RakimSockem
RakimSockem
About
- Username
- RakimSockem
- Joined
- Visits
- 2,300
- Last Active
Comments
-
Ya got me
-
@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1518883#Comment_1518883
You're so mean :(.
I just despise the Clown in general. Doesn't matter what playstyle they use. Only killer i dislike more I think is Legion.
-
If you get face camped and the rest of the team lives, laugh at the killer and say gg ez. That's literally the best experience in DBD.
Face camping only sucks when other people die too. If you're the only one that died, laugh because they played terribly
-
Good. Screw clown and his anti-looping ass
-
But to answer the question of why people hate Moris. It's because they're basically a free win unless you're trash. And most killers are going to tunnel and Mori you off the first hook, making the game very boring because you don't even really get to play.
-
@chase131119 said:
Three survivors can't escape through hatch with only three gens done.
I'm glad I'm not the only one who caught that.
Also I'm 100% sure a gen can't pop in 25 seconds, even if all 4 people were on it. And then you said another gen popped when you got a quick down on the first guy meaning all the survivors definitely weren't together. Something ain't adding up in that story XD
-
@Digwiid said:
https://forum.deadbydaylight.com/en/discussion/comment/1517677#Comment_1517677
Yes always blame hitboxes! Hitboxes bad! Never connection related! Just bad hitboxes!!!
The hitboxes are trash BECAUSE of the connection and servers. These things are related. -_-
-
BS hitboxes. It usually means that you should have got the hit because on their screen, they were already several feet away, but DBD favors killer and their hitboxes.
-
@getsumhelppls said:
https://forum.deadbydaylight.com/en/discussion/comment/1513935#Comment_1513935
Only of everyone is struggling. Not just hooked, that person is misinformed
That's what I meant, but didn't specify because I figured it was implied.
-
A small lag spike can cause that to happen.
Also they changed it so you stop struggling if all remaining players are hooked, even if you have time remaining so that may be happened too.
-
Yes. I literally would rather get farmed than struggle on first hook.
The only exception I make is if it's the end of the game and the killer is face camping me OR if it's a camping Bubba who will just down both of us.
-
@Erk said:
https://forum.deadbydaylight.com/en/discussion/comment/1509004#Comment_1509004
By the way, if the survivors can "choose what they want to do" then I can choose to tunnel them !
Yes.... yes you can. Who said you couldn't?
-
I'm over these threads so here's the truth plain and simple.
If you used to play Billy but you no longer can, it's because you weren't actually good. You were just used to having a one shot that you could spam without consequence. Adjust and play better
-
Actually, I enjoy farming killers once in a while. They don't come often, and when they do it's free points.
-
How would that work for say.... Haunted Grounds or Retribution or NOED?
-
Plague's aim?
-
@Erk said:
What I mean by this is simple, lets say someone gets unhooked and they have BT and they just run at you because they have BT, that's not the intended use for the perk. Borrowed Time is an anti-camping perk but if the survivor abuses that and just runs at me, I can abuse the games mechanics too.
If a survivor gets unhooked and has DS and repairs a gen in my face, thats not the intended use for the perk. Decisive Strike is an anti-tunneling perk but if the survivor abuses it and repairs a gen infront of me, I can abuse the games mechanics too.
I can camp, its not the way the devs want me to play the game, yes, but they abused the games mechanics. Why shouldn't I ?
I can tunnel even tho its not how the devs want me to play the game but I will.
Don't bring up the "What about having fun ?" argument since what makes killer fun is killing survivors, so I'll just kill them. I was trying to be a nice person, a non-camping, non-tunneling, playing fair killer but if the survivors abuse the fact that I have morals and want that they have fun too, I will make it only fun for me.
lol none of what you said makes sense because none of those example are abusing mechanics.
That's exactly what should be done with BT, especially if the gates are open. BT allows you to take an extra hit, so that's what you use it for.
DS allows you to not be back on the hook for 60 seconds. Idk why killers have it in their mind that survivors can't choose to do what they want with those 60 seconds. They can heal up if they want to. They can work on a gen and be one shot when they get found if they want to. They can go break totems. They can jump in and out of lockers.
Killers swear up and down that survivors have a rule book for how killers should play and then pretend that they don't have one themselves for how survivors should play.
-
I mean other versions of this game kinda already exist/existed
Identity V
Deathgarden
-
My friends and I are all altruistic people. We've had multiple games today in a 3 stack where we've had the option of leaving a random but chose to go back and make a save.
But I also understand every SWF team wouldn't do that for you.
My only suggestion is: Instead of taking a cold hard, set in stone approach, maybe treat them the way they treated you in that game. If they spent the whole game not helping you, sure leave em. If they helped you multiple times throughout the game, maybe consider returning the favor. You don't have to of course, but maybe consider it.
-
Okay
-
@dbd_noob said:
Just so I know. Is this what is called forever Freddy?
That's worse than forever Freddy. Most forever Freddy's might run Swing Chains and Jump Rope which both slow gen progress. Then they might run Thanat. But very few of them run Dying Light on top of those 3 and then throw a Mori in the mix. That's overkill
-
I've had the same yellow med kit on for the past 9 games and the only reason I died in game 9 was because it was a Freddy running a disgusting build with a Mori. Every killer before that was between ranks 8-19 and half of them were babies with like 1 or 2 perks.
Easiest games I've played in a long time
-
It was an Ivory Mori at least and the last person got hatch. We surprisingly made it down to 1 gen remaining. It was still a gross match. 0/10 would not recommend
-
@tippy2k2 said:
I play nothing but Solo and I haven't noticed anything off or broken about it. Did I miss something?
Nothing is wrong. People are just dramatic.
The game is pretty much balanced
-
Forgot to mention he also had PGTW and Surveillance
-
@slim0b said:
I feel like a lot of the arguments on this forum can be completely ignored or not happen in the first place if the OP plays both sides, in the red ranks at least.
You should experience what your opposition feels before instantly assuming anything or saying it's too easy for the other side without trying.
A very easy example is the NOED bad DS bad threads, but the truth is the game would be even more unfun without them.
If NOED didn't exist survivors would have no incentive do dull bones = quicker games, there's no reason for me to hold m1 for 14s on something that has 0 effect for me and my teammates in the match.
If DS didn't exist killers would just tunnel the injured survivor off the hook, because why would I hit someone 2 times and apply significantly less pressure off someone in their 1st rather than 2nd hook state.
I encourage everyone here to play both sides and get to red ranks, it'll give you an insight on the POV of some people you discuss on the daily with, and make you avoid making threads that would seem like bait at first glance.
100% agree here. You have to play both sides to have some perspective on how things are in this game. Sure you can still main one side or the other, but you have to have decent hours on the other side before you go off complaining about something being OP or too easy
-
@TheMonadoBoi said:
I agree with the sentiment of your post but there are so many flawed arguments in your logic. For starters people don't hate the concept of NOED or DS. Giving you a chance against a hard tunneler and giving you more time as killer sound like amazing options, but you are not seeing how poorly designed these "band aid fixes" are.
For starters the ability to snowball NOED and go from a 2 hook game to a 4k is boring, and it's even worse not getting hooked once, then going down thanks to NOED and getting camped and one hooked cause your team couldn't find the totem. The complaints are not unjustified and I can assure you many people would be down for a second objective that was actually fun and gave the killer more of a chance with their gime management.
And DS is the epitome of abusable perks. It is SO strong you don't even need to have it. If one person brings DS the killer has to respect an invisible code of conduct and assume ALL survivors have it. A penalty that is NEVER applied to survivors as they are free to rush all gens as fast as possible. DS gives you a minute of being COMPLETELY invincible. This is why survivors with DS can safely hop on gens, go for risky saves and generally do whatever the hell they want, cause the second the killer gets close bam locker and you can't touch me. And if we get into sweaty SWF territory it gets even worse as they might bring the same skin to make it impossible to keep track of hooks.
I think you're the one lacking empathy and thus fail to see why many of these complaints are valid. Not because something sounds good in paper means it's working well or is a healthy addition to the game.
Just like to clarify that the killer doesn't HAVE to respect anything. I don't run DS as a survivor and I laugh when killers tunnel and slug me, then don't pick me up because they are so scary of the possibility of getting a 5 second stun.
When I play killer, well first of all I go for the unhooker, not the one who just got off hook. That avoids both Borrowed Time and DS. But if for some reason I can't locate the unhooker and I do stumble on to the other person, I just knock them down and pick them up. If they have DS, I eat it and it's gone. Why be scared of it?
-
The one reason I never used that perk is because the perk immediately dies if you are the first one hooked. That's all it takes to kill the perk. Being unlucky.
Not to mention you have to wait around the hook to get the save to activate your perk if someone else gets hooked first.
-
Oh no.... not medkits. So scary.....
-
Very few people are woke around here. Fighting for scraps while the elite gets all the good stuff
-
Gens can be 99'd.......
Also yes it is fair. gg
-
"edited 10am*
I see what you did there
-
When someone makes a meme post and one of these people shows up..... -_-
-
@Retromind said:
https://forum.deadbydaylight.com/en/discussion/comment/1501968#Comment_1501968
The system sees the difference between a DC and fail at unhook, if u get DC you get your usual timer before joining another game. If you failed at unhooking it might check the point in time the current match is going and punish if you failed at unhooking in early game, especially paired with other failed unhooks that particular day.
That wasn't so hard, was it?
Punish HOW? you have yet to answer that. What kind of punishment besides the death of their character are you looking for?
And do you really think the DBD system can actually check the point in time in which something occurred during a match and self regulate to decide whether or not something is punishable????
Because again, I just gave you an example of when I was disconnected from the END of a match which hurts no one but me, and I still got a penalty.
-
@MegaWaffle said:
BBQ had the aura ability put in to encourage people to not stay near the hook but instead go out and chase other people. It was designed with the intent to cut down on staying near the hook. However because of how many ways there are to hide your aura it doesn't really do anything. The majority of the time you won't see any auras and either you will think they are nearby or you will just use the perk for the BP.
As for any possible "effect" that could be added to WGLF just remember that whatever you add has the potential to be multiplied by 4 (or 4+ if you're SWF)
Except we're asking for something small like an aura read or a temporary healing boost. A SWF group doesn't really benefit much from an aura, and a short healing speed boost is "meh" in solo or SWF
-
@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1501154#Comment_1501154
Wglf encourages you to hookbomb with bt and get downed taking unnecessary protection hits for teammates...
That's literally what every David and Dwight does who is running that perk (idk why but it always seems to be a David or Dwight running WGLF)
-
@Retromind said:
It's obvious people have really poor reading skills in this thread. I am talking about harsher punishment, not a hostage situation. You're free to fail at unhooking yourself, but if you do that you need to get punished much harder which hopefully will make you think twice before doing that.
Everyone read what you said but it just doesn't make sense. What is a "harsher punishment". They die. That's the punishment. Do you want someone to irl punch them in the chest too?
And then let's say you get what you want. What if my first hook doesn't happen until late in the game and I want to kill myself to give the last person a chance to escape. Does that get the same punishment as killing myself on hook earlier in the game?
Because I can already tell you DBD doesn't care about early game vs late game and can't differentiate. I got a DC penalty once while I was opening the exit gates, my power flickered and caused the internet to go out. Didn't matter that it was late game or that I didn't DC intentionally. All the game cares about is, "it happened, here's your punishment."
So how would your supposed punishment separate early game saboteurs from late game strategic death
-
@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1500958#Comment_1500958
Just because its ,,rare" it doesnt mean its a non issue.
By your logic murdering people would be okey too since its relativeley rare
Ummmmmm what? *stares at murder statistics across the US*
*stares at the history of the world*
lord send this child back to school please.
-
@Dacrenon said:
Would anyone consider it a decent compromise to allow survivors to switch but any character switched-to would have no item, add-ons, or offering equipped?
It would still allow the non-toxic players to pump bloodpoints into a character they aren't playing, but would prevent the last-second keys/flashlights/toolboxes from appearing.
Next time you open up the game, find a blank character, killer or survivor who has 6 pages worth of perks and multiple pages of items and add ons. Start a timer and then equip all the specific perks/offerings/add ons you would like to run. Then come back and tell me you have time to dump bloodpoints into a character, switch to a blank one, and re-equip everything you're looking for in under 60 seconds. Really under 55 seconds because the lobby shuts down when the timer gets to 5
-
@noxy said:
https://forum.deadbydaylight.com/en/discussion/comment/1500968#Comment_1500968
cant you do that while youre waiting? why would you do that in the prep phase and not the matchmaking phase or even in the survivor menu?
Idk how long the lobby is going to take so I ready up as soon as I can. There's no reason to sit there and do all the bloodpoint stuff and then ready up to search for a lobby which could take anywhere from 30 seconds to like 6 minutes depending on time of day and other factors.
The simple truth is the only reason to lock survivors in is an issue that rarely happens.
Killers are locked in for a good reason. Because with the new system, the matchmaking is being built around what killer they pick. A survivor swapping to another item makes little impact on the match. And you can still see it happen so if they bring a key last second, find them and kill them. Not that big of a deal
-
Except I regularly switch between survivors to dump bloodpoints and then switch back to whichever one I feel like using as close to 5 seconds as possible to maximize use of my time
-
This is such a non issue.
Play your normal length session and tell me how many times you see a survivor switch last second to another character with an item.
Or these so called squads of people that all switch at the last second together to mess with the killer that people in the forums complain about as if its a common occurrence.
Hell, if you play 25 games tomorrow, come back and tell me how many of those 100 survivors make last minute switches. If there's more than 10 and you have video evidence to prove it, I will Cashapp or Paypal you $10. That's how confident I am that yall are being extremely dramatic about something that doesn't even happen that often
-
@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/1500005#Comment_1500005
it really depends on the scenario, there's no absolute answer here.
Here's just 3 broad examples
Example 1: hatch already spawned, the survivor knows where it is, the killer doesn't - the survivor wins.
Example 2: hatch already spawned, both know where it is - the killer has an edge, but the survivor might decide to go directly to the farthest door, so it's still debatable who will win the hatch game.
Example 3: hatch not spawned yet, but doors are veeeeeery far away one from another - again, reaching the hatch first won't let you win the game, if you are the killer.
To summarise, it really depends on your definition of hatch game - my definition would be "will the survivor escape once the hatch is open?", while maybe yours would be "will the survivor escape through the hatch?", definition which would be merely academic though.
In my experience, the hatch game (my definition, of course) is usually in favour of the survivor, but it becomes almost a 100% killer game if the killer is running whispers.
There's definitely a lot of variable to consider. I was speaking primarily towards the last example (although doors are rarely far away from each other) where hatch hasn't spawned yet and both players have to search for it.
Of course there are a lot of factors that could tilt it in the survivors favor or the survivor could choose not to look for it at all.
-
@TheMonadoBoi said:
This is probably the most biased "logic" "TEST" I've read in a while.
Survivors have 3rd person view, they have resources to hide whereas the terror radius tells survivors where they are, and there is a literal perk for survivors to find hatch. Next.
Perks were not being put into the equation. If we want to talk about perks, Killers have Whispers which in the end game, eliminates whole areas of the map for them to search so.... perks are irrelevant when talking about a simple race to find something
-
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1499855#Comment_1499855
Not to mention there's 4 survivors to the one killer
As far as hatch goes theres the cirucmstances leading up to that point. I feel if you couldnt get the gens done the killer either played well and deserves the 4k or your team was playing poorly and deserves the 4 deaths. Id rather they remove the hatch personally. Why is it if survivors are getting crushed there is always an option to escape. If killer is having a terrible match they're told to git gud.
In order for 4 people to be looking for a hatch, the match would have to basically be over and no one cares about hatch at that point.
We're clearly talking about a 1 v 1 hatch search but sure, let's take things out of context
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1499920#Comment_1499920
It depends on the map and spawn location. If it spawns in an open area, you're more likely to see it before hearing it. It should also be noted that only survivors have perks to provide them with massive, yet short speed boosts. Killer perks to increase movement speed are very constrained (and for good reason).
Excluding Nurse, Spirit, and Billy of course who can circle maps multiple times in the same time it takes for a survivor to circle a map once
-
@Quol said:
Killer's chance at finding hatch is higher but it's still completely RNG.
oh it's 100% RNG. I agree. I've had matches where the hatches literally spawned in front of me while I was running.
I just don't understand how some people say that hatch is a 100% survivor sided game mechanic, when both players can search for hatch, and the killer is faster and doesn't have to hide, giving them a slightly better chance to find it. That argument just doesn't make sense to me
-
@Shredder16 said:
That is not true, is a survivors escapes then he won, if a killers kills 2 people then it's a tie.
A killer should have all chances to kill all the survivors.Make it so if I kill a survivors I get the exact amout of BP he has and if i kill 4 I get 4xaverage survivor BP.
The game is rigged for survivors which is not ok and should be reworked.
Also a pig main among all other "weak" killers.
Ummm, killers regularly walk out with 20k plus. A bad killer game will still net you like 14k.
Meanwhile I've come out of bad survivor games with less than 2k. And I've had pretty decent game only net me like 18k. Getting more than 20k as survivor is a fight
Are you really whining that killers don't get enough BP????? LOLOLOL
-
@Shredder16 said:
That is not true, is a survivors escapes then he won, if a killers kills 2 people then it's a tie.
A killer should have all chances to kill all the survivors.Make it so if I kill a survivors I get the exact amout of BP he has and if i kill 4 I get 4xaverage survivor BP.
The game is rigged for survivors which is not ok and should be reworked.
Also a pig main among all other "weak" killers.
"A killer should have all chances to kill all the survivors....."
So you want ez 4ks. Got it.
In a game that has two sides, good luck finding ANY survivors and RATIONAL killer mains who will back your opinion there -_-
-
@Orion said:
All other things being equal, the person moving more quickly will have the upper hand. However, as we all know, all other things are not equal, starting with the fact that survivors are in third person.
When looking for hatch though, you're more often going to hear it before you see it, so third person view isn't much of an advantage though, right?