RayrafLPP
RayrafLPP
About
- Username
- RayrafLPP
- Joined
- Visits
- 2,224
- Last Active
Comments
-
Whispers for the 4k. and I always want the 4k so whispers > Discordance
Discordance only on oni for ez blood fury
-
Well I have to agree to a certain point:
Both deathsslinger have little counterplay in a chase.
They are both dependant on the killer to make mistakes for survivors being able to make plays.
So from a survivor standpoint i get it that they are boring. Only counter is to genrush because Both new killers lack map pressure.
BUT
Thats just survivors own medicine.
If a survivor knows how to loop and has dead hard to rewrite mistakes into good plays its boring for nearly every old killer.
Just loop 2 times and drop pallet. No fun for the killer.
This is just a flawed game mechanic on both sides.
Somehow there are only two options:
- Killer has power in a chase, if both sides play optimal in a 1v1 killer wins ( deathslinger and PH)
- Survivor has the power in a chase, if both sides play optimal in a 1v1 the survivor can run the killer for 3 gens ez (Legion, Plague, Myers etc)
I would love skill based chases, but appearently theres no killer in the game that has a 50/50 outcome in a 1v1 vsa survivor with equal skill.
Thats just the result of the whole chase mechanic with pallets and windows, loops and base speed of killer and survivors.
-
Insideous would be nice if you reworked it into this:
After standing still for 4/3/2 seconds become undetectable for 32m distance. Has a resonable cooldown after use ( maybe 20 seconds)
You could pair it up with whispers to sneak up on survivors but it wouldnt be op
-
Actually Survivor can be extremely skilled. Its just extremely easy doing well as survivor without being good at the game.
-
I just find it funny that the Devs argument on Rule set no.2 not being basekit was something like:
It encouragesdoing gens and we dont want that, it would be a nerf for pig.
Question is why make an iri add on that in your opinion nerfs the killer
But to be fair i dont have the exact wording in my head so maybe i confused things.
-
@IceCreamPrincess said:
https://forum.deadbydaylight.com/en/discussion/comment/1455622#Comment_1455622
What i meant by that was, does the hex light up for everyone, or just the player it effects. Simplest example, Hex: Third Seal, if one survivor got hit, would the totem be lit and viewable for all survivors or just the one affected by it.
It would be lit for everyone, its active and affects the other survivors indirectly (for example 3 people slugged and the last person is the one with the blindness effect) so if any totem actiavtes its abillity its lit up. Ruin wouldnt even trigger when someone just finishes the gen so i think it should be lit on activation for everyone
-
@LetsPlayTogether said:
So youre just too bad to play killer well.
Dude never seen a post you wrote something else as "so youre a bad killer" TBH. Whats the point of being here if you never actually try to discuss anything?
-
@1234512345 said:
make haunted grounds and retrebution lit when another totem activates.
Then theres the problem that you cant run them standalone anymore, that wouldnt work. I have seen people using haunted ground without another hex perk.
-
@IceCreamPrincess said:
It would be a very fair buff imo, but the question is asked does it take only one survivor activating the condition, or is it per survivor.
Plus, Hex: Lullaby has an effect even at 0 stacks, so make it light on either a hook or when a skill check is failed
And I dont get the question TBH. So in my mind if one of the conditions is aquired the hexes light up, dont exactly see why it should be per survivor^^' maybe give an example on what youre on about there?
-
@IceCreamPrincess said:
It would be a very fair buff imo, but the question is asked does it take only one survivor activating the condition, or is it per survivor.
Plus, Hex: Lullaby has an effect even at 0 stacks, so make it light on either a hook or when a skill check is failed
Oh i didnt run it often enough to remember that it starts with an effect^^ yeah thats how it should work then
-
@Mdawgu said:
Not an awful idea. Guarantees totems stick around for at least a little bit. All of the lighting conditions need to be somewhat consistent though otherwise they can be countered and sussed out. For instance if i started next to a lit totem under these rules i know its either Haunted grounds or retribution and thus not worth cleansing.
Yes thats right, but for haunted grounds you dont know where the other one is and gain information that there may be another hex perk the killer wants to guard. and for retrebution you dont know if its haunted grounds so maybe it stays up longer. These two perks are usually combined with other hexes and if they get destroyed early on it doesnt have a bad effect on the killer.
-
@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1455576#Comment_1455576
I get what you’re saying, but for me personally, if somebody DC’s or kills their self on the hook really early into the game, I’ll just farm for the rest. As I know how annoying it is as a survivor to have somebody trying to throw the match for the rest of the team and then also facing a killer who’s in full sweat mode.
I also get what youre on about, but thats just where people are different.
There are also survivors that just want to end the game fast if someone DCs but want to keep the BP.
In the end its on the killer who decides to end that match fast or farm a bit and both options are totally fine to me.
Its not the killer who DCd its the DCing survivor who should get the "hate"^^
Poor killers get called out for tryharding after the DC when they just want to play a normal game asap
-
@Aaliyah said:
I noticed this too while playing survivor. Teammates just randomly dc and the killer takes advantage of that.
Well nothing the killer to blame for IMO.
I mean Killers dont want to farm every game, they just wanna play the game.
If you have a DC every second game like it feels now you just wanna get fast kills and move on to an actual challenge
-
Before balancing anything in this game... Fix the millions of bugs.
Some killers are so bugged atm you dont even know if they are OP or weak because they have thousands of bugs.
-
@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1454326#Comment_1454326
He has always been very strong in the 1v1, especially with some chase perks stacked on top of his power. I found the buff pretty negligible, even after hundreds of hours played on clown. He is pretty much a worse Freddy in most ways, except right at the start of the game when Freddy is pure M1. Clown bottles slow 2 seconds at base, Freddy snares slow for 3 seconds.
Other killers can stack slowdown/tracking perks, clown probably wants at least 2 chase perks; 1 if you feel really confident (which is kinda sad considering his power is purely for chasing as it is).
At red ranks you will typically need strings of perfect bottle tosses as well as solid M1 mindgames to score hits fast enough to win games. Just hitting them with the gas isn't enough in most cases, you need to know exactly where/when to throw it during the loop to actually score hits instead of just getting early pallet drops. Max distance bottle tosses can be dodged, and it's always best to hit an object above survivors instead of at their feet.
I find all of those factors, as well as his lack of map pressure (demanding him to make very good decisions on where to go) make him one of the more mechanically and strategically difficult killers to play. Mistakes with the clown can't be covered up by an incredibly strong power, like say on nurse/oni/spirit, etc.
I feel like clown is a slugging killer, he has to create map pressure to win games. He can win chases super fast but you need to get into another chase as fast as possible too. So slugging and split pressure maybe? Gosh I just found out that clown is playable for me, its like a new killer^^ Maybe im overexited, but my games (rank 1) are going so well with him, i have to try out different playstyles.
Brutal, Sloppy, Ruin, BBQ maybe?
-
I may be incorrect here but I think the Pallet RNG allows HUGE differences in the same map.
I think of one of the farm maps there can be a minimum of 6 Pallets but a max of 14 or something.
Maybe they should try to remove the rng on maps, theres now way more maps then in the beginning of the game. But Dont know if people would even like RNG to be removed
-
@immortalls96 said:
Hes still vulnerable to pallet camping and has no map presence
Im not talking about map presence, but you can cut off the survivors escape routes at pallets with his bottles so pallet camping wont help survivors
-
@Justalittlepeeck said:
Deathslinger&Huntress are 110% because their ranged power completely nullifies that downside in chases.
He still remains a "drop a pallet early" counterable killer.
Same goes for reworked bubba who either forces a pallet drop or gets easy hit.
I dont see that hes early pallet counterable. You can throw bottles to cut off the exits of the pallet and then you get survivors with ease.
Brutal strength is required thou.
But Im sure unmindgamable pallets except super safe ones become ez with clown if you know how to place your bottles.
-
@OniWantsUrLocation said:
And I want the ability to throw survivors through the hatch. Just dropping them on the hatch is boring.
This would be really cool, I would like to see this forced escape implemented. Maybe some Mercy BP events in addition^^
-
you can get genrushed pretty easy with this add on. Also you will never pip with it because the one shot aspect kills your chaser emblem
-
Youre joking wanting the pictured pallet being implemented into the game right?
Im down to discuss the maps but if your are talking whats bad about saloon you should at least also list the damn saloon itself.
Always nice to see survivors working on a super safe saloon gen and both sides knowing that it would just waste so much time trying to chase anyone off there
-
Fire it up
Bamboozle
Brutal strength
Safe the best for last
Do everything fast^^
-
@KRG said:
https://forum.deadbydaylight.com/en/discussion/comment/1452920#Comment_1452920
And arguments like "you didn't get to bully a killer :(" are okay? Both sides have some entitled ######### that our loud and it actually feels like the community is toxic but i believe there is more chill and normal people its just that they our not loud about stuff.
the difference is that "you didnt get to bully a killer" isnt an argument. Its more like a statement.
Also There are less normal people in this community then toxic #########. I dont know why i would get a bad message every game if it wouldnt be. But maybe its just the ps4 community, dont know
-
@Ghoste said:
Hilarious that people are upset by Petrified Oak offerings in this thread. The devs put them in the game, so players are free to use them, and it's not toxic to do so.
Frankly, if you dodge matches because of offerings, then you should stop queueing and go play something else.
This is the worst argument ever XD
If everything the devs put in the game is fine, then any discussion is useless. Every killer is fine, Every Perk is fine every Item is fine and every map is fine.
Because the devs put them into the game
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1451529#Comment_1451529
Ok but if the killer could hit you 100% of the time and there was no way to juke that would be bad. And another thing is why are you mad that you joked a killer and I'm using mad for lack of better word but if you can understand what I mean. If you juke the killer nice if a killer gets 360'd aim assist can cuck them hut other times they just miss plain and simple.
It's not aim assist all the time. I dont even know why you are trying to argue this.
I kinda agree but:
You dont know if it was aim assist or an actual miss --> fix aim assist so a good juke will be rewarded and nothing more
also If you are in an open space as a survivor it is your fault. There are pallets and L T walls etc on the map. If the killer catches you in an open space he earned the hit.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1451343#Comment_1451343
You cant abuse the aim assist by 360ing I'm telling you man. But they should remove it just because it can happen. Also 360s are the only way to juke a killer, and like I said they dont even work against good killers.
What does matchmaking have to do with this? Trying to make 360s not work means you must have some problems with them otherwise you wouldnt say anything.
Because I also play survivor and I refuse to think all the killers I 360 on Ps4 are actually to bad to hit me. it HAS to be the movement that triggers auto aim to miss.
If it wouldnt work nobody would do these spins.
Its cool that "youre telling me man" XD but I tell you its an issue. Maybe you are doing it wrong as survivor but it is proven that auto aim makes killers miss swings and snappy survivor movement of 360s (or 180s it doesnt matter, you turn around into the killer anyways) is a huge factor for that
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1451309#Comment_1451309
I dont back up I get up close and stand still ot I spin with them which isnt hard if you are struggling to hit a 360 its more your fault even with the aim assist cucking you which doesnt happen constantly.
I also wrote it doesnt affect me anymore, however these 360s are abusing a flawed mechanic.
They shouldnt work in the first place.
Also Matchmaking pairs yellow rank killers with a bunch of red rank survivors a long time now.
These killers already have a bad time and 360 abuse doesnt make it better.
Yes you can counter 360s and other exploits in the game, but you shouldnt have to because exploits are exploits.
Dont really know whats the problem with fixing messed up mechanics
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1450101#Comment_1450101
Dont know how to abuse this I'm an xbox one survivor but uhh just back up and lunge 360s are not even remotely useful.
Well if your are a surivor main then it wont affect you. Its a killer problem.
360s are strong because they abuse the bad optimization on console.
Its not hard to pull off either
-
@Dwinchester said:
It happens on PC too. I've had a survivor right in my strike zone and the auto aim pulls left. If done just right, it's basically impossible to hit the survivor. I thought the guy was hacking, but it happens a lot.
Yeah it happens sometimes on PC, however on console its way more busted because of the lower fps.
-
Well since theres no DC penalties atm and your build kinda strong on a killer that is disliked by many survivors... its not uncommon that people DC.
On the other side it could be bad luck
-
Well thats something i have never seen before
-
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1450236#Comment_1450236
It's exactly what the devs said months ago and people just refuse to listen. It doesnt grant or take hits. It just looks weird.
Tl;dr: if you got hit with "aim dressing', you'll get hit without it.
I watched the stream and they said there are no hits given BUT it can happen it take hits away that would be regular hits without.
-
The problem is this:
Genrushing is a SWF problem because you can talk with your team who saves, who does gens and which gens etc.
--> SWF will not be touched.
Solution for killers:
Slug, camp, tunnel.
Watch streamers to improve.
- Otzdarva (if you want to improve your skills but stay as nice as possible)
- Hexy (if you want to win)
-
Plague/legion and Oni. Oni would be always in his demon dash form. Legion just stabs people so theres enough blood or plague infects them.
In my head Legion stabs some people and then Oni just downs everyone while legion is picking them up and put them on hooks.
Thats my meta guess for killers^^
-
just show its an SWF and its fine.
I really dont mind 3 stacks with a random, but 4 stacks should be be marked as ones
-
@Kolonite said:
As a killer main all playing immersed seems to actually do from my point of view is force me vs 3 people instead of 4. You’re actively hindering the team by not taking my attention. In the wider view of things you’re 2 addition hook states for your team that you’re wasting by always hiding.
exactly. I had games with 3 immersed players and one usual person. I found the standard survivor, downed them. they got unhooked and the unhooker was nowhere seen. Same precess on 3rd hook.
Yes i tunneled, but it was yamaoka with 3 urban evasion blendettes. Im sorry for the meg but what am i supposed to do XD
I cant hit every bush.
-
@Boss said:
I still dislike that an Add-on needs the opposite party to use a specific Item.
I mostly get Survivors without an Item at all, then comes Toolboxes, then Med-Kits, and even Keys seem more common in my lobbies.
I would never actively go for this Add-on on my Bloodwebs.
well to be fair, you can see the survivors in the lobby. If theres 4 flashlights some people equip franklins, same would go for add ons like this. You can equip them if needed.
I think add ons could be usefull for specific items that survivors bring if the add ons would do something^^
-
They mad cause they lost. Nothing more. Dont let it get to you
-
Oh, I know people could infenetely gain DS effect whith the reset mechanic when slugged, however this playstyle will not be benefitial to your team because you cant perform any actions and will be slugged have of the time.
I also forgot: DS expires when every other person is on the hook or dead.
But i think thats all
-
- Getting at least a hit if a grab went into the void. If the animation starts and the server says: "thats no grab mate!" okay, but it would have been a hit for sure.
- Seeing if it was an SWF Post game
- A search feature for people to go on comms together (like the overwatch system)
- Maybe even a solo survivor modus and a group modus.
- Pig not seeing jigsaw boxes
- If someone DCs in the loading screen survivor get the escaped sound. Killers get the entity displeased sound wich triggers me personally. So maybe they should add a match canceled sound
- A system that filters foul language and actually silences people if they have gone to far in the post game chat. If you get death threats its no fun, these people should be silenced by BHVR.
-
BBQ
Safe the best for last
Ruin
Surge
is my meta.
-
There should be another downside for this perk. At least it shouldnt work against stealth killers (Survivors cant see them but the icon lights up so its equaly good information)
Maybe something like this:
As long as the killer is watched by someone runnign OoO he gains 5% movement speed.
So this broken perk has to be used carefully.
But honestly just remove it.
-
there are 20 killers and if you want to play a variety of them sometimes you dont have a cake on the killer you want to play next. Survivors often pick a main and stay on this because its just a skin so if they level them up they have many cakes on one survivor.
-
The Devs should just listen to survivors and make camping and tunneling impossible. Then remove every second chance perk and good it is.
-
@Mooks said:
Congrats, you are part of the club only seeing their own side and problems of this side.
I know whats ######### up about killer playstyle too dont worry :) I just felt like helping survivors who dont know how red ranks play
-
@darwinsbrain said:
Here, let me do killer now:
Step 1: Equip BBQ, Sloppy, Nurses and Corrupt
Step 2: Stab and hook survivors
Step 3: When survivor gets unhooked stab them again then use mori
Step 4: Get 4k
Step 5: Go to forums and reddit to complain about DS and SWF
well i dont play purple or higher ranks, but could be true. However with tunneling off hook mori you get at max a safety pip in red ranks so i dont think this goes for red rank killers. :)
-
@Clevite said:
If that's how your games go, your not a good killer.
They try to go that way, but if you adapt as killer you can win these 4 minute games.
However being a good or bad killer doesnt change the playstyle of these survivor players.
-
Why are people upset about this? XD
This reflects my games very well. Im a killer main on rank 1 and thats what i see. Of course i am able to counter this playstyle, but survivors who play like this wouldnt be rank 1 if they didnt win other games by playing like that.
Also I have all survivor archive quests done and this is how i got my escape quests on first or second try always.
YES its not 80% there are also many blending stealth survivors crawling around in red ranks, but its surely 50% on ps4 red ranks that play like this.
-
@PrettyFaceKate said:
Go get some fresh air.
dont know whats your problem, thats an accurate guide on how to win games :)
-
The most toxic situation?
A 4 man SWF
usual game until 2 of them were dead (1 gen left)
Im on ps4 and suddenly i got spammed with party invitations from one of the dead survivors.
I figure that it is to gain an advantage (its unbelievably annoying and takes like 30-60 seconds to block them) and it was an SWF.
because of that I go for a slug for the 4k.
they realised it and DCd so the last person could get hatch.
But they didnt find it in the right time and i got the 4k.
I messaged the last person and told her i would have given her hatch but the other toxic people pissed me off.
reply was like this:
I told them to do that, we are a 4man SWF and im trying to get the escape unbroken with spine chill(i think it was spine chill) archive quest
So I got spammed with this annoying party invitation noise AND DC hatch "tech" in one game.
Also the last person acted like that was usual gameplay.