PanicSquid
PanicSquid
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I run BBQ, Agitation, Startstruck, amd a non-specific 4th perk.
When you down a survivor you can move them a good distance and get other survivors exposed with StarStruck, then you can Static Blast to reveal their locations (and decrease your Terror radius, with the right addons). Then hunt down an exposed survivor.
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2588065#Comment_2588065
No it isn't. Not really.
It grants a very petty increase to Static, a paltry BP gain (usually a few hundred max) and ensures that survivors have tons of notice to hide whenever you are nearby.
Although...Starstruck+Distressing on Doctor could be interesting.
I'd leave distressing out, you have too large of a terror radius, the survivors can get too much distance and run down the exposed timer.
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I dodge TTVs. I'm sure plenty of them are wonderful people, but I've had some ruin it for everyone.
I dodge maps (the item) if I'm trying a totem centric build.
Or maybe flashlights of I'm playing Hag.
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@Punitive said:
I think it is. This meta perk has saved more lives than the peniciline vaccine itself, lol. Not only dead hard though, but also those perks that grant you a second opportunity with not a big penalisation. Of course, they are necessary, I can't realistically tell you the time I found it as a last resource and saved my life. But this not hide the fact that many of those times in which I used it was because I was the ONE who made the MISTAKE, not the killer. Interestingly, if you compare DH to the other exhaustion perks out there, they clearly work diffferent: live, sprint burst and balance landing are the ones which can reallistically create a gap between chases but these must be triggered anticipately and clarly one of them awards you from playing efficiently: smash hit. In my opinion, this last perk should conserve the benefits of the actual cooldown. In a sum, players should be penalised for their mistakes in game and not be encouraged to use meta perks because they save you again, again and again. This is what encourages a positive core of a balance skill-based game. Though, you played poorly, you get penalised. You play effectivelly, then you are rewarded. No big deals in that. I hope you can understand my point.
Just going to put this here.
Penicillin isn't a vaccine, its an antibiotic. Vaccines are a preventative measure, that teach your body how to recognize and fight the specific disease you are vaccinating against. While antibiotics are used when you have a bacterial infection, and they combat the infection directly.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2542080#Comment_2542080
https://forum.deadbydaylight.com/en/discussion/comment/2542135#Comment_2542135
That sounds like an aweful idea. Do you really want the meg that urban evasioned getting the same amount of points as you ? What about the Claudette who self cared in the corner for 40 seconds because of sloppy butcher ? What about the person who killed themselves first hook because they got found/caught first and ######### your team over ?
Slight revision to the idea, what if certain events rewarded all survivors with some points, but additional points to the ones that did the action?
(You performed) Safe Unhook: 500 pts
(Someone else) Survivor unhooked: 100 pts.
You could do the same for totems/hexes cleansed, Generators repaired and exit gates opened.
Also make WGLF give stacks whenever a survivor is unhooked, don't encourage people to rush hooks.
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I like the cut of your jib.
Make WGLF get a token whenever a survivor is rescued from a hook. Reward everyone for saving the person, not only the savior.
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I'm speculating on this:
I think it probably didn't work the way they wanted it to, so they decided to hold off on implementing it and keeping it incase they feel that Spirit needs future nerfs.
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I run: BBQ, Agitation, Starstruck and Deadlock.
However Thrilling Tremors is a better perk for the build than BBQ.
Strategy: Down a survivor, carry them towards other survivors, hook them, Static Blast to reveal anyone nearby who is exposed because of Starstruck.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2531528#Comment_2531528
Force every single survivor to stop playing in SWF, don't pick DS, DH, unbreakable and other meta perks and we can talk again.
You said intentionally losing isn't an option, I presented you with a way to make you more likely to lose the game, and to thus make sure you don't reach high mmr.
If the survivors use meta perks and play in a SWF it should help you lose and avoid reaching high MMR.
I'm a killer main, my dude, I know the struggle of wanting to win, but not wanting to face death squads.
I originally swapped my gen regression perks so the devs can get data about what gameplay looks like when there are no regression perks in play, and maybe make some base changes to make things better for killers.
It morphed into this strategy which should make me a better killer by not relying on perks or add-ons to carry me, while also by nature of the beast, losing more and preventing my MMR from going to the no-fun zone
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2531478#Comment_2531478
You know your suggestion is bad? U basically asking killer to stay afk until survivors do their job. What's the point to play killer then?
And where fun comes from if u intentionally let everyone away? If u think starting a game with mindset *Ok, this one i will loose* is good option, then u don't understand what are u asking for.
I am not suggesting being AFK nor letting the survivors live, I am suggesting you run non-meta perks and bad add-ons, and mix that with non-optimal strategies to allow you to play the game, at a significant disadvantage, which will increase the odds that you lose the match and naturally decreasing your mmr.
Tl;dr bring bad perks and bad add-ons, "play fair" and be more likely to lose the game.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2531439#Comment_2531439
Even if u play chill u eventually reach high mmr, cause some survivors just suicide on u. So what do u suggest them to do, intentionally loosing is not an option.
You can intentionally lose, just unequip your slowdown perks, equip some meme perks and add-ons and just play normally.
For extra flavor go out of your way to "play fair". Don't slug, camp, or tunnel. Then when 4 survivors escape, you still "lose", but you could still play the game to have fun.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2530981#Comment_2530981
It's not massive, 6 seconds is not massive. And you still have the same drawbacks to using Nighshroud how is 6 seconds anything? The fastest possible recovery is still nerfed. This is fact.
6 seconds was a 20% decrease in his power's recovery time. Thats a nice little QoL. I'm still hoping they'll give him some more later, but its not bad for a quick change.
Hopefully we'll get another one of these massive mid-chapters in the next chapter or two.
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@lovely_kijara said:
I like how everyone saying stop DC and you won't get locked out like you've never in your life have ever left a game. I bet right now there is a broken controller or TV or PC screen that you broke because you rage the f out on games like rainbow, fortnight, COD, 2K will have y'all ready to punch holes in the wall so let's be real for a minute.
Actually, no. I play video games for fun, when I stop having fun, I finish my match and then go do something else.
Why would I rage at what is supposed to be a source of fun?
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Lets wait and see what the boon totem perk actually does.
Also Undying will reveal the survivor setting up a boon totem, since its a dull totem when they approach it.
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Its a coin toss on whether or not I farm if the DC is before 1 gen is finished. Farming is boring. So the other option is I kill 2 and let the last one find hatch.
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Accidents or emergencies shouldn't happen often, so a 5 minute timeout should be the least of their worries.
People quitting deserve to get punished for their actions.
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To break a heavily defended 3 gen:
The survivors that are left need to split up and go to at least 2 different generators.
When the killer begins to approach, just run and pre-drop pallets, meanwhile your teammate(s) are finishing the gen,
if they don't chase go back to the gen immediately after they head to another.
Your advantage is that if they commit to one of you, they lose to the others.
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@AmericanBadass said:
Nah.
You Necro'd a thread thats been dead for ~10 months just to say "nah".
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You are the creator of the thread about "You can't prove this game isn't survivor sided".
Does this thread count as proof?
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My Doctor build atm is
-BBQ (Thrilling tremors is better if you hate bloodpoints)
-Agitation
-Starstruck
-Deadlock
The theory is down a survivor, take them towards where other survivors might be, Hook them, Static blast to reveal any survivor that is exposed nearby, then hunt them down.
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None. I had a person who was a little sus last night, but they may have had Sprint Burst and I never noticed before that point.
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@dspaceman20 said:
Make it 5 million and I bet you people won't.
For 5 million bloodpoints I'd create Trapper OP threads, now. I need dem bloodpoints.
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@tony42545 said:
https://forum.deadbydaylight.com/en/discussion/comment/2515640#Comment_2515640
1. Their are maps that currently are do big that one killer isn't enough to pressure the map an example would be mother's dwelling or lampkin lane these maps could be the first maps that the 2v8 mode could start since killers can't do well there
2. There are many ways to incorporate totems into a 2v8 mode one way is to lock out the perk in your selection if the other killer has it equipped or you could choose a perk that will sub out the hex perk if the other killer uses it the final way I can think about is making it so the perks could stack in certain ways like if you brought ruin it would regress gens faster which could make up for the fact their was more survivors ruining around doing gens faster but those are just suggestions
3. So the obvious that a killer afflects to a survivor only works against that certain killer so you can still hear the leather face terror radius but just not Freddy's also one concern you might have is legion and doc but it would be no different from a borrowed time hit
4 . The cowsiam video showed it was possible now all we got to do is Optimize the game mode so it doesn't crash your game as for survivor defence's you could set the map to a much bigger map like rpd or mother's dwelling and add twice the amount of pallets and make it feel like the game map with infinite reasources or just conine two maps into one like how they did for the clown map but it could be more random like one step you in trappers map the next your on auto heaven wreckers map and the environment looks infected with another map sorta like the blight events
All of those things require additional coding, it would be a massive project.
My example with Freddy would require a full re-code of the Oblivious status effect, because the effect is applied to the survivor, which makes it killer independent. Exposed is another survivor based debuff that would be an issue.
Even the large existing maps are prone for 3 gen situations, doubling the gen count will increase the potential for 3 gens since the average distance between gens will be significantly reduced.
The idea of a 2v8 gets thrown around a lot, it would be fun, but impractical to implement. It would also not make money to offset the cost of production, and it would also remove resources from additional content and improvements to the base game.
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1)the maps would need to be doubled, twice the generators, twice the totems, twice the pallets, twice the size. This is problematic
2)Killer perks and powers are not designed for there to be more than one killer. Anything that creates a global effect or puts a debuff on a survivor would have to be looked at how multiple instances would interact.
2a) How would two Ruins work? or a Devour Hope on one killer but not the other?
2b) Imagine facing a Freddy and getting the oblivious effect from going to sleep, and the other Killer is Leatherface who you can't hear coming
3) The performance can be problematic as is, imagine twice the resource draw
This would essentially be making a new game from the ground up.
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@KamalaGekido said:
Hey killers! Did you make the mistake of having fun and actually getting 2 or more kills in the last match? Fear not, you don't have to go against the sweatiest players in the entirety of the DBD community! All you need to do is play as Wraith and go AFK for about 10 games. Then you get at least one game where you can actually have fun. Maybe. Sometimes it doesn't even matter! Just don't play Spirit, they all run Iron will. Oh and don't even try to bring gen protection, cause they almost always have at least one guy with prove-thyself, making that useless.
Long story short, did you like having fun now and again when you have no idea whether or not the team you were up against has 600k+ hours on this game? Well too bad! :D
The sweatiest survivors don't run Prove Thyself. They all split up on different generators across the map, the first player you find will play really safe, and then you'll have 3 tinkerers go off before you get your first down.
How I deal with my MMR is: I run more off-Meta perks with the knowledge that I might not do as well without Gen Regression, but my MMR doesn't go to super sweat mode.
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@Entinaty said:
I've been both playing and viewing others play Dead by Daylight for years and yet every time something tends to happen that either strengthens the "killer" or "survivor" sides it tends to have one side voice concerns about being treated unfairly. I myself don't have a sword in this fight for either side but I can understand at certain points where it feels as those changes are being made recently that don't take both sides into account. For example, the coming update is having some voice opinions of once more showing favoritism to the survivors. I would say that when it comes to the most recent update so far based on the information shown that both sides are correct in a way. Most "survivor mains" will argue that the Spirit is getting a nerf that is a long time coming (which I also agree with) while buffing the Trapper as well. I ask a question to both sides.
For survivors, could you honestly say that the killer had 0 counter play as opposed to counters that were either difficult to execute, not satisfying, or just not something that you had access too, like perks? Also take into account that killers keep getting cranked out with only a handful of add-ons that actually matter or would be used, and that can vary depending on which killer?
For killers, could you say that the changes would be a nerf itself without actually testing it or has this been done to the Spirit before (I am not sure if it has myself)? Could you honestly say that the killer is weakened but isn't dead (similar to Nurse)?
TL:DR
Can someone give other examples, either by killer changes or survivor changes or buffs or nerfs that would help address why this rift exists?
Nobody likes their favorite toy being nerfed. People complained when Undying was changed, they complained when DS was changed, they complained when Freddy was changed, they complained when Ruin was changed. People like to come here to complain, it doesn't mean that the changes aren't good for a healthier game as a whole.
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If you have Undetectable and approach from a concealed angle, and they still start pre-running, They have Spine Chill or Coms.
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Unpopular opinion: Dead Hard shouldn't give you I-frames. You shouldn't be able to Dead Hard through traps or through the killer or another survivor. David isn't a ghost, he shouldn't be able to move through solid objects.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/2514448#Comment_2514448
Based on what? What would you have them buff? The duration to a full 90 seconds so no one could get out ever? Are you dumb?
Blood Warden is an extremely situational perk.
1) All generators must be done
2) The gate needs to be open
3) a survivor has to be hooked
4) other survivors have to remain in the trial for it to be useful
To get the bloodwarden 4k, you need the timing to be right based off whether the hooked survivor dies on the hook or whether they can sit on the hook and cause the EGC to progress at half speed.
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<Speculation>
Wraith is probably a nerf to All-Seeing Blood and maybe Windstorm add-ons.
Nurse is probably a nerf to her add-ons
Blight is probably a nerf to Alchemists Ring and maybe the Blighted Crow
<My Opinions>
Billy, Oni, Ghostface and Pig add-on changes are definitely needed.
I hope Scratched Mirror goes down to a Brown add-on for Myers, it fits the brown add-on theme and would allow for it to be run more for more jumpscares.
The buff to Retribution and Vigil look nice.
Trapper getting some QoL fixes and some add-ons looked at doesn't sound bad, not sure I'm a fan of the purple bag though.
The way Spirit plays currently is kinda bogus, so some changes to add some counterplay isn't bad. Lets see what was done to her add-ons before we lament he demise.
Third Seal and Blood Favor still don't feel like they're worth the perk slot. IMHO
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That killer is holding the blade in their left hand. We don't have a left handed killer, and Jason isn't left handed either.
Checkmate everyone. Its a teaser for a new killer /s
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I don't play as much killer because of queue times. Honestly, I'm not sure I'm willing to commit if the queue times aren't nearly instant.
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Simpler solution to this, make the tall loops taller. Practically this only affects stretched res users and people going for wacky projectile hits.
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From the forum page on game rules:
"Players who have violated our rules multiple times leading to permanent bans could get their access revoked on any accounts they make if the player is seen committing bannable offenses after the very first permanent ban. The structure and severity of these bans are followed throughout any platform."
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Probably.
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Why do you trust them at all?
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My survivor build is Head On, Quick and Quiet, Blast Mine and Small Game. I don't actually get tunneled or camped that often.
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I'm not an expert, but I'd say there are at least 6.
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Without knowing how you play, I can't give specific advise.
Learn how to loop tiles. Watch some videos to get the pattern. Then practice.
Always be aware of your surroundings. Be wary for undetectable killers, and always have escape plans for the directions a killer can approach from.
Items can be really strong, a simple brown med-kit can save your life. Toolboxes are best used on the final generators as opposed to the starting generators.
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No. The bloodpoints are the primary reason I pick it over Thrilling Tremors or Nurse's Calling. If it didn't give tracking info, it would be a meme perk, like the meme add-ons, it would be making you worse (by depriving you a perk slit) for the sake of additional bloodpoints.
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Nobody out pizzas The Hut!
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Pro-tip turn off the chat.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2499748#Comment_2499748
Congrats 🙂 how many games did it take?
I'd say probably 5 or 6 back to back games, I got lucky that one person wanted to urban evade around and save their Sprint Burst and they didn't get the door open. It was a 10 hook game at the cost of all 5 gens, it just barely counted.
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Either here on the forums, or swiping left on Tinder/Bumble.
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I accept snoot boops for Hatch. If we get down to the last 2 survivors, 1st Snoot Booper gets to live. No boops= No hatch.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/2499757#Comment_2499757
That's rough . What killer did you play ?
It was adept Billy on Mother's Dwelling. (But I got the adept in the next match after it)
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Dude, I had a 0 hook, sub 7000 BP match tonight. I've decided to forgo most meta perks and generally only use low rarity add-ons. You just gotta roll with the punches.
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With current matchmaking. I do whatever my daily challenges tell me to play, then I work on adepts or play Doctor (because I have all the perks and like 50 more sacrificial cakes left on him)
I spent all evening playing Billy to get his adept. It went exactly how you imagined it would, but we got there in the end. Time to not play him for another year if I can avoid it.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2498575#Comment_2498575
You misubderstand me, or perhaps I haven't been clear I'm not saying that there aren't good times to use camping. Far from it I'm saying camping is a very good strategy. That'd why it's being used so much. I just want to remove camping as a viable strategy and you dont
Take the example of hooking someone in the middle of a 3 gen, what I refer to as a type 3 camp. The killer should not move away from the 3 gen they have left, otherwise they will lose the game. Since they will remain relatively near the hooked person as they patrol the gens, they are camping by most definitions. But should they be punished for defending the generators?
I say that camping is more complex than you make it out to be, and punishing a type 3 camp like you would a type 1 camp makes no sense.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2497839#Comment_2497839
Sorry so you are against implementing a change to make camping a losing strategy because you think it already is a losing strategy, if that's the case why not let it be changed since it's not going to effect anything in your view?
Also if you believe that camping is such a bad strategy that never works why do you believe that it's so prevalent? It pops up all over the place on these forums so its clearly happening quite a bit to others even if you don't happen to experience it personally?
You say camping like its a one-size fits all statement, there are various sorts of camping that vary in how effective they are.
Type 1 is the traditional camp, where the killer just chills at the hook, generally this is a bad strategy for the killer, but it pays off if the survivors try to save the hooked person instead of working on generators and leaving.
Type 2 is the Proxy Camp. Where the killer is near enough to the hook so that they can threaten someone coming in for the unhook. Some killers can proxy camp from a long range, like Hag or Huntress, so this is a bit more general.
Type 3 is the strategic camp. This is where there is some external reason for camping. Such as: there are only 10 seconds until they die, or this is the Endgame Collapse, a survivor is looping the killer near the hook, or the killer hooked the survivor in the middle of a 3 gen.
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If you quickly nod up, you can trick a lot of survivors into using it early and not having the missed swing cooldown. Also Wraith can smack his bell to the same effect.*
*Results may vary.