PaintedDeath
PaintedDeath
About
- Username
- PaintedDeath
- Joined
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Comments
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What are you talking about, that's not Otzdarva
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@WorthlessBeing said:
https://forum.deadbydaylight.com/en/discussion/comment/3174112#Comment_3174112
Is it? I'll add it to my list in between my rewatch of the Scream saga and the new Halloween trilogy.
Oh yea, it's a pretty good movie. The sequel is good also.
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I'd prefer they just delete that chapter entirely, it's existence is an affront to Nightmare on Elm Street.
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I legitimately can't say I've ever even seen a Tombstone Myers, and if I did I wouldn't get that butt hurt over it.
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I bear it just fine every night.
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Dredge is the physical manifestation of the cults Malthink.
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I wonder what Malthink smells like?
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I think if they made it so that the traps didn't spawn in corners or in hard to reach locations, it would be fine. Other than that, I'm a Trapper main and I don't find him that problematic. Good Trappers aren't "wasting time" grabbing their traps, they are including rounding up traps in their chases and such.
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Yea if you are having difficulties playing Hag, it's because you are playing Hag. Play Trapper.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/3169404#Comment_3169404
Not only would they be throwing the round doing this, but this is assuming the killer is a pure M1 killer without any abilities, and that they can't ever manage to get around the survivor trying to tank a hit.
50% flat progress would make the perk usable at all, outside of coordinating SWFs it's just too situational to be meta-viable even then. For SWFs, I would just finally want loadout restrictions such that they can't stack and abuse perks like this or a plethora of other perks, which would also free up designing space to make better perks to begin with without the worry about having them be stacked and abused in a coordinated way.
I feel like 50% is to much, you gotta consider its relationship to the other perks around it. Resurrgence currently gives 50%, reactive giving a further 50 would be quite powerful.
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I dont understand why it only does % of missing health, instead of % of health total. If you are healing someone with Reactive Healing, and killer shows up and hits healer, that would be a great way to top off the heal. But it won't ever "finish" a heal as it is now.
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Like maybe for hook trading? Get off the hook, killer downs the unhooker as you run away. Maybe that's when it triggers? Could maybe couple it with Self Preservation, run off and Self care the rest of the way?
Even if that is the case, you're probably better off using Resurrgence
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Man I doubt the value you'll get outta this thing. I been scratching my head, and the best I can come up with is its intended to be used in an extremely selfish build with Self Care? But even then, the likely hood this will trigger and you're just left there self caring an entire health bar sounds bad.
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Yup. That's how every soloq should be making they're builds until they feel more comfortable branching out, and even then you'll usually return to this template.
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@TheLastHook said:
I'm not referring to BMing and being a jerk
No, of course not. Who would think that, who would ever do that.
so the Killer looking up or down doesn't negate the whole thing
It doesn´t as it is.
Maybe a mini-blind that shuts off scratch marks for a few seconds, or maybe makes them harder to read.
You have a perk for that already, Lightweight I think it´s called. And scratch marks are already hard to read on their own.
and useable in only a few instances
Killers have Lightborn. So you want to deny a perk just so that you can troll the clown role even more.
If that bothers you don´t bring them in first place.
https://us.v-cdn.net/6030815/uploads/8JX362ANNQFF/20220826194050-1.jpg
I wanna make it very clear here, that I am not a survivor or killer main, I'm not asking because I hate when I try to go for a blind and fail, I'm asking because of the times that people have tried to come and blind me. It feels really bad for them. I just look up or look to the side, and while I mean it isn't EXTREMELY inconvenient, it really isn't a bother in any way. I don't know, maybe I should just spend more time using them, but anytime I do it feels like a really empty experience. What if a cool little back and forth could happen, where the killer fights to go after the Survivor, but the survivor keeps flashing the damn lights in their eyes. I don't know, I was just asking because maybe someone could point out how wrong I was, or show how flawed my thinking is, not because I'm pretending to be the other side and want a nerf.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/344636/what-do-you-think-about-a-flashlight-buff
I mean tbf, if the killer isn't looking at the flashlight...why should they get the stun?
Yea but that's sorta the thing, it's NOT fair. The flashlight is one of the few tools the Survivors have to "Fight Back", and it isn't very powerful at all. I'm just suggesting, maybe it would be a bit more powerful.
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Yea I know ow what you're talking about. Looks pretty weird.
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@Cybil said:
For some reason they put less effort into killer legendaries than they do for survivor. I don't think a single one has a unique voice.
Huntress does. She also has the unique lullaby.
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It's enough.
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Hyper Focus is super awesome, potentially almost broken. Use this build.
Hyper Focus, Stake-out, Technician, Fast Track.
You'll be slamming out gens like it's no one's business. The Killer won't hear the sounds of your repair, and you can just sit there just feeding off their TR, just absolutely slamming gens. You can get so many tokens from Hyper Focus it becomes hard to hit normal skill checks.
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Actually, the reason I went Trapper is because I wanted a way to injure the obsession from a distance, in the hopes of tripping Dark Devotion remotely. It actually has worked out a few times and it's absolutely beautiful when it does, but you're more likely to trigger it with an M1, and it works just as well that way.
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I guess there is one thing that changed. I was wearing all but the weapon of the seaside slaughter outfit, but I went ahead and purchased the weapon and equipped it before this started. There was also the update, but I did do that differently that before.
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Since update I been running Dark Sense, Wire Tap, Iron Will, and Lightweight. Using your Dark Sense, you will detect when the killer gets close, activate wiretap and run away and hide. Iron Will will keep you safe while he looks for you.
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Power Struggle isn't THAT bad, I would go so far as to call it a more reliable Decisive Strike.
You don't need Flip-Flop either. When I'm running Power Struggle, I don't build around it, I throw it in understanding I probably won't get use out of it, but when I do it's clutch. I here's my build and I'll talk about it a bit.
Power Struggle, Parental Guidance, Boil Over, Lithe.
In the perfect world, what happens is Killer picks you up and goes Waltzing through a pallet, you drop it, stunning the killer triggering Parental Guidance, Lithe over pallet and then run like hell. That's probably not how it's gonna go down though, so you have Lithe to just use as you normally would, but since it has a trigger it won't 100% be on cooldown when you go down like Sprint Burst would. Boil Over is pretty obvious, if you can manage to be enough trouble for the killer he might make a mistake, extending your wiggle and giving you breathing room. Boil Over also obscures their aura reading on hook, so he might miss the hook on the other side of the wall and go for a farther hook, helping you increase the likelihood they might walk through a pallet, and giving you the wiggle progress you need. Should you go down, and then they drop while carrying you, you've almost guaranteed a wiggle off, which will trigger Parental Guidance also, so you have 2 routes to land that stun, not counting pallet stuns and such. So you aren't 100% shooting for getting the Power Struggle, and you've got a couple of different options with the build.
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Hahaha, single use rocket. #########.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3157470#Comment_3157470
oh really? No wonder iron will didnt even really work, i thought it was 75 XD
Yea its a 75% reduction, bringing your sounds to 25%
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This is a cemetery incorrect stance. Kinship, which does the same thing, just to yourself and has a longer trigger range, is for the 4 man swfs. Being able to give it to someone on the hook when I decide to, is totally a boon to soloq. I, me, decides when it is used, rather than someone else.
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I love soloq more than before. Last night we had a 4 man soloq squad VS Wraith. 2 died, 2 lived. Great match.
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I'll give you the same advice I give everyone.
Play Trapper.
The beauty of playing Trapper is, you don't need to sweat. Just casually play Trapper. If you do well, great! If you don't, well you were playing Trapper. Bonus, you'll get better at playing M1 killers, therefore just generally better at the game and the chase mechanic. You can play around with funky builds, you can use meta builds, you can do literally anything with Trapper. Make a crazy build and focus on getting it to work rather than winning. It's literally the best Killer experience in the game I'd you ask me.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/3155295#Comment_3155295
Any good player will loop a billy for ages, give a good survivor a good setup and not even the best billy will get them under 60 seconds, what are you on about?
######### are you on about? That isn't how any of this works.
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The words "THE END IS NEAR! REPENT NOW!" were omitted from the beginning of this post.
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My Opinion:
Survivors should be dying. Survivors should expect the game to end with them dead on hook, and the game is enduring to try to change that. A "good" game is one that ends with you getting around 20k unmodified blood points, regardless of whether or not you survive.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3151765#Comment_3151765
Sure, it's really fun running from the killer and getting caught in a trap you could have no possible knowledge of. Maybe he is fun if you play in SWF, but in soloQ it's an invisible death simulator.
I'm really proud that my Trapper gameplay makes you feel this way, it's quite an achievement
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3152908#Comment_3152908
I have an idea for a boon perk that is: Survivors within the range of the perk have their aura revealed to each other (Kinda like a Bond but for everybody and only inside the area). And if the killer snuffs the boon their aura is revealed to all survivors for 10 seconds.
Pretty good idea for a perk.
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I think she should have her own personal mechanic introduced that is similar to Billy's overheat mechanic (We are gonna call it fatigue) except everything that she does contributes to it. Upon hitting certain thresholds, she starts taking negatives to everything she does across the board, carry speed, pick up speed, break speeds, blind recovery speed, everything. She will need to throttle herself down to keep from getting to deep into fatigue that she becomes unless post chase.
The idea is that all survivor builds become viable against her. Boil Over, Unbreakable, Power Struggle, all Exhaustion perks, everything becomes more effective. I would even implement a permanent debuff that would apply for the rest of the trial if the player manages to fill the fatigue meter (the regular debuff will still dissipate normally). I think this would go well with her breathe aesthetician, as well as the lore she is screaming in pain whenever she blinks.
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Update.
So I meant Iri keys, I realize the mistake I made when I just pulled an actual purp key from this 3rd game straight.
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Buff Nurse
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@ImNotBobDylan said:
OP please record your solo Q gameplay and show us even a 5 game win streak.
Why do you think you're entitled to a five game win streak?
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@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3143566#Comment_3143566
Yeah but what about surv who don’t loop in the gen area but immediately run to a boon across eyrie anytime they see you/are hurt ? I’m being serious do you just “slug” them or do you hurt them all and then hunt them down & take out the boon ?
I'd recommend just letting them take you to the Boon. It's unlikely they are the one who placed it, and if they are it isn't gonna do them any good if you snuff it. Just snuff the damn thing, now they aren't healing and you can get the down.
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Make sure you are equipping Gearhead on release day of the new Chapter.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3140674#Comment_3140674
Why should Killers get a free-hit in the first place, because of blood-lust. Before blood-lust was more fair, now it's a give-me-a-free-hit.
No, Bloodlust is a wrap-this-#########-up mechanic. You can break Bloodlust by forcing them to break pallets or use their power. That's why "looping" lost a lot of its appeal, hold W and get to the next maze tile.
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Cool data.
Yea I been running Unnerving, Distressing, Coulrophobia, and Merciless Storm on my Trapper and it's pretty decimating.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/341913/fun-fact-you-can-win-in-solo-queue
All the problems with solo queue can be boiled down to skill issue or entitlement.
Yup
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I'm not really sure why Wesker has a 40m TR, but if one killer could use a larger radius, it's Trapper. One of the few things he has going for him is his TR.
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@ThatOneDemoPlayer said:
I don't miss the constant complaints about SoloQ being dead and whatnot
Me neither. As a soloq survivor I'm just fine.
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I soloq and play to escape, but also sometimes it's good to play for others escape. If you're having a rough few games and your team mates just aren't carrying their share of thw burden because they are under to much pressure, sometimes bringing along an anti-tunnel kit and anti-vhase perks are the way to go. You might die at the end, but two survivors escaped instead of none. Think of it as stealing the killers kills.
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Hey guys, listen. We shouldn't even be talking 5 second stun or not, because the fact is is that OTR outshines DS in every way. That's why we need to maybe stop thinking of DS in its current iteration, and start thinking about it in another because it could be something other than a anti-tunnel perk. That's why I suggest the item-in-hand only prerequisite. Now it can be a second chance off shoulder perk, giving you a chance at hopping a window, dropping a pallet after coming up short at a loop.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3135631#Comment_3135631
You want to make Franklin's even stronger? lol
Hey, think of it as I want to make the broken key even stronger lol.
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Damn bro. Way to complain about getting free #########.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3135631#Comment_3135631
This makes it even worse. With your changes, the stun lasts 3 seconds, the perk disables during EGC, it disables if the survivor performs Conspicuous Actions, and it requires an item to activate once per trial. And it destroys that item upon use. But I guess you already knew this would make it worse because you went on to say how it buffs two killer perks…
I said a rework. I dont think it should activate off getting off the hook, and shouldn't be tied to conspicuous actions either. I said, you have to have an item in hand with charges, and you can use it. Period.