RelentlessShadows009
RelentlessShadows009
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1813734#Comment_1813734
Once again it's situational. If it's endgame or ur in a terrible position sometimes making those plays and find a third or fourth survivor is the thing to do. When people do it at 5 gens and force the hooked person into second stage, it's literally just an excuse to soft camp. Not mentioning names but there are a few streamers who do this and claim it's "tactical". No, it's just finding an excuse to force someone out of the game.
At the end of the game, the entity is pleased by hooks, not if you can 4man slug everyone at 5 gens.
Dending on the killer the the situations for me are near constant. Some killers I will run spies from the shadows. If it goes of while I'm still near the hook, I have a look around.
The question now becomes would I be anything negative for using that perk if the end result is circumstantial camping? The answer is no.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1813775#Comment_1813775
Best meme-build name 2020 hahaha
Thanks. Something good had to happen this year.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1811619#Comment_1811619
Killers are more toxic IMO. Especially Ghostface. I don't know what it is about them, they're usually the least skilled and downright embarrassing, but man, the teabagging and face camping and hitting me on the hook? I guess I should have not run from them. I guess I should not find them before they find me because they're so bad. It's my fault for not playing how they want though.
Survivors complaining about a killer tea bagging is like a Klan member complaining about someone being racist.
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@thefallenloser said:
" It takes 15ish seconds to carry someone to a hook, and an unhook is done in an instant."
This argument makes literally no sense because it assumes that the person is standing directly next to the hook as soon as you hook them, when in reality, it actually takes longer on average for survivors to unhook considering the fact that the time doing nothing but running over to the hook (especially when there are no comms or Kindred) far greater than the time taken for killers to hook.
I wish people on the forums would stop pretending like they know what they're talking about only to immediately shove in an extremely hyperbolic argument and expect to be taken seriously.
1. When I play as survivor, I see clearly how fast a survivor can be rescued.
I will see someone be hooked, and the time it takes ti unhook a survivor is almost exactly as long as they stay hooked for. Granted, the is the smallest fraction of a second between hook and rescue.
2. As survivor, I have been hooked, and unhooked in the same time frame as stated above.
This issue you are having is a common one. You take peoles words at face value while ignoring things like inference, metaphors and turns of phrases.
Think of instant coffee. It's not instant. You have to boil water first, which takes time. Ergo, when they said rescues were instant, what they meant was how fast it was.
Hope that helps.
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1812493#Comment_1812493
Oh I totally agree, I personally hate gen rushing because it doesn't help with pips and if you get hooked and see all three teammates on separate gens ignoring you it's like a slap to the face lol. I have only slugged one person at a time due to DS on people who clearly want my attention, but nothing is funnier than blood warden on a mean swf!!
What I do as jane is I typically run boil over, flip flop, tenacity and boil over. If its freddy map and the basement isn't in the school, I make that my safe spot. It's nearly impossible to get me out of there. It can be done, killers just have to work for it.
I call it the Booty Wiggle Special.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1812477#Comment_1812477
No one is being tunneled in any of these cases. It's been before anyone is even hooked. I'm minding my own business and they decide to leave the injured person to chase me. Must be Jane. I just switched to Nea and it hasn't happened to her yet.
Ah, yea it's a jane thing. People wanna smack that booty.
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@valvarez4 said:
This is dbd now. Killer is easy as hell. You can 4k with a trapper rank 10 vs 4 swf rank 1. And they”re still crying
While true those trapper matches are usually hard earned. Or those rank 1s failing in all the ways. But how common are those rounds outside of show offs... I mean streamers.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1810771#Comment_1810771
Ah yes, lets give one of the weakest killers in the game a nerf that completely disables a part of their power (Victor's stealth). Stop complaining and learn how to actually counter Victor instead of relying on perks.
Exactly. The word today is VERSATILITY.
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@megswifey said:
To each their own, but I think it's a lame strategy. Getting gen rushed sucks but I find ways around it. Oppression is good for locating them at least, and also regressing other gens. Pop is also good, but needs a hook to work, and ruin is nice. I prepare for gens to be done by using NOED and blood warden, that way I can see them at the gates and get them down.
To be fair suvivors have quite a few lame strategies. Killers dont like my jane on freddy's map.
As killer I will situationally slug. It's mainly a DS thing. Especially with those that make it a point.
Dont get me wrong, I have nothing against the perk, just certain survivors. The ones who don't want to let it go to waste. The ones who will jump in a locker in front of you. They get slugged.
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@CaulDrohn said:
It's really astonishing. Mori's were complained about FOR AGES, and more or less universally agreed that they are problematic. The very change that was implemented now was suggested countless times!
And when it get's finally changed, what happens?
"LaZy NeRf!"
"MoRiS aRe UsElEsS NoW!"
"BuT WhAt AbOuT KeYs?"
"DeVs ArE LaZy!"
I'm so annoyed these days with forum posters, it's unbelievable. Many here are so preoccupied with their opinion, just look at the various mori threads working as perfect echo chambers. It's a neverending circle of dooming everything that the devs do, everything is bad and could have been done so much better, devs only care for cash, game is the worst it has ever been (an outright lie!) and so on and so forth.
But lets look at the mori change now:
What was the MAIN issue with Moris? Lame-Ass tunneling after first hook to get a survivor out of game fast. Thats obviously very unfun for the affected player. That simply is NOT POSSIBLE anymore!!! That alone is GREAT news, which everyone should joy about!
(Technically, the killer can still tunnel a survivor through both hooks and then mori, sure. But that does not differ to much from regular tunneling, which the killer could have done without a mori anyway.)
"But my fix would have been so much better!" WHAT A SHAME!
But lets look at other popular suggestions: Mori after all have been hooked once. You do recognize that it gives the survivors the power to totally deny you any mori kills? If you have just one stealthy / immersed blendette you cannot find, your mori may be totally wasted. THAT would be useless! And if you manage to hook all four, you would be free to tunnel-for-mori the fourth hooked, the very thing that should not be possible anymore, imo.
The other suggestion, enabling mori after like 6 hooks, can be even more unfair. You hook three survivors two times and then inst-mori the fourth survivor on the spot without any hooking. Only the current change ensures that you can't get moried until you hit struggle phase (apart form DH, Rancor, Tombstone, of course).
"Moris are useless now!"
Yes, they are no longer overpowered and will only have a limited impact now. But why on earth is that a bad thing? Imo, there shouldn't be any short tracks for either side, bc thats bad game design. Moris are fixed in this regard now, keys will follow. Moris are now a fancy way of finishing of an already doomed survivor, the way it always should have been, imo. They can still be used as late game DS counters (the time when DS has the most impact, btw). And finally, quite importantly, a secret offering being used is now no longer a reason to quit on loading or suiciding on hook! Moris still have their use, they just cannot be used anymore to get easy wins.
"Keys should have been nerfed as well!"
Would have been nice, sure. But as many others already explained multiple times: Changing keys is just way more work, with many things depending on it (hatch mechanic, addons, possibly new animations). Mori change was just a numbers change, a small change that makes mori trials way more enjoyable (at least for the survivors). It's actually a good thing that the devs decoupled this change from the key changes, bc. we will have the benefit of it now, not in like two month or so. If a change has the potential to improve the game experience greatly, why delay it until another, somewhat similar aspect is fixed as well?
Another thing I want to point out: This change came totally unexpected, and I guess with good reason: many killer players would have spammed their moris if they knew their moris get nerfed soon. Since the key changes will likely be tested in a PTB, changing both moris and keys together would have exactly the proclaimed effect: As soon as the info gets out that key/mori changes will be tested on next PTB, some killer would begin to spam their moris in their trial, how much fun would that be ... just look at the insta-heal addon changes, lobbies were full of insta-medkits before the changes finally kicked in.
"The devs are lazy, do not care for their community / only care for their money."
This argument is just so plain stupid and out-of-touch with reality, it's futile to waste anymore words about that.
Honestly, I would only use a ivory mori to kill one survivor early. Its 4vw. I have to tip the scales as soon as possible. The only time I have tunneled is when people assumed the worst. Not every killer who uses a mori tunnels.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/212833/why-does-this-keep-happening
I can’t speak for why you’re being targeted specifically, but I and many other killers like to take an “injure as many as possible” approach.
Perhaps this is what you’re coming across?
This or they didn't want to tunnel the other person.
Or 'hey! I haven't seen you this whole match!"
To ensure that survivors isn't doing anything.
Or STBFL and they were getting stacks.
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@Drywatr said:
On one hand that would break my heart as its my favorite killer perk. On the other hand i rarely see it as survivor and this would make that even more so. Hope its just a glitch
I agree. It's one of my favorites, simply because of the effort needed to mori. It's why the mori nerf didn't bother me. The mere fact that it takes 5 hooks to activate should be enough. Especially since it's a totem.
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As if that helps. Played plenty if games where I made no mistakes, and the key was found in a chest. Lost with a 1k despite having a pretty good three gen. I not nomad about the luck they had, just how counter productive forming any strategy can be.
Itside of going out of my way to ruin others fun... keys do need to be nerfed.
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@TheClownIsKing said:
I can’t take it anymore, and it’s exactly why I persist with Clown the way I do, because this nonsense doesn’t work against him because of his AoE.
I get the impression that when designing a killer, that how it will be played on console takes very little consideration at all. Perhaps even none.
It’s been a concerning trend since Stranger Things (with the exception of Oni), that all a survivor needs to do to avoid 5 of the most recent killers main offensive power that can injure/down is to simply zig zag or side step. Twins has been the worst offender yet of this problem, because of how exacerbated this issue is with the heavy punishment for a single miss.
Mouse & keyboard killers may have less issues landing hits with Shred, The Redeemer, PoTD, Lethal Rush, or Pounce, but even when jacking the turn sensitivity all the way up for a controller, keeping visual track of the survivor in conjunction with following those movements and predicting those movements with an analogue stick is infuriating.
I’ve literally had matches against red rank survivors today where it was impossible to land any pounce at all. None. This isn’t a frame rate or performance issue as I’m playing this on PS5 at a glorious, consistent 60 FPS. I’d HATE to think how miserable PS4 and XBONE players are having trying to play as Twins.
The other concerning thing about the trend with these powers is that the survivors aren’t having to learn to do anything new at all. Just spin, or zig zag, erratically, or side step last moment. Survivors have done it to death, and it is also far FAR too easy for survivors to do.
Please, there needs to be way WAY more consideration, and testing for how killers like these are played on console, against EXPERIENCED, COMPETENT survivors as part of their design. Or survivor agility needs a genuine, serious look at. We’ve (mostly) all been open to Bloodlust being removed. Surely it’s reasonable to gather data on whether survivor agility needs review?!
I've been thinking this as well. Lots of things weren't taken into consideration. I'm not left handed, and because of the first person view, I struggle with hatchet throws. Where as I have much better ain with deathslinger. That might not make sense to some, but it is a thing. Can developers factor in things like that? Not really. And the subject almost never comes up.
Wow I got a little off subject. Anyways, yes most killers it's as simple as zig zag ( a.k.a. serpentine ), or use the environment. I am a proud advocate of strategy, so on one hand it's not to big of a deal for me. On the other hand, the simple fact that a simple wiggle motion can be used to avoid most powers is a bit much. Plague is a god example of this.
She vomits a liquid, which can splash. Meaning even a miss could still hit the target. The proper way to do that would be to make splash infections take longer to build up. In short, out side of certain situations, it should be harder to mot become infected. But no, just wiggle a little, worka wonders alwhen a stream of liquid is after you.
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@OldHunterLight said:
Just like I said in another thread, not all survivors and killers are toxic.
Sometimes they will try baiting you to follow them.
I suggest learning how to not give a crap, slug when you want to and feels like the best idea, show them that you will do anything to win.
I understand what he is referring to. I've had specific matches where apparently the survivors fun was coming from trying to embarrass me in a game. I will spare the details as there is always an excuse or deflection and never a majority of hmm that needs to be looked at.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1809588#Comment_1809588
Even if on average that were true it really doesn't help anywhere near as much due to the animation lock of the mori's. You can't see whats going on around you the way you would if you could pick up and walk with the survivor. Given, it now makes you more vulnerable to pallet/ flashlight saves I think on average people would rather hook and gain the extra advantages.
Some people just want to have fun and not get all technical.
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@Rizzo said:
The mori change was easier to make, since it's basically just a change of a condition. I believe nerfing the keys requires animation changes and/or addon changes, that require much more time.
Its eely simple; 1. A limit of one key. Anyone else attempting to bring a key will be empty handed. 2. Limit the hatch spawn. Only the last living survivor would have a chance at it.
As long as the dev's ignore those who cant deal with that, it's fair enough.
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I'm glad it's not just me.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1805014#Comment_1805014
Note that most of the current characters do not have an explicit sexual orientation, so nothing would be "changed" about them. Their lore would be expanded, nothing more.
Three words... rocky horror picture
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1796381#Comment_1796381
Which in most cases makes sense, but with so many other effecting factors. Freddy's 70% winrate isn't because he is good, it's because kit doesn't limit the player. His kit gives back the power role to the Killer, and gives the player freedom to actually apply all of their skills in a single match. Meaning the survivors are actually facing a balanced Killer for once. The game is too easy for Survivors - most don't bother to learn even the basic's of the game. How easy it is to play Survivor, when you mainly play survivor also builds entitlement. With so many factors that give survivors second chances without any real skill build entitlement aswell. So then when they do face a moderately good, or expert level Killer they cry they were OP, or they mistakenly accuse the Killer of playing unfairly. I can't even count how many games I play Nurse and get accuse of Camping/Tunnel, simply because I have expert tracking skills, and am on top of all 4 survivors for the entire match. That's not camping, or tunneling. Which is why the only players that don't have an issue with Freddy are the ones who have learned how to play Survivor properly.
The problem I am seeing. I am so high in ranks with Killer I have long wait times, because I only get matched against strong 4man swf. My Freddy games I win about 45% of the time because he's easy to beat, or I am against a team that is just fooling around making it easy. I get all my wins from Spirit and Nurse. I can't play any Killer anymore because they don't have the ability to traverse the map quick, or is severly lacking in other areas.
Then we have twitch streamers creating a poor look on the game as well. Players looking up to Otz, Tofu, and Tru3 as these "godlike" killer players, when they havn't reached the top either. I completely stomped them which in turn made even themselves say on stream that "Survivors are too strong", but yet that's the only thing the viewer base doesn't listen to?
It's dissapointing to see in these forums too. Barely any of the Survivors in these forums know how to play the game right, and it shows in their responses. The lack of knowing how to counter Freddy, when to counter Freddy is as easy as playing Survivor right - that's it. Know how to loop. Know your map layouts. Always be on gens. Everything else is extra. To beat a good Freddy you gotta know how to wake up, and stay awake in a way that doesn't waste time. (I.E. Failing checks when Freddy's distracted, forcing him have to choose his chase or teleport/run to you. Waking up everyone after a hook save. Looping/Fixing Gens towards your clock).
The game is in a sorry state right now, and when they Nerf Freddy because their playerbase doesn't want to learn the game. I can only see the game getting worse from there till we have another Deathgarden (because this exact same thing happened to Deathgarden). Which if you don't know what Deathgarden is, you shouldn't be giving opinions on the forum till you educate yourself more on BHVR's company itself.
When I do play survivor, i typically run boil over flip flop tenacity and unbreakable. Its fun for me especially in badha if the basement isn't in the school
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@Axe said:
we need more context, I assume you are a veteran who havent touch the game for 2 years and just came back to find out Freddy is now one of the strongest killer in the game that also hated by everyone and their grandma?
I dont hate freddy, he's fun to go against. I hat Billy and ph
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@xCarrie said:
https://forum.deadbydaylight.com/en/discussion/comment/1795546#Comment_1795546
Well I could see why as people had to buy Freddy while the others can be earned by playing the game.
That being said, I don’t play Freddy so I wouldn’t know what happened to him
He might be wondering why gens get done so fast, probably running the chain with dying light and thana
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@the_new said:
wraith bad demo addons bad legion is better then both
Every killer is bad every perk is broken and op and just fine at the same time. Oh and survivors and killers are both op as hell and at the same time, at a disadvantage.
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@Stealth said:
https://forum.deadbydaylight.com/en/discussion/comment/1780913#Comment_1780913
Lol basically. Any killer that isn't one where basic looping is the only tactic needed gets called for a nerf. Imagine having to use *gasp* other strategies! Not only that but imagine using other perks than DS for a change! It's about time a killer comes along that can make these meta perks less effective (DS and BT). PH is exactly the killer the game needs.
I thought I was the only one who knew about other strategies. As killer, I get criticized all the time for not using the same "player aprroved" strategy.
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@the_new said:
what's your opinions on him?
He can be fun. If you have any experience in FPS games, getting the hang of him is a breeze. I'm talking all the skills except 360 no scope because you have to aim, and don't have a scope. But you can lead shots, account for drop, the works. Quick aim will be your bread and butter.
Outside of that, he is slow. PWYF is advised, but not needed.
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/1783891#Comment_1783891
I agree, you should always take the temperature of the room when making a decision. Context and circumstances matter too, and you make a good point.
Thanks. The other day I played silent Mike, was match with a swf team that just wanted to farm points. I only got one kill by by choice. At one point they were all injured and grouped up, but I didnt take advantage
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I'm not gonna lie, it's like you said, basically to give a small case of the freddy treatment. Nothing major actually. Just we work her add ons to change her traps. That and environmental traps... which brings me to a new idea to benefit all killers, environmental executions!!
Think of how Micheal Myers has a habit of pinning people to walls with his knife. That and more, tailored to each killer.
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@DeliciousFood said:
Or go out of their way to stomp 3 v 1's (One DC's straight away, quite common).
You take this silly party game way too seriously. You don't have to let anyone go, but holy ######### at least give them a game. Most of the time it'll end up being people slugged to prevent saves so you can secure your ez pz win. Queues are bad, this game is imbalanced in so many ways, please just try to make this fun for everyone, including yourself.
If your definition of fun is absolute domination of those hopelessly under you then I do think this game isn't for you. There are other competitive games that reward you for having this kind of mindset.
Also, a strange remark, but it mostly tends to be Spirits, Freddy's and Huntresses that sweat the most in these situations. Not really telling of anything but that's been my experience.
It depends on the circumstances for me in that situation. I will attempt to tone my game down some since aince a survivor quit. Example, I once had a match as thedoctor using a map offering for the Game. After the first static blast, 3 of them d/c. At the same time I find the only survivor who stayed. I smacked them once and walked off.
On the other hand, I had a match where some d/c'd and I was left with a 3 person SWF team. (I know because they told me.) Thwy were demigods at the game and I was only able to kill one. Mostly because I was noce considering the d/c. Classic case of taking kindness for weakness.
Like I said it really depends. Everyone has their own playstyle. As survivor, I dont sweat outside of tunneling/camping from the start.
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@GrimReaperJr1232 said:
I'm curious, everyone knows there are some killers that need buffs/reworks. Pig, Legion, Wraith, etc. But rarely do people share how they would do so.
Example: Legion needs a rework!
.... and? What should he do instead? What kind of rework? Freddy-level that completely changes him to a new killer (in which case, what should the new power be), or Bubba-style that keeps the fundamentals with a few mechanical changes?
So, my question to you is: What killer would you buff/rework and how would you do so?
I actually just posted my idea for a Pig rework on the other post on this subject.
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I'd like to see The Pig get a we work. I brought it up once before but people didn't seem to understand what I was getting at so I'll try again.
I would like to see a add on rework to the Pig. Where I went wrong last time was not explaining to make her like Freddy in a way. Certain add ons will change her traps and how they function.
As an example, one add on would change the bear trap to the shotgun collar. ( much like how Freddy can use snares or pallets.) A survivor wearing a shotgun collar must remain within a certain range of at least one other survivor who is not wearing a trap or else a timer starts. At the same time they must stay a certain distance away from any other survivor who is wearing a trap or else a timer starts. The time will be the same as the bear trap, and the trap can be removed. The time will also stop when inside the terror radius and in a chase or downed/hooked. (Gotta love game logic)
I pretty much know the issues some might take with that idea, most of which would have been stated last time. Survivors seem to be doing just fine countering everything else, 5his should be no exception. I have a frew more traps from the movies that could work.
Another aspect would be environmental traps. An easy example would be the fact that the Rack from SAW 3 is present in the Game map. (As are other iconic traps) What if the pig could put a survivor in there? It would work much like caging with PH, except you have to place them inside directly. The survivor can be rescued of course. This would spice things up a lot.
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@JBWarrior said:
Why do killers complain about ds when they get ruin they get undying ruin? It’s hard to argue nerving ds and not undying
I have made any complaints because I have mon to make. I to however take issue with the survivors who go out of their way to use it
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@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1773726#Comment_1773726
No?
Unless you're against sweaty survivors, which is not even a common thing that people on this forum tend to argue, you're perfectly capable of getting a 2-4K by hooking everybody and not resorting to tunnelling.
You're just bad at the killer role if the only way you can win is by tunnelling.
Sweat squads a very common for me, this is just the first time I've said something.
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1772260#Comment_1772260
Sometimes waiting at gate can be a valid tactic, diversion or waiting to see if someone else gets hooked.
Toxic people know when they're being toxic, this message is for them.
I'll wait at gate and be hit out, but I won't t bag... and I'm only waiting for tactical reasons, if I know team is safe I'm usually first to leave.
If they get caught after I leave, it's probably bc they being toxic.
I think the baggung at the gate issue has more to do with when all four survivors are at the exit doing it. For the longest time the claim was to let the killers get a free hit. I have never had such a free hit. They always leave before I can swing. So, i stopped going to the gate in that situation. I simply report them in the Hope's something changes.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/1738354#Comment_1738354
Sad thing is they don't even need that to blow through gens.
It's not about the blowing through gene thing. My apologies for my love of being descriptive and and giving examples instead of just saying "this sucks because I said it does".
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1738069#Comment_1738069
It wastes your bloodpoints. It would be fine if it returned the item to your inventory if you escape.
I feel the same when my killer addons and hex totems are wasted. Shame on us killers for being able to take something away.
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The hunger, the fear or the vengeance. Depending on who it is.
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@KrazyKatFTW said:
Franklins is a ######### perk, if a killers uses franklins I will take it as an indicator of how they intend to play the game and get out asap, I don't want to play with players like you
I tend to only switch to good ol Frank and beans when needed. In short dont bring a ######### set up and I won't use a ######### perk. Example, 3 tool boxes with a key= a Frank and beans
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1735018#Comment_1735018
If it is the first two think they'll be similar to Demo?
Wendigo would be like the hag without teleportation. The power would probably be based around the way it sees. The survivors would be easier to spot the more they run.
Pumpkinhead is nothing like demo, though I'd love to see the two fight. Pumpkinhead is the spirit/demon/embodiment of revenge. Once summoned a link is formed between it and thebone who summoned. Anyone helping those marked for revenge become marked. So I could see his play style focused of forcing ngf survivors to not work together as much.
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@Astro1337 said:
https://forum.deadbydaylight.com/en/discussion/comment/1735018#Comment_1735018
I agree could be multiple things, I'm guessing its going to be the Wendigo tho, since its an Canadian folklore. The map Ormond is also located in Canada. (Saw this on another thread.) I suppose The Grudge is an option aswell or the killer from The Ring.
Wendigo, and the actions that lead to becoming one are know among all the people both here and in canada.
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It's one of three things, based on the clues.
1. Wendigo
2. Pumkinhead.
While those are good, especially pumpkinhead, I'd have to see it's ...
Well, it. As in IT. ignore the woods and think of this one thing, the old lady monster with the saggy swinging ta-ta's. I've listened to the sound all 3 make and that's the closest in comparison, which could be to though us off.
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"Our past can sometimes be a burden, that drives us to the most dangerous places in search of answers and hope..."
Those words make me think of two things.
1. Pumkinhead. If you know the lore on it, then you see where that clue applies. In short, if you seek revenge you can summon pumpkinhead, forming a link with it. You see through its eyes as it kills those you marked, feeling the pain it inflicts on them. It also feels your pain.
2. While small leap, but scp-096. I'm not even going to explain that one. But the clue could apply to the Foundation in general.
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@Hopesfall said:
Playing killer in red ranks is so boring and repetitive. If I don't use the same 6-7 perks, I'll get to experience the wonders of a 5 minute match. When I do use the allowed perks, I get to play ring around the rosy + Pallet Breaking Simulator™.
Let's take a look at the perks shall we:
Pop (nerfed)
Discordance (nerfed)
BBQ
Corrupt
Nurse's
Tinkerer
Sloppy (that's a stretch)
Anything outside of that, you're going to have a bad time. What's this? "But wHeRe's Ruin/Undying?" -- overrated, and countered by not getting off of the gen or doing possibly 2 totems, wow. Trapper with Ruin/Undying? Irrelevant. Most M1 killers with Ruin/Undying are devoting 2 perk slots to a placebo.
There's not remotely unique or interesting about the possible builds around these perks. It's just info and gen defense. B o r i n g.
Moving on.
Let's take a look at the usable killers if I want to actually pip:
Spirit
Doctor
Freddy
maybe Huntress depending if the survivors are genbots or not
*Nurse (I'm on Xbox and too inconsistent, so I don't really consider using her if I want to actually do good)
So out of 21 killers, 3-4 are reliable at actually winning and not getting Brutal or a depip. B o r i n g.
Maybe one day I'll be able to use a different killer without the same boring ass perks and actually be able to not have to sweat my balls off or depip. Today is not that day.
And I swear to god, if anyone mentions "bUt Tru3 and Otz can win with anyone and any perk".. ok champ - that'd be like if I want to go play a round of golf and just relax, or at least not reach the point where I throw my clubs into a water hazard. But when I show up to the course, it's designed with every obstacle imaginable right in my face.. and you go "bUt Tiger Woods could make that shot". So don't.
A consistent problem I notice is people expect consistency where it cannot exist. You aren't playing against NPCs who are following a preprogrammed code. You're playing people who change decide on the fly.
In short, not every perk can be expected to work 100% of the time. That's because they weren't designed to work as such. Two simple terms will help most players; strategy and counter strategy. Those two terms are an ouroboros. Also understanding the concepts presenting in a little book known as the are of war help a whole bunch.
As per you perk choices. Sit back.
PGTW is easily countered by prepping multiple gens and not getting hooked.
BBQ while useful, doesnt really need a counter. It seems most survivors assume most killers run it and will hide in lockers from the start. (Which is itself a counter.) Plus there is the distance to cove and obstacles may apply. Sure learn the map, but situations you know.
Corrupt is simple, be stealthy until it wears off. Certain perks like Spies can help with the stealth part, but still.
Nurse's... well its complicated. It's extremely useful in finding survivors trying to heal. Some would view it as a crutch, or lazy. I mean there are many ways to find survivors aside "just show me where they are!" Also the syringe helps counter that.
Tinker is great if you pait it with Pop or any other regression perk. Other than that, you have a gen that's 70% done. Other stealth perks are more... practical.
As far as killers go, sure nurse and spirit are considered top dog. Yet I see people... taking issue with every killer. Personally I'm no good with spirit or nurse nor am I inspired to get good. Not my play style is all. I prefer pig to ghost face when it comes to stealth as a preference.
My best killers are Doctor, Legion (julie blue bunny custome!!!), Freddy, Michael and Leather. Mostly due to the way I immerse myself into a game. In short I'm more of a role player, and I've seen every movie pertaining to those last 3. I make it like the movies.
Everyone plays different and any try to play that works for them, not the general player base.
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@Eleghost said:
https://forum.deadbydaylight.com/en/discussion/comment/1716741#Comment_1716741
you see the problem is it was like that way back in the day. A dc would set you back 3 pips but people exploited the heck out of it because it's super easy to derank then.
https://forum.deadbydaylight.com/en/discussion/202187/dc-penalty
i mean if you simple can't stay there just die on hook theres no point in dcing if you know for a fact it will make you wait. Now i don't necessarily agree with the time penalty for dcing stacking to days at a time, i feel it should always be a 30 minute ban each occasion. If you're willing to screw over others, well, you get yours in return.
To you first counter point, spot on. I suppose as an alternative, group people who do dc in with other players who dc. That makes it self containing. The only exploit would be to mor dc at all, which would be the end goal. This can be done as games have grouped players together as penalties. Granted that was for actual chears, but I digress.
As for your second, you are making the same mistake as most would. Too much focus on survivors. Of course dying on the hook is a sleazy counter to any dc penalty. How does that help if you want to play killer and can't because you're locked to each of them from dc's? Also dying.on the hook isn't always a given. I've tried a few times due to certain challenges, but here comes a rescue, ruining my easy death.
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I mean DC penalties could. Be re worked. Option A: your rank is lowered and the conditions to raise it are doubled. I'd say 5 ranks per DC. Option B lock each character that they dc with for 24 hours. They only reason couldn't play at a is because they dc'd with every single character.
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I mean it doesnt seem so bad. Hell that sounds like a no brainers. I have had plenty of matches where I did that without intending to. The killer was chasing someone else.
Me personally, I won't stand in the way of another's challenge. Cant speak for others. Just no sport/fun in it for me.
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The most reason that comes to mind was with the hill bug a while back. The last survivor got stuck while I was chasing them. Happened right in front of me. So I "freed"them and gave them the hatch. This was despite them being a very... persistent survivor.
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Honestly it's real simple. Since delaying the game in that fashion requires specific actions, it can easily be monitored.
For example and sticking with the OP, if the killer is actively looking for survivors while all they do is hide out of site avoiding objectives, that's would be obvious. No chases or hits or anything? Far outside the norm.
The solution starts with a simple question of why that occurred. That's important as I have a some people who the 5 of us play together and get creative. That shouldn't be punished as we are all in agreement.
However, should the killer say different, that they were trying to play a regular match, the first a one time warning to those involved. Any repeat offenders would receive recurring bans infractions continue up to permanent ip ban.
The same goes for killers, though admittedly harder to track as there as there job is to kill survivors. So any excuse can be made. Exceptions would be camping for example as it's too obvious. Checking for survivors is one thing,( what I love the doctor, I have no reason to stick around long.) And staying just out of the perimeter cant really be considered camping. That is with the exception of huntress with ir head especially, hag, gunslinger and maybe spirit. I dont count nurse because she can hook camp from a distance which while camping requires far more skill and effort. Also it is in way for fair.
Tl;dr, even with simple methods, it would be easy to monitor both sides. I'm looking for work, give me the job and I'll do it.
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You have to use it in the right spots. Certain areas on most maps will give you time to wiggle off.
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Same here. Very faint heartbeats. The blight doesnt seem to have one, legion is super quiet. I've only faced ph doc legion and blight so far.
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Julie. He's the best bunny.