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RakimSockem

RakimSockem

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RakimSockem
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  • I'm sorry but I wholeheartedly disagree.

    The Pig's Mori is absolute trash and is so freaking boring. I get mad when I get Mori'd by a pig because it's not even fun to watch. Get stabbed through the hand and then a throat slit and she just walks away. They could've done much better

  • I was in a 3 man SWF today with one random Claudette. I was rank 5 before the match, random was rank 6, my first friend was rank 9, and the other was rank 16 (he hardly plays).

    We played against a pig who was like rank 8 or 9 (if I remember correctly) who didn't tunnel and applied pressure to everyone. At the end of the match everyone except for me died, funnily enough in order by rank (i never got hooked).

    The killer said in post game chat "Ah, the ranks make sense now"

    So basically what they learned through the gameplay was that my rank 16 friend was the easiest mark, the rank 6 claudette teabagged alot but wasn't that great, and I looped her for days either at killer shack or the car shop with the two windows in the middle.

    tl'dr: On any team, there's a weak link. Find it and start there, then work your way up

  • Yesterday I went into the killer's stream after the match (they had TTV in their name) and they were like "Oh yeah, I DC'd because I don't play Haddonfield. To each their own I guess.

  • If I had a PS4 I would help you. Solo sucks ass sometimes.

  • Seriously, I think the injured music irritated me more than actually being injured when I did David's adept achievement.

    I would also meme this useless perk more if it wasn't so damn annoying and impossible to hear anything

  • @Predator3174PL said:

    This is bad idea.

    We already have tier lists for killers and only 4 of them are considered viable, because of their abilities. Same would be with survivors, most likely only few of them would be played, because of their viability and rest would be meh or bad.

    BHVR now can't bring 16 killers to the same level so all can be viable on higher ranks, now think about balancing 20+ survivors…

    We wouldn't need balance. We just want individuality and fun

  • @yobuddd said:

    Feel free to add to this list as you see fit, and have fun! 

    The Tot: Level 19-20, total newb. This creature most commonly resembles a Dwight. Typically harmless to the killer’s time management, The Tot is more a liability to his team than a help. It is often found crouched at the edge of the map, staring at gates and willing them to open (despite the 3 gens remaining). Terrible at skill checks, you’d be smart to work on gens far from The Tot. He can be particularly dangerous when being chased, as he doesn’t realize that his Bond is an optional perk and not standard information for the whole team. As a result, he loves to run toward his teammates and scrape the killer off on them. 

    The Spud: Resembles David King. This breed of tater has a bit more experience than The Tot, but is perhaps an even bigger liability to the team. You see, The Spud just discovered No Mither and doesn’t quite realize what “broken” is. Spuds are rarely stealthy because they want to be chased. They can’t wait to bamboozle a killer by popping back up off the ground. They seem to have a hard time finding killers who use a slugging strategy though, but can’t figure out why. When The Spud starts the match, everyone knows in the first 3 seconds. Teammates cry, killers laugh. Tots often get roped into chasing a Spud, trying to heal him. 

    The French Fry: Ace Visconti. Long, lanky, and crispy. French Fries are self-absorbed. They are often spotted around chests, digging through rubble. They are decent at staying alive, but don’t contribute much to the team. The French Fry is the penultimate kleptomaniac and will commonly search through a chest right in front of his teammate who is dying on the hook. 

    The Hash Brown: Typically a Feng Min. Though unintentional, the Hash Brown seems to being driven toward flatness. That is to say, everything possible eventually becomes flat and patty-like. Pallets are thrown with reckless abandon, soon to be flat rubble on the ground. Teammates typically end up flat as well. The Hash Brown is terrible at healing others and will run away when they scream, leaving them partially healed. The new bright glowing hash of scratch marks will lead the killer straight to the injured survivor.

    You take that back! It's the Megs who Spring Burst away from hooks and never let you heal them. Us Fengs have common sense..... and toolboxes for sabo'ing

  • @FishFry247 said:

    https://forum.deadbydaylight.com/en/discussion/comment/646287#Comment_646287

    Do you honestly believe insta heals are good where they are at rn?

    Yes they are.

    An instant heal wouldn't be an instant heal if it wasn't..... you know.... instant.

    Also as long as Ebony Moris exist, insta-heals should not be touched or even considered for a nerf. Get rid of the Ebonies and then we can talk

  • I agree with the premise but I've heard people argue that "this would create a survivor meta and everyone would use the survivors that could heal or do gens or run faster".

    To which I would reply, I don't think it would happen because I'm using Feng regardless OR so what? Killers have a meta and tier list. Why would it be a problem if there were meta survivors and survivors tiers?

  • @Chickenchaser said:

    https://forum.deadbydaylight.com/en/discussion/comment/647428#Comment_647428

    Exit gates open. you slug 4 survivors. They've all been hooked within the last 60 seconds (on purpose). Killer watches helplessly as they all stun him one by one. Or you just wait, and let them all crawl to the escape.

    in what situation is it even possible to hook all 4 survivors, have them all get unhooked, AND slug all 4 of them in a matter of 60 seconds? I'm so confused at the series of events you claim took place

  • inb4 people start blaming the survivors or SWF for the killers DCing XD

  • In that second clip, definitely

  • That's what I was thinking but I have my own bias because it's me in the clip lol

  • Then there's this fun one but i'm sure this was just lag spiking or something https://www.twitch.tv/rakimsockem/clip/HonestSlickNightingaleTheTarFu

  • Well this guy farmed my friends intentionally and they both died so when it was just me and the random left, I farmed him and the killer understood and let me farm him and I just teabagged as she hooked him 3 times in a row, then let the killer kill me because I wasn't interested in continuing the match.

  • As a survivor main, I am perfectly happy with these new perks and I can even finally have a reason to take off adrenaline. Up to this point, taking off adrenaline would've been stupid because no other survivor perks are worth replacing it

  • I feel like Fixated was created solely as counterplay to the Spirit phase walking

  • that's basically the same as the pallet in the basement of the Plague's level. absolutely useless

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/644931#Comment_644931

    Wait, am I going crazy or is that not exactly the scenario I described? Lol

    It is. When I said please read this, I was referring to readin YOUR comment because what you said made sense. And then I just reiterated in my own words after. sorry XD

  • lol I'm glad someone could translate because this was the most confusing thing I've read all day

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/644882#Comment_644882

    I think some of the confusion is people not knowing how many times within that one struggle phase, the pause gets activated. It’s just once, right? For example if I’m on the hook in struggle, and a survivor comes within 16m, the timer pauses for 14 sec. After that if a different survivor comes in the radius, it does not pause AGAIN, correct? It’s just a one time use extra 14 seconds and that’s the end of it?

    Please read this because people are not reading the question correctly or carefully.

    The scenario OP is asking about is:

    Person on hook. 1 person comes in for the save and the timer stops for 14 seconds. Then a SECOND survivor comes in for the save. Does that add an ADDITIONAL 14 seconds or does it only activate the one time for the first person.


    Also to the person say 4x14seconds.... you can't count the person on the hook because they're on hook.... there's a max of 3 people coming for a save. As a math teacher, I am severely disappointed in your lack of math-ing correctly

  • @MemberBerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/644892#Comment_644892

    Okay sure no problem, I'll wait for his ptb release....then his nerfs....then his nerfs

    lol okay.....

  • @Fab said:

    I do believe the perk causes the exhausted status effect even if you're not exhausted. Then it persists after you leave the generator for 3 seconds.

    This.

    ALSO, let's say the person you were chasing uses lithe or balanced landing and gets away while you, idk chase someone else or something. If that person goes to work on a gen, they can't recover from their exhaustion which means they would have to walk around and find something to do for 40 seconds (look for totems, search chest, whatever else)

  • I'm glad there wasn't a single person who agreed with this trash thread. Out of the 9 new perks, only 1 or two of them are semi-weak. And the new killer is fine, but maybe wait until you can play them before complaining? k thanks

  • I can see this perk getting nerfed already tbh lol. It's gonna get the same complaints that adrenaline gets now

  • See there's one thing you said that I disagree with and that makes this whole argument not worth having to an extent:

    "I have to slug to ....."

    No. You don't. Just hook them and if they get hatch, they get hatch. As killer, you're faster and have a higher chance of finding it first anyway.

    This was kinda the same attitude or ideology that caused hatch standoffs. Hatch standoffs were for the most part, completely on killers desperately WANTING (not needing) their 4k. If they didn't want a standoff, just hit the person and let them leave or run around and search for the survivor before they find hatch if you find it first (this was before hatch closing so it's a moot point now).

  • @MegsAreEvil said:

    Any killer is viable at all ranks. Some are easier to use and some are harder. But if you really can play the game there is no useless killer.

    This.

    I think the game is in a good place besides some toxic gameplay from both sides. That's not the games fault though, people are just dicks.

    The only thing the game needs to fix is hitboxes, latency, servers, and how close the freaking hooks are.

    As much as I love saboing hooks, sometimes it's useless because there's like 5 hooks within walking distance of every hook unless you're in a corner. Oh and door spawns because there's no way that crap is random. 9/10 matches, the doors are within high five distance of each other

  • I think new survivors will be more frustrated than new killers IF and only IF matchmaking does its job and keeps rank 15-20 going against rank 15-20's.

    My reasoning behind that is that DBD imo, is more forgiving to a new killer than a new survivor. Things a new survivor and new killer both have in common:

    Lack of map/pallet knowledge

    Lack of perk knowledge (lack of perks in general because no teachables unlocked)

    Lack of advanced mechanics (looping, 360, stain manipulation, etc)

    However new survivors also have to worry about skill checks on gens and while healing (which I know us old people would laugh at but they can throw off new people). And when you throw Ruin on top of that, that destroys new players. You can play killer in low ranks and not know anything about the game and still do well. If all else fails, you can see where all the gens are and just patrol them.

  • So we have threads complaining about loopers and people who try to encourage stealth, and then we have threads that are angry at stealth play and people blending in. Can't make everyone happy I guess.

    I do hate the people that farm and whatnot, but in my experience, I get more Dwights that do that than Claudettes.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/642767#Comment_642767

    Still..3 people on anprove thyself boosted gen takes less than twenty seconds

    lol what kinda math is this? no it doesn't

    1. I've take a Nurse, a Billy, or a Spirit over a camping Hag or pallet Freddy any day. (By camping Hag, I mean a Hag who will place traps AND hovers around the hook as if the traps aren't campy enough. If you're gonna play that way, just play Trapper or Wraith or something. Your traps are there so you can leave and use them to come back. end rant)
    2. SWF brings balance to the game. Without at least a 2 person SWF, killers have the advantage
    3. There are no unusable killers at any rank. They can all be used if the player is good enough.
    4. There are also no "weak" killers. Just some that are weaker than the stronger one.
    5. NOED is fine. Just do totems
    6. Early game camping is way too effective of a strategy and is toxic to the community. Late game camping is fine. (Same for tunneling)
    7. Survivors should get some kind of individual abilities to differentiate themselves. Once you've unlocked the perks for everyone, the only difference is the character height and who has better cosmetics.
  • But real talk, the new killer won't need 6 perks for 1 simple reason.

    The killers have a plethora of strong useable perks whereas most survivor perks are trash or jokes.

  • @ImKateDenson said:

    How do you plan to make adept with 6 perk and 4 slot ? XD

    LOL this

  • How to get adept as killer:

    Only the killer's 3 teachables

    -(Optional) Whatever add-ons and offering you wish excluding a Mori.

    Don't tunnel and camp: (A) Because that's more likely to cause survivors to DC and (B) You lose points for being close to hook and if survivors struggle or die on their first hook because you camped them the whole time, you're not gonna get all of your hook points.

  • I got Ash for Ash, not for his perks.

    And I will get the Stranger Things DLC because it's Stranger Things. I don't care what the perks or powers are

  • Killers don't need 4ks to pip though because you can get a 4k and depip. It's about the number of hooks you get, how long you can keep generators from getting done, and getting into chases that don't end in two seconds (sorry insta-down killers). If you get max hooks on just 2 people, you can hook the other two once or twice and get a pip just fine.

    People who slug for 4ks just don't like letting people have a chance to live. That's all.

  • lol you proved absolutely nothing. The first killer was trash and whiffed a lot of easy hits.

    The second one DC'd like a salty punk

    The third one killed him

    And the Ghostface was boosted.

    Also noob3. You're using the elite as an example.... that's not how it works

  • I remember growing into this game, I had certain perks that I held on to as crutches that I couldn't see myself letting go of. The first and longest lasting one of course was self care.\

    Then it was Premonition because I had to know when I was looking in the killers direction, especially in the case of wraiths, Freddy's and Myers (this was before the Pig i think)

    After that was Empathy because I always had to know if the killer hit someone, where they were.

    Then I needed to have urban evasion and be ultra sneaky.

    I hardly use any of those perks now but as a new person in the game, those perks are VERY useful

  • Alert is really good and I implore you to try it out and see how useful it can be.

  • Please nerf Steve. Chips Ahoy outfit too OP

  • @SovererignKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/640257#Comment_640257

    1. Just as usual. Call everyone who doesn't Loop all game a "useless Blendette". I loop too as well as Hide, difference is at least I'm aware of how powerful it is and don't try to stubbornly say it's fine and balanced.
    2. No, Bloodlust does NOT work. By the time you get Bloodlst to help you, you've already lost the chase. you've spent too much time chasing a Survivor. Though i'm sure someone who never plays Killer has no idea about that.
    3. Sure thing. Always find every excuse in the book as to why you got hit you can. It's never your fault you got smacked.
    4. You're bias prevents you from seeing it from a mechanical standpoint. If it's an exploit on one side, it's an exploit on the other. It's the same thing. Removing the hook/unhook prompt from play for an advantage. People like you have no objective view, you see it purely form you sides point of view.
    5. You want to allude to them, but then when proven wrong from a technical stand point "I DIDN'T SAY!" if you're not using the stats, then how do you know? Just going to go on your own bias point of view and say what you believe as fact?
    6. https://steamcommunity.com/sharedfiles/filedetails/?id=1838552138 This is just one instance. Though go ahead and continue your denial. If I was lying, why did the developers fix it so that Survivors lost their items upon DC? Cause Survivors were abusing it to stockpile items. It was most used in the insta-blind flashlight days to save purple flashlights.

    Though keep going, it's fun to watch a bias Survivor Main ignore an objective view to benefit their bias agenda. I have no hate and prejudice, I just call out the bullshit where I see it.

    lol at the assumption that I don't play killer. XD Out of my 1800 hours, about 700 of those are on killer. Nice assumption though

  • If you can edit the title, I suggest you edit it to say "besides No Mither" because that's what everyone is gonna say. It's what I almost said coming in before i read others comments

  • Can we wait until info about the killer is released before making assumptions and jumping to conclusion? lol

  • @Demonsouls1993 said:

    https://forum.deadbydaylight.com/en/discussion/82288/congrats-behavior

    To what get new players for this toxic community to bully

    You must be fun at parties....

    Congrats to the game indeed and I think having new players will be good for the game

  • @Orion said:

    Time for a history lesson.

    Looping started out as an exploit. The devs themselves called it that. It's possible primarily due to two factors:

    • The difference in acceleration between survivors and killers relative to their top speed. Simply put, survivors reach their top speed much faster than killers, which is why they can turn on a dime without losing much speed.
    • The difference in hitboxes. This is a minor factor compared to the previous one, but still relevant.

    However, due to survivor lobbying, it was hastily removed from the "exploit" category and into "game mechanic" category. Now it's the only thing many survivors know how to do, so the idea that it was once considered an exploit seems absurd to them.

    Just to clarify because I'm confused on one of your points:

    Why does it matter that survivors reach their top speed before killers reach their top bloodlusted speed? Isn't killer speed at base already faster than survivors top speed regardless (except for Nurse and not including Sprint Burst)?

  • And once again, because not one person has provided a counter-argument to this point yet:

    If you truly believe that looping is an exploit and is something that either needs to be removed or nerfed because it was not originally intended by the devs, I would like to see that same energy poured into Stain Manipulation (i.e. moonwalking during loops to hide your stain), face camping (not an intended mechanic but still a strategy that was picked up), etc.

  • ALSO, for people saying looping wasn't a big thing or was non-existent in the original release of the game, do you know what they had instead:

    TWICE THE NUMBER OF PALLETS lol

    So yeah, maybe looping became a thing because pallets were removed and survivors had to find another way to survive I guess? Idk, maybe I'm talking crazy

  • After running plunderers for three weeks straight, I can testify that I've found more brown toolboxes, broken keys, and brown medkits, than Dull or Skeleton keys

  • @SovererignKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/639101#Comment_639101

    1. Fun is subjective. Many Survivors including myself don't find being chased the most fun. Myself personally, I like crouching and hiding in obscure spots and the Killer being close but not finding. Nothing is more exciting to me than holding my breath IRL cause i'm so tense the Killer may find me. I say it was a lie, because most Survivors who did say that, were simply trying to protect the new Looping exploit after they lost true Infinites. Most Survivors DIDN'T say that until that point and had a "OMG WHY ME?! WHY WAS I FOUND FIRST?!" BAck when Stealth was a the meta.
    2. Bloodlust was a band aid to try to fix Looping, which didn't work. Still doesn't work to this day. By the time you catch up with Bloodlust, you have already lost the chase (and probably the whole game) by letting it drag on that long.
    3. Hitboxes are not broken against Survivors. That's latency, most Survivors cry foul at hit boxes cause they want something to blame.
    4. I said "for any decent amount of time." Double Blade Legion was around for a paltry amount of time compared to most of the Survivor exploits. Same with Moonwalking Legion. I also love when Bias Survivors like yourself don't realize that Survivors can body block the hook prompt too. Though "ITZ AN EXPLOIT!!!!1111" when Killers do it, but not an exploit when Survivors do the EXACT SAME thing. The developers should have made the hooks omni-directional for both sides to be fair, but can't fix TOO many Survivor exploits or they review bomb the game and cry and whine.
    5. Sure, lets that the developers stats to heart. You know, the ones that count Disconnects as Kills. The stats that include Survivors who decide to Suicide at the endgame cause of greed. JUST CAN'T leave that one poor dude that got caught at the end to die. Gotta run back in and turn an easy 3 man escape into 3k or 4k. Really nice job to balance a game based on Survivors doing something TOTALLY optional they DON'T have to do just because they are greedy for points. Want stats that are true? Don't count disconnects as Kills, and show how many are alive/dead after the 5 Gens are done. Not post match. NEVER balance a game based on players doing something optional they don't have to do.

    Now then, maybe you shouldn't be so ignorant and bias so you can see things for what they really are. This game is riddled covered up mistakes by the developers and band aid tools to try to fix what is blatantly broken. All in order to appease the majority player base.

    And back to you:

    1. Props to you for having fun hiding. I'm sure you and all the useless Blendettes who hide in corners while the rest of the team tries to get things done are happy crouch walking around the map for 6 minutes. Most of us enjoy actually interacting and being chased by the killer instead. To each their own I guess.
    2. Bloodlust certainly DOES work and it's absolutely ridiculous and false for you to claim it doesn't.
    3. Latency is only half the issue, but hitboxes are definitely wonky as hell. But I guess we'll have to wait until dedicated servers get released to further prove just how bad the hitboxes actually are.
    4. You're just talking out your backside here because you're putting words in my mouth. I was talking about how before hooks were changed where you could unhook from any direction, a killer could literally stand in front of the hook and stop anyone from unhooking them. That is not REMOTELY the same as a survivor body blocking a hook because they can be hit and downed. Huge difference.
    5. I never said the stats were 100% accurate and all telling. I said if the game was as unbalanced as you claim it to be, survivors would have really high escape rates and it would reflect in reality. Which it doesn't.
    6. A lie I didn't address in your original comment but there are no massive amount of insta heals or keys. Stop making things up. Moris come up in bloodwebs more than both of those things.

    From reading your original comment, I can tell you have an extreme prejudice against survivor mains and paint them out to be a bunch of whiny entitled brats looking for easy games, so I'm just going to immediately assume everything you say comes from that viewpoint. But I will quote you on this since you like to call other people ignorant and biased while displaying that yourself:

    "Now then, maybe you shouldn't be so ignorant and bias so you can see things for what they really are."

  • @Raptorrotas said:

    Looping is the easy way for survivors to survive, not the only one. Except it takes more work to evade a chase than just loopdaloop. Killers getting more tools (read:aura perks) to find survivors was the devs response to survivors finding chases more "fun" than other stuff. So the devs gave killers those "tools" to initiate more "fun" chases.

    Its if as other survivors were the source of survivor troubles.

    Imagine this: looping makes survivors so safe/confident that they dont see a need to heal.

    There are supposedly somemythical survivors who can evade chases even when injured, but they cannot be real, afterall survivors can only loop.

    Looping is not the only way to survive? Show me a match where the survivors escape without looping and only throwing pallets and trying to stealth. I'll wait XD

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