Raccoon
Raccoon
About
- Username
- Raccoon
- Joined
- Visits
- 26,454
- Last Active
Comments
-
I got it thanks to a Legion that let me do all the gens when I looked sad and pointed at a gen.
I have no shame in farming this challenge - I did it once prior but forgot to actually select it after doing the previous one T_T
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/929829#Comment_929829
Can't wait to play M1 adventure for 320 seconds, or in other words, complete 80% of an objective meant for 4 survivors by myself.
Exciting! 😁🤗
On a serious note, they need to speed the challenges across the board instead of making you do one thing for an extended duration.
For example, fully repair a generator while only hitting great skill checks.
This is more fun because it's not long, but it offers a challenge. :P
That would be a great challenge (the skill-check one...get it? :P ).
My real concern is that if this is how the challenges are designed, we're just going to see the same thing over and over in future tomes.
Maybe it just feels that way because Claudette is focused around healing...
I hope in the future we see stuff like Feng (Perform 3 vaults in a single chase), Meg (Run X meters in a chase while using Sprint Burst), David (Take 2 Protection hits in a single match), etc.
I'd like to see the same for killers, but I realize that there wasn't really much they could do with Trapper without making the challenges HAVE to be farmed/unbearable.
-
@GrootDude said:
Level 3 Ghostface I’ll do it anyway! 👿
I laughed :P
-
*steps into locker as Oni transforms, winking at OP*
-
@Drazen said:
dont worry they always make FUN killers and his rework gonna be FUN for survivors because they always pamper survivors :)
He no longer causes Exhaustion with his add-ons.
-
@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/930821#Comment_930821
I didn't say left left...
I died on hook he was camping in basement with Ins. someone came down to save me and they got caught then i killed myself went to watch the game, to see him killing a 3rd person in the basement, after that he found the Dwight..But he was no where near the basement..I went and smoked, made food, woke up my son gave him breakfast, used the bathroom..by this time its been about 20 mins i finally then completely backed out of the game and closed the app..
EDIT- the guy kept trying to open the door and find the hatch but the killer kept downing him, and everytime he would pick him up he wasn't able to make it to the basement, the survivor had already checked the side the basement was on and it wasn't there, so he was ways away.
If he's able to try and open the door, what's preventing him from returning after each wiggle out to make further progress?
-
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/931986#Comment_931986
Yes, but before his only stalling was basically on people who had JUST come off a hook. It only served in tunnelling really. Now he can let off a blast every minute and see how many people he hits to tier them all up. Not to mention once they've gone tier 2 once they're always 1 zap from 3, no more chasing with several time wasting zaps guessing when it will trigger.
Discordance will be a great option for him, and Distressing is probably buffed on him.
Before, on small maps and close 3 gens, he had some of the best and most oppressive stalling power in the game.
I'm almost certain this is why his field was completely removed and the new ability given a very long cooldown.
-
I did it using Trapper with Ruin/Whispers/Agitation/Iron Grasp and Yellow Bag/Yellow Wrenches.
I had a R5, R7 and two R20s in my lobby.
Ultimately, it's luck as to whether someone will DC to deny you - They could fix this in future tomes by having a DC count towards ANY kill based objective.
-
@TheNormalizer said:
WHY DID EVERYONE NECRO THIS THREAD FROM FEBRUARY
*whips*
-
@GhostfaceneedaNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/321979#Comment_321979
this same can be said now in the opositte, now killers can be as toxic as they want because they know survs get banned if DC, this last 2 days i see all killlers doing facecamp and tunnel to death + pink mori, just because they dont fear be punished by survs with a DC, so they just are the most toxic possible with the hope survs give up and suicide, and if not just pink mori they. They now can also nake survs their slaves and force them to do engines, then destroy the engine and force they to built the engine again in a infinite loop of farming, because survs cant DC anymore against toxic behaviours on killers.
If only there was a killer with a whip.
-
@anarchy753 said:
This sounds incredible. Static blast instantly tiers up survivors. You find people on a gen, you zap the lot of them and go into a chase with one. That means 1-2 other people are wasting time snapping out of it, AND IT DIDN'T TAKE 15 ZAPS TO DO THAT.
Assuming you've already taken the time to put multiple people into tier 2.
People will probably learn to counter this by not grouping up with the added weakness of also being immune while in lockers.
Iron Maiden may become a niche perk for him.
-
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/930871#Comment_930871
he will be able to stop vaults and pallet drops easier which helps in a chase, they also increased shock range slightly which helps with this. we can also shock a survivor than get a hit quickly at hooks than hit the survivor again because they cant preform any interactions for 2 seconds so they cant save the hooked. Id say all that, a guaranteed terror radius shock hit, and not being slowed from switching stances is worth it in exchange for a mediocre passive madness buildup
I honestly can't see it working that way at hooks (or if it does, it will get changed), as that will open up a whole new tier of survivor complaints.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/930871#Comment_930871
I'd trade the tracking for being better in a chase.
I'd have to see the new Shock in action to judge that.
Losing the field also weakens him in other areas, such as capitalizing on 3-Gen strats.
-
Losing the field, having to manually (with blast or shock) place each survivor into all tiers of madness (including 1), and losing the tracking info that the field provided in the HUD does not seem to be a fair trade off for not having to switch to shock - not at all, in my opinion.
-
@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/930758#Comment_930758
Because the only thing that the survivor could do is DC
because the killer was REFUSING to hook him..I watched for 20 mins and he walked passed every hook just to try to get to the basement..then they just stood there and stared at eachother..Its not the survivors fault..The killer needs to be punished for ######### like this..who's the bullies now?
Where were the other survivors?
Where was the EGC?
You said you'd left.
Your story is full of more holes than a swiss cheese sandwich.
-
@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/930758#Comment_930758
Because the only thing that the survivor could do is DC
because the killer was REFUSING to hook him..I watched for 20 mins and he walked passed every hook just to try to get to the basement..then they just stood there and stared at eachother..Its not the survivors fault..The killer needs to be punished for ######### like this..who's the bullies now?
There is no way to hold the game hostage by carrying someone - Other people can do gens, and if that person is the last survivor, they can struggle free and go for the hatch. If other people have escaped or the killer closes the hatch, EGC would prevent hostage taking.
-
@GrootDude said:
Just use a basement build, coal tower is a good map for basement when I was on it.
I used Trapper w/ Ruin, Agitation, Whispers, and Iron Grasp.
Yellow Bag and Yellow Wrench add-ons.
-
That would be a nice change :)
-
@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/930584#Comment_930584
Oh... he seems dope then? I love that change.
It's a soft nerf to make him more bearable on smaller maps / 3 gen scenarios, as he will no longer be able to passively increase madness. Not having to switch modes is nice, but unless they tweak it, default shock range is abysmal.
-
I was fortunate enough to actually get it in 1 attempt, Entity be praised.
(There were 2 Rank 20's in the game)
-
@BlindMole said:
Looked at the thread title and thought they made something with the six feet under metal band lol
*screams*
-
Just make DC's count towards the challenge - BOOM
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/929929#Comment_929929
The challenge is to sacrifice all 4 survivors in the basement.
JINX :D
-
@ASpazNamedSteve said:
What is this challenge?
Sacrifice 4 people in the basement during a single game.
-
@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/929848#Comment_929848
I mean yeah, it's not challenging. It's super luck based. If you get good teammates I don't even know how you would get it unless they 99% them and let you complete them.
Dark Sense also blocks entry to the actual lore pieces :D
-
@KillermainBTWm8 said:
Looks like some players dreams of getting to tier 70 will be going Six feet under.
I'm pretty close to Tier 70, atm, but I'm very turned off by a difficult challenge that can be denied via DC :(
-
@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/929827#Comment_929827
Entity forbid there be a single challenge that's actually challenging.
The challenge shouldn't revolve around whether the survivor leads you to the opposite corner of the map or DC's.
Entity forbid that Lore Pieces not be locked behind challenges that salty players can deny with the press of a button.
-
@arslaN said:
The dark sense challenge also made it in. It took me like 10 - 15 matches to get the one with 3 gens, I will need some insane luck to complete this one.
Apparently, it is "literally" not challenging.
Personally, I think this one is going to be hard as well without a 3/4 man SWF on comms.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/927272#Comment_927272
Wait I'm on mobile rn I can't figure out how to do it.
That's ok - You can show me later, or perhaps someone else can in the meantime.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/927251#Comment_927251
Do I have to? The devs explain it all the time :(
I'd appreciate it :3
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/927191#Comment_927191
Generator speed is based on hook times bud
Can you provide a link to the explanation?
-
I play a few games a day, at least.
Even at the worst of times, it's fun to whack people or run around aimlessly.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/926164#Comment_926164
I was talking about phase speed. Come on dude use your brain.
My bad. I forgot about the phase patrol.
-
So, theoretically, survivors all gain the ability to know if they are being chased/cleansing(with a totem counter)/repairing, effectively knowing what they're all doing at any given time, as well as whether the killer is occupied.
There's no possible universal buff that killers can get to compensate.
-
@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/926736#Comment_926736
To redesign the game would not be necessary.
Buffs of the one or other killer, on the other hand...
Swfs will always be a part of the game. Even if bhvr would forbid them, the people would still connect via ts and other services. Besides, it would be pretty stupid to forbid something that is natural for a multiplayer game.
The consequence is, that the one or other thing needs to be buffed on the killer side.
Ah, yet another non-answer to the impossible question.
-
It's literally impossible to buff killers in any meaningful way to be on par with/deal with SWF without breaking or completely redesigning the game, given the amount of free information the latter has.
There's a reason why there aren't any proposed killer buffs or ideas ever directly mentioned by the devs with regards to SWF parity - they're never coming, ever.
-
@RakimSockem said:
So I've noticed the primary reason people are stating is this "3 gens can be done in 80 seconds if all survivors not in chase hop on a gen".
In an ideal world, that's absolutely true. However, just like people are saying with the kill rate data, this is not a 100% valid statement because there are other factors.
- Just because a survivor is in a chase, doesn't mean it's safe for me to be on a gen. If the chase is happening close enough to me, I have to move or hide in order to not become a target. It's it's a Michael, I have to hide so I don't get stalked. etc
- Let's say every survivor hops on the closest gen when they start and gets in the full 80 seconds while always hitting great skill checks through Ruin (which I've even seen some of the best players miss because no one is perfect). This would mean all 3 gens in the same area are done and the game is probably going to end up in a 3 gen strat situation. So while on paper, sure it's fine to talk about 80 second gen times, what that does later in the game VASTLY slows down the speed that gens will get done because the killer will have an easier time patrolling and applying pressure.
- People talk about how long it takes to down survivors. Idk how yall games go, but I almost always have someone down and on a hook before a gen pops. Rarely do gens start popping before I end my first chase. Use Whispers, find people early, and start the ball rolling.
Are there any points I didn't address? If so let me know.
Also holy crap, I left this thread alone for like a day and came back to a lot of notifications
A pleasant surprise, I bet :3
-
@Waffleyumboy said:
Is people not complaining so bad? Imo I would want spirit to be slower at patrolling (5% I guess) but she gets her invisible vault back. Good nerf.
105%?
May as well delete her from the game.
-
Slugging = Brown/Yellow rank tactic?
lolz
-
@SoulSever said:
https://forum.deadbydaylight.com/en/discussion/comment/923436#Comment_923436
https://forum.deadbydaylight.com/en/discussion/comment/923486#Comment_923486
I said 40-60 seconds, and a good survivor can very well maintain chase for that long, the problem is not overcommitting, it is that when faced with a team composed entirely of good survivors, every chase will be that long, and then you are at situation where you waste your time if you drop the chase and waste your time if you do not as all the time spent gaining the first hit will have been for nothing.
And yes, the Spirit could have played better, but do you honestly believe it would have mattered? The generators are completed too quickly, that game would have ended with a slight chance of 1 kill at best.
As to the toolboxes, I said myself matches like this do not happen very often, but they do happen and they should not, even without the toolboxes, if the survivor puts up a decent chase and the other 3 sit on separate generators, that is three generators done as soon as you finish the chase, and two if you drop the chase to pressure one of them with the third following soon after as one of the other survivors will be back onto it.
As to your last point about analysis, the perks do not help much, all of the slowdown perks would not counter the toolboxes aside from Franklin's Demise which has to be applied one by one, and they can still pick it back up, the rest of the perks only partly mitigate the toolboxes but they will not remove the massive detriment that they are, the fact that killers have to always equip slowdown perks to have so much as a small fighting chance against a decent team is just ludicrous, really, the only thing that matches this level of unbalance is the Ebony Memento Mori.
The person you're engaging is literally ignoring hundreds of videos from "pro" streamers that have this occur to them/are able to do it themselves while playing.
You're literally wasting your time by engaging them any further.
Edited to point out that some of the names they're dropping also experience this.
@_@
-
@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/923267#Comment_923267
That really doesn't happen. 2 gens popping before you get a single hook? You might be wasting to much time at the beggining, use whispers and other detection perks to help you
It constantly happens to (and is often accomplished by) top streamers that literally play the game for a living / are very well versed in the game.
If you honestly believe it does not, you're just wrong.
-
Bought Last Year on Discord - With the way things are going now, it will be dead before NEXT year.
Hyuk.
-
@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/922010#Comment_922010
Red ranks mean literally nothing for survivor. You do 1 gen, save 1 person, and you have already safetied.
Meanwhile for red rank killer it's 4k or depip lmao. Or 4k and depip!
The game is survivor sided because good survivors are all "gods" at looping like Ulysses because it's honestly not that hard to loop safe pallets, and many maps are safe pallet galore. The good thing is that most survivors are too bad to take advantage of them.
When did they change the safety pip requirements?
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/921912#Comment_921912
The game is only as survivor sided as the map you know
I don't believe that our conversation was relevant to maps at all.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/921657#Comment_921657
You can usually get off of a chase and straight on another one because of how much information and control killers have. I didn't mean always extremely literally but unless the killer is always chasing they have a small chance of winning.
Although I disagree with the information portion, I'll agree with the viability of stringing together chases :)
-
@SyntheticAesthetic said:
https://forum.deadbydaylight.com/en/discussion/comment/921711#Comment_921711
- it'd make it so you can't unhook during a chase, the reason they camp is due to a perceived necessity they wouldn't camp if they didn't feel they needed to. They do it because they feel they could only get that one kill in that game. I have no idea why they'd camp 1 survivor other than that. I feel like you're a survivor main and this is why you're not understanding of this.
- just make it so killers have perks for awareness and now the playing field is even at high ranks.
1). Being unable to unhook during a chase will NEVER happen, and that's not the only reason camping occurs. Sometimes, camping is 100% the correct/best play. I'm definitely the ultimate survivor main, though.
2). What kind of perks? Killers already have perks that grant them situational awareness - IE Whispers, Nurse's Calling, Bitter Murmur, Rancor, I'm All Ears, etc.
-
Just download a crosshair overlay.
-
@SyntheticAesthetic said:
https://forum.deadbydaylight.com/en/discussion/comment/921698#Comment_921698
uhhh freddy isn't perfectly balanced he's far below any of the good killers. spirit needs those things you just whined about otherwise theres no tech it's just you reactingly to what was telegraphed to you blatantly. It's not a game at that point. you survivor mains have no idea how killer works beyond what's on paper.
I feel fairly confident in saying that most people will agree that Freddy is still a powerful (Top 5, at least) killer even after his add-on nerfs.
-
@NovaliumTS said:
https://forum.deadbydaylight.com/en/discussion/comment/921689#Comment_921689
Yeh i ment kill the last player not hook them wasnt paying attention to what i was writting as i was doing something at the time
Happens to the best of us, friendo :3
-
1). I doubt they'll ever change unhooking, but either way, if you can plan around ten times, you can plan around longer unhook times - it would solve nothing, add nothing, and actually make it easier to camp people out if the game.
2). Provide an example of how you think a buff can make it so the "killer can pressure them much more often and greatly so that their communication advantage is nerfed" without completely destroying or reinventing the game.