perfect, but people need to take ownership of their mistakes rather than externalizing blame. For example, I once watched a streamer with about 3k viewers complain about being “gen rushed” - what really happened - he chose to chase an injured survivor that was looping through an area where 2 gens were being worked on. They chose to overcommit to their chase...eventually downing them, but losing 3 gens. Had they taken the hit and pallet they got, and rotated...they would have only lost 1 gen and would have pressure on 3 survivors. BUT SURE, if you want to call lack of knowledge of when to rotate gen rushing, go ahead. But you do yourself a huge disservice and will never improve at the game.

    Thank you for saying so clearly what I was gonna type out. More players need this mentality. In every 'Gen Speed Is Broken' post I always comment talking about what the person playing killer should be doing, what mistakes they made, why the gen speed is not the issue and it's the player etc and I always get the idiots who reply saying "that's not an argument" or some other stupid bs reply like that.

    @Unfun_Tunnel These type of gen speed issue posts are really getting stale. The killer player cannot just commit to people and expect that a good/quick chase will be all they need to do to win. Have to consider the person being chased, where they are, what they can do there compared to other survivors, what other survivors are doing elsewhere etc etc etc. Stop complaining about gen speed when the killer player does nothing of consequence with their pressure to stop the survivors doing their objectives. I'm gonna ask this, was the streamer using PGTW, by any chance?

  • @DaKnight you do realise that the common survivor spawn is 3 survivors together and 1 by themself? So to say it would take as long as you said to find someone else is laughable. And then on top of that, if they all held W then they would overlap an area and bring the killer towards an area occupied by teammates.

    You seriously cannot think being borderline afk by hard focusing 1 survivor across the map is acceptable play by a killer.

    If you do not pressure multiple survivors in 1min50sec then how in the hell can you be surprised when 3 gens pop. That is terrible, absolutely terrible killer gameplay

  • @teamdehn you wonder why these posts are still so common then?

    I honestly just see that potential change as the Devs feeling the peer pressure.

  • @teamdehn 1min 50secs of doing nothing of impact to 4 survivors? Yeah, a killer should be doing better than that. Jeez, are players at this game so bad and warped by the statements of egotistical streamers whom cannot admit when they played badly, that they try and blame gen speed for their own lack of skill at pressuring? Bloody hell...

  • @Reinami don't go listing the hypothetical assumptions of how the game would have gone. That does nothing.

    You never hard commit to the first survivor you see when they just run from one side of the map to the other. They are wasting their own time doing that, and ultimately yours if you follow them all that way. Who cares if they spend 16 seconds healing, you have to apply pressure to multiple survivors at the start of the match.

    Ignoring the fact he had Surge, so logic would dictate he aim to keep chases near active gens so he can have passive regression when he gets a down nearby. Then he can carry them to an area not near an active gen so they have to waste their time going somewhere unimportant. (See, it's easy to describe a hypothetical situation)

    Face it, you cannot say a killer played the match well when they have minimal pressure and made mistakes.

    This game is all about time management, so, as killer, you need to know where your focus is most needed at what times. If you chase a good looper and you aim for strong pallet breaks and a hit then leave them alone. Same applies for W-key gamers; if they are dragging you around and all you'te doing is track them from 20m+ then surely you just leave them to go find someone else and come back to them when they're out positioned or trapped in an area they cannot just run from.

  • Old Freddy had busted mechanics. New Freddy is braindead. If I had it my way he'd be reworked again. Even if it was just a touch up of his current state. Not put a survivor immediately asleep after hitting them, instead accelerate the timer speed by 100%. At least that would actively force the Freddy to utilise Gen Projection more and actually rotate his pressure properly. Leaving a survivor that's awake and not falling asleep soon, instead injuring them and waiting for them to be vulnerable to his power attachments (Snare/Pallet).

  • Yet again, another post showcasing that people have no clue what pressure is. You have literally spelled out the massive issue all you boosted players have as killer: you hard commit to the first survivor you find. When really, he should be hitting them, seeing that they're just holding W and should switch focus back to the gen areas he knows people are in.

    You cannot complain that early game and gen speed are too unfair for killers when you're using examples of, and most likely doing so yourself, bad gameplay - ie wasting your time trackig a survivor across the map. Ever heard of gen pressure, love? It isn't a myth nor a meme people sheep that it is, it's something good players execute and exhibit frequently and consistently in their killer matches.

  • @Volfawott thanks for confirming that :) I mean, in this period of dbd, kinda would actually see usage now. Not as an Ultra-Rare, but definitely back as a green and yellow. Since Flashlights are so common. (I love vsing them and have no issues going against multiple as a Wraith - but people do, and it has potential in it to burn bully a Wraith, so it would be at least worth reconsidering and reintroducing them).

  • More like the Dev that created her model is quite the admirer of Julianna Vega XD I said that from day one when she was released. It's scary how accurate that comparion is lol

  • @Iron really? Well, even if those add-ons will never be (re)introduced, I don't see Flashlights hurting Wraith all that much. If someome wants to burn you, uncloak from behind a tree.

    What I do think they should definitely do is make a new animation for Wraith's burn. While shining a beam at him, you should gradually start to see the burn spreading over his cloak to show how close he is to being burned. And then do the full burn of his cloak if it's completed.

  • With Hag, I think Flashlights should reveal her Traps but not destroy them.

    With Wraith, I think he should be able to be burned, but they should replace the status effect function of his two 'Blind Warrior' add-ons with the new function of: 'slightly increased burn resistance' and 'slightly increased burn recovery + slightly increased burn resistance'.

  • @JackFrostMan

    Seduction - would be 60/40 in the killer's favour. But a survivor can still vault and drop pallets whilst being interferred with.

    Blood Hunger - wouldn't be too difficult to programme, instead of reducing size via a Crouch, the killer gains size by being levitated off the ground (a little higher than Nurse). And the sweep animation would be like Oni when you strafe with him but look cooler lol

    Lycanthropy - well, I figured the 30 second window to manage your power conditions would add to the strategy of the killer. Staying Human when the survivor you're chasing is in a tile that you can get the most use of the Net from. As well as the Deep Wound effect. And letting it hit 0 when you feel the Beast could be more effective.

    Savagery Unleashed - the vault would be slightly faster than Legion's and cause damage if the survivor is on the other side of the vault too.

    The Charge not granting the survivor's boost of speed upon being hit was a balance to the killer having a short lunge range. It also cannot break pallets with the Charge.

    Thanks :) i'll take that lol also thanks for the feeback and taking the time to read through my chapter :)

  • @JackFrostMan pity we can't playtest the ideas lol

    What did you think of the powers btw?

  • @JackFrostMan

    Eternal Life - well, 64m is just about over half the size of Coal Tower.

    Silver Bullet - yeah it can be hit and miss and sometimes not be worth the slot. But could also see it existing too lol

    Contagion - i'll edit it to have that criteria too.

    Dance With The Devil - would that not be too busted combined with perks like Unnerving and Distressing?

  • @Antares_2332 haha they definitely are overdue with these type of killers.

  • @JackFrostMan

    Dance With The Devil - yeah, first 16 of 32m etc. The idea behind it was to make any objective related action performed when a killer is closing into a survivors location slower to complete without being an obnoxious slowdown to the action. The fact a survivor cannot hit a great means they gain no bonus progression.

    Lust For Blood - that plus it's the, so far missing, counterpart to Lightweight.

    Eternal Life - what would you tweak the numbers to?

    Hex: Moonlight - haha yeah it definitely has to have the Hex drawback to make it in XD

    Hells Hound - niche usage, but would be fun to synergise into tracking builds and on killers like Plague and Legion.

    Contagion - hmm, maybe I could add a cooldown to it and also make it so it doesn't effect a survivor that is already the Obsession, like Nemesis does?

    Silver Bullet - there currently isn't any outright early game survivor perks. Plus, for those 2mins of gameplay, you could really punish a killer for chasing you for any amount of time during those initial 2mins. Most killers lose the game due to lack of early game pressure.

    Monster Slayer - yeah, that's my intent for it.

    Hell Getting To Heaven - that, plus it encourages people to get saves while injured; something that can typically mean a survivor going into Struggle or Dying due to them being scared or worried about a camper seeing them.

  • @Swiftblade131 yeah I know what it means. Not every perk needs to be "viable" in your example of gameplay since not every perk needs to allow for full out sweat mode. And Fire Up works perfectly for what it does. So what that the intended tile outplay may not work repeatedly against the same players in the same match, it works for what it's put on for plus it buffs pick up speed making it easier to manage hooking and reapplying pressure.

    Your idea is to make a killer gain 3%/3.5%/4% to movement speed after each gen is repaired...yeah, that is a busted and lazy perk. "You're losing, so here, have some free speed to regain pressure in every aspect of the match." Nah thanks, you don't need to test that one out to know if it's busted. It clearly already is in theory.

  • Lol it seems "viable" is the word of the year, folks.

    Fire Up is a very cool perk as it is. You have to have strategies and tile outplays in mind when you put it on. Use it on Doc and never be outplayed at Shack again; you're welcome.

    Fire Up is the fun version of Bamboozle with added action buffs.

  • The more gens you have to defend the more portals you wants open. This allows survivors to destroy them - you may think that's a bad thing, but hear me out - if survivors are trying to destroy your portals, not only does that give you free intel and potential to rotate your pressure onto them (especially if the chase you're in has got the value of a hit out of it already) and it also means that if they destroy the portal near a gen you know is about to pop or is a lost cause in defending in general, they've just given you a portal back to place down elsewhere.

    As the match goes on and the gens start thinning down, you should aim to start clumping portals together in areas you can navigate to effieciently. So, if two gens are in one area, place 4 down for them, have one open near to a gen so you can see the Killer Instinct, and have one closed further away, a) as a backup for the other; and b) so you can traverse to that gen and potentially get a free hit on the survivor(s) repairing it without them running as soon as you start to emerge. The rest of your portals should be in between the ones at the gens, making your navigation of the map easy and fluid. This combined with perks like BBQ is very good since you can traverse to a portal they may not know is in the direction they are headed in.

    In general, as a rule, always place a portal down in the area you spawn in, if your spawn is near a common rotation area or a gen that is string for you to have still unrepaired later on. This allows you to navigate quickly at the start if the survivors start the game immersed or sneaky. You ideally want two placed within the first 20 seconds of the match during your patrol. Don't forget, survivors can see you performing the place animation, but they do not see the portal until it's opened - meaning you can place for 99% then cancel it, and they will have it in their mind that you placed one there. So next time you traverse nearby they're likely to turn to that direction anticipating you from there when really you traversed to the other side of the gen etc (neat little trick to do with his portals, especially with Red Moss).

  • BBQ, Shadowborn, Surge & Discordance

    w/Empty Soda Bottle + VHS Porn (due to it negating the effects of the slowed movement bug after finishing a reload while moving.)

  • @Xeticus His power forces them to perform mend before healing, that's all the slowdown they need with Frenzy tbh. Legion has ridiculous tracking ability and is a really deceptive killer. They cannot go back to the way they were, he sucked back then, they're actually fun now.

    If they mend when you go off to tag someone else, it means they will appear on Killer Instinct again, meaning easy dowm due to them being out positioned and injured. Just because people feel the need to rush the game progression vs Legion, does not mean that is the most effective playstyle vs every Legion player.

    And if you tag someone to then end Fenzy instantly you gotta ask why? At least get intel on other survivors positions first.

  • I mean, you can do better managing if they're cleansing and you're not getting anything out of it; a) you should be claiming Corruption whenever you can. b) gens, pallets and vaults should be getting infected too, so even if they do cleanse, you're not getting too hurt by being forced into Corruption (if you do) because they aren't on gens right away, not to mention they may reinfefect off of it due to impatience. c) max infected survivors should typicall always be the one on hook when you're not corrupted.

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