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RoaderFrost

RoaderFrost

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RoaderFrost
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  • Trapper - at the beginning of the trial all traps are ACTIVE, placed on the routes between generators and unseen. After 20 seconds any placed trap becomes unseen too. Every time survivor is hooked - new trap spawns somewhere on the map, but no closer than 5 meters to the other traps. Trapper walking over the trap never trigger or deactivate them. Once survivor got caught - he can't hear Trappers terror radius.

  • @Bwsted said:

    There would be no issues in and of itself in making cages grant WGLF stacks. Tokens affect bloodpoint gain, but don't give any in-trial advantage whatsoever. The hook-perk argument is not that sound either. There are already multiple ways to gain tokens, of which hook rescues are only one possible venue. So, WGLF is not an exclusively hook perk already.

    BHVR doesn't probably want to go down that path, because there would be an uproar asking for cages to grant BBQ stacks as well, but that wouldn't be gameplay neutral at all. BBQ proc'ing would not only offer game-impacting effects in the form of aura reading and potentially even clue in to the potential location of the cage.

    In short, avoiding the issue, BHVR also avoids having to deal with the pettiness of this community. For once, I can't fault them for that.

    Really good point.

    One change brings another to the doorstep, and a lot of people don't want to open that door.

  • Please, just wait with individual killers balance.

    We have Dead Hard validation problem and CoH boon plague.

    That needs to be fixed first, then after some time all the characters will see their nerfs/buffs (or not).

    Personally I want to try Deathslinger, but guess it's not good time for him.

    Only faced him once as a survivor, was confused, but we both got stuck on the opposite sides of the dropped pallet, until chain broke. His occurrence was so rare that I don't even bothered leaning how to play against him.

  • @jordanjustice We have 26? 27 killers?

    And you complain about just one ;)

    Pyramid head is not so often seen at all. And good ones are stuff of legends (sorry if any PH is offended).

    That Cage of Atonement is unique in different ways. Guess unique stuff work different.

  • Bloodhunt is good, nice to see the number go over 100k for trial.

    Unfortunately, yesterday I lost two 100% for all offerings due to some cheese dudes disconnecting me from the game.

    Going to try VPN, at least during the event.

  • Sometimes I want to relax, so I take any killers that don't have good perks and try to do something with them. I don't hope for the win, just trying to have some fun.

    But imagine being constantly chased and brutally murdered by Wraith on Midwitch Elementary... and to add insult to injury... no add-ons and just his Shadowborn R1 perk. 2 man SWF with Dead Hard and meta, 2 random solo survivors. Post game chat was silent...

    If survivors lost - cheer them up. Say they did great. Say they are worthy opponents (even if they are not).

    If you lost and they escape... well with that amount of Dead Hard and Boons, you can always call them "abusers".

    But if it's your fault, just pretend to be sad, pretend that you care about it. You are the killer, even if survivors are just an echo in the fog, don't just quit your mind game yet :)

    P.S.: I'm far more touched by their in-game actions than words in post game chat.

  • @dugman said:

    Never thought I’d see a thread saying Lightborn of all things is overpowered.

    It ruins clicky-clicky fun. Just one perk to rule them all... no pallet blinds, no flashlight saves, just like that. Definitely OP :)

  • Survivors abuse amount of healing from CoH and that drops killer's post game score?

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2659289#Comment_2659289

    yeah, being exhausted on the ground is more fair.

    I'm of the opinion that overcome is just fair dead hard.

    maybe Dead Hard should give slightly more distance, but not give I frames.

    alternatively, using Dead hard should make you broken and exhausted for 60s (minimum).

    How about resolving hit condition after animation is triggered and distance traveled?

  • Okay, maybe just make it as Borrowed Time works "Endurance"?

    So Killer hits, Dead Hard trigger.

    If dead hard was faster - it's usual animation plays. With Endurance effects.

    But if killer was faster - as Dead Hard animation ends, survivor is downed where they are after Dead Hard.

    Or I just don't get what's the problem is?

  • @ProfD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2659160#Comment_2659160

    technically i love playing with flashlights and saving people with it, the only thing that makes this game way more fun not because i use it for my advantage only.

    Please do some research on your games when you use flashlight.

    Do Killers prioritize hunting you?

    Do they camp / tunnel more often?

    Do you get any mercy while holding flashlight and you are the only one left?

    Just don't be surprised by results.

  • Lightborn is good perk for mind games. Just pretend you care about flashlight and turn away as they try to blind you. At pallet - just start destroying it immediately and look away.

    And finally when you have just two survivors left, carry one, wait for flashlight save attempt, then drop, rush at injured clicky-clicky and smite them :)

  • Sorry, but are you sure other totems wasn't cleansed/blessed/occupied by hex?

    For example 2 dull totems left, one near your hook. Chance is 50/50.

  • @Etsuhara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2659115#Comment_2659115

    I belive the sybolic action of actually "giving the hatch" gives a better vibe. And I think giving a reward to players that give mercy would make players do it more often.

    Many players "play to win" and want that reward for "winning" and would therefore opt out of giving the hatch for the loss of BP.

    Its more a mechanic to "force good manners" to those who usually doesnt and would overall give a game known for a "we and them" community take a step into a friendlier direction.

    You could be bullied in the chat for "not giving the hatch".


    Also that can encourage more toxic behaviour. Like killer carrying survivor across the map just to drop and close hatch right in front of him. Survivor won't wiggle waiting for mercy... until it's too late. Or survivor wiggling away right before they get "Mercy hatch" so killer don't get any points.


    In my opinion it's better to:

    Let them present killer an offering for letting to open the gate.

    If offering is accepted and survivor don't try to teabag or take the offered item back - they escape.

    Else... else :)

    Edit: typo.

  • Good idea, but not needed.


    As survivor, sometimes I'm last to survive, after trying to find the hatch and failing... well, I'm left with little time for gate rush attempt. Then it's 50/50. If Killer is fast and I don't have time to open, I usually drop my item (if any) and crouch. That leaves killer to decide what to do next...


    As killer, if someone DC early, last player usually spared (unless clicky-clicky) and carried to the hatch. Sometimes it's pointless to hook the survivor once gens are down and their 3 teammates ready to escape. So the game is lost, any unfortunate dude gets downed and carried into the gate ("You kids get off my lawn!").


    Whole idea of Mercy is not gaining points, but GIVING them away.

  • @Hannacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658930#Comment_2658930

    Hehe i have the same rule. If survivor can make me laugh during the game i'll spare her or him, if the game gets to that point of course.

    If you are toxic and an ass ill tunnel you down. No regrets. You don't deserve to live.

    I played my ghostyboy yesterday...3 games i mustered the strenght in me to do. In these 3 games 2/3 i got 1 kill in both... 1!! both times i got red forest...horrible map for ghosty for 1 reason only . Its too big. I got people who had prove thyselfs and toolboxes so gens flew while i was in chase. It's fine ok i get it. But the goddamn flashlight clicking and tea bagging on the side...ok i started getting frustrated. I typed gg in the end game left ...went for the third game. I first saw kate on a gen and i figured ok she's oblivious to me i'll YOINK her off the gen and i did..insta rage quit..she dced on my arms. I was like oh greaat...im starting out great and i get these kind of survivors. Second i see Mikaela on a gen..i stalk her to 99 go next to her finish and down her...guess what she dced..

    At this point i was like ok...2 matches ive gotten nothing but bad luck and fast gens, now when my luck finally turns i get survivors that have never heard the word NO in their lives i think. I'm done. I killed the remaining 2 people and closed the game. I had 0 fun.

    I know 3 games isnt much i usually play more and usually its 15 games i win 2..

    Theres 4 survivors thats 16 perks for them to abuse right. Given mostly they use the same 4 perks but thats on them they could use more as a team even on SoloQ you can still think oh which perks would benefict my team better.

    Killer works alone we have 4 perks..and we have to use gen slowdown skills at least 2 of them to have any chance..how about killers get 2 perks slots more at least?

    2 more perk slots?

    If you can just put anything there... that would ruin the game.

    On the other hand, having 2 more slots for special perk types can be acceptable. Like +1 for Hex only and +1 for Scourge Hooks.

  • Mostly Fun = Win

    But if you are impressed by handsome Minotaur Oni who gave you 3 chases before finally putting you down - it's a win :)

  • Survivor perk:

    Police Line Do Not Cross

    "You improvise to stay aware of your surroundings. In skilled hands even a cut from a fishing line and a small bell can make a difference".

    Crouch near the pallet, window or locker and hold action button for 7/5/3 seconds to attach barely visible fishing line to mark an object. Only 1/1/2 objects can be marked at a time.

    When any person interacts with with that object - bell is triggered and you hear a loud audio warning. Others hear bell jingle in the 8 meters radius.

    You don't trigger the marked object, unless it was a rushed action.

  • Actually Dead Hard in its current state... ruins game experience of other survivors, who don't use it.

    Killers having problems with dead hard are trying to figure general or personal approach to deal with that bugged thing.

    And that mostly include:

    Mindgames

    More grabs

    Instant takedowns

    Faking lunge hits to trigger it early.

    So, you guess how "FUN" is to face majority of Killers, even if not skilled enough, who try to counter DH... when you don't have it?

  • Sometimes after difficult trial with 0 kills, you get nervous, starting to yell at survivors and drop your mood...

    Sometimes you see the way, goals to achieve, perks to unlock, powers to learn and master.

    But mostly both happen.

    That will go on, untill all your hope for 4k is lost... and you are useless to the Entity.

  • It's not your fault that matchmaking got you such "present".

    Best course of action is just to make gens, loot some chests, trigger endgame collapse (less farming from healing for the others) and report this "killer".

    Do you understand that you get less bloodpoints because he can't hook and you can't unhook? No pallet stuns just flashlight blind (still, saw that thing two times - it was Hillbilly with lightborn). Absolutely not fun.


    People that play brutally, slug all 4, but let you reset, heal up and escape, are way more fun and better than auto swing puppet.

  • Bloodhunt is great idea. For some reason I never participated that event.


    If BHVR have any worries about something that looks like FtP "meme-engine", well... faster responding and fixing necessary problems inspires more loyalty than just temporary bonus ;)

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657502#Comment_2657502

    The characters are from the RE 2make/3make so

    |SPOILERS|

    Brad actually dies by zombie bite (and goes on to infect Marvin for 2make) in the opening sequences so we never actually see them interact (though he did know about the Nemesis so it's possible that he escape and it then switched targets to Jill).

    That RE-makes are messing with my memory and the days of old. Sorry, guess I remember events from another (or old) timeline.

  • @GoodBoyKaru

    I'm not sure about that.

    Maybe Nemesis player just prefer any character from Resident Evil?

    Canonical interactions are really just few, as we don't have Brad Vickers (who got really close with Nemesis at the end of his life), as far as I remember.

  • @Kaitsja

    Do you play as Jill or Leon against Nemesis?

    Some players may simply put lore side tension to a whole different level.

  • It's more economically safe to grab offerings from blood web instead items and add-ons. Even if you get half of the offerings price back - you progress faster.

    As for items:

    Combine Plunderer's Instinct and Ace in the Hole. And just survive :)

  • @bm33

    Many thanks.

    I don't have Twitter account, so it's extra useful.

  • @psionic said:

    Not gonna lie, the sound of breaking pallets is so satisfying, it gives me ASMR feelings and after 2, 3 matches I’m ready to sleep.

    You should rise in MMR if you brake more pallets than average Killer :)

  • You want a strong change for Trapper?

    Make him start with all traps ACTIVE.

    Yes, they are random placed and some may be too easy to spot, but that's instant pressure boost.


    That's even better Lore wise.

    You don't first spot your prey and then set traps, you prepare, you wait :)

  • Try to use all that you got to maximize points and minimize amount of BP you use. Build your economy :)

    Bonus codes? Great!

    Rank reset bonus - Good.

    All offerings that provide % bonus to BP - good investment.

    Shrine perks that you have - if you don't need other perks from the Shrine or save shards for the skins it's 50/50.

    Economy perks

    - BBQ and WGLF - are great.

    - Beast of Prey - underated, but still can be used.

    - Distressing - can be extremely good for some killers and not worthy of attention on the others.

    - Hex: Thrill of the Hunt - never used, but guess it's extra points while slowing down boons.

    - No One Left Behind - situational, can get you killed :)

    - Prove Thyself - not good, but ok for the start, just avoid hiding in the lockers next to gen.


    Most important - personal goals.

    "I want Prestige 3 Ghost Face" is more doable than "All Killers 50 with meta perks".

    Edit: typo

  • MMR should depend not on amount of Kills / escapes, but on many factors, like:

    *Time. How fast you do the gens. How long your chases are. How long your game overall is.

    *Your "finest hour", moment you play best (Early game, Mid game, Late game, Collapse).

    *Your determination towards the objective. Mercy and second chance politics. Relaxed or toxic behaviour when you almost won.

    *Hatch moments. Ability to actually find a hatch and use it / close it.

    *Amount of pressure on the other side. How often you stun or blind / get stunned or blinded. Chases escaped / finished.

    So, example.

    Killer starts queue. System get statistics of how he performed in previous 20+ trials.

    System knows that killer mostly spend 7 minutes to get 3 kills. Not a good chaser. Finest hour is Late game. He's mostly related and allow unhooks, camping is rare. 67% time last player escapes. 80% of that are hatch escapes. Killer is getting stuns and blinds too often.

    Now system determine his strengths and weaknesses. Next trying to reward him for one of the strengths and punish for one of the weaknesses, wile keeping rest in balance.

    But he won't be getting expert flashlight users that will save often, use every pallet on map and do all gens in 4 minutes :)

  • "I think killer is AFK."

    "Some one is opening gate already... oh Legion got Insidious!"

    "Is there a chest left in basement?"

    "She missed four hatchet's, I'm so good..."

    "I know where the hatch is."

  • Be kind, get close and Just let Ghost Face hit you, he will be instantly revealed :)

  • Nope. Just a friendly gen, no different from another. But with surprise for 30 seconds.

  • @whispersenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655704#Comment_2655704

    Oooh, Dragon's Grip is a good call actually, especially towards the end of the game where you might have a 3-4 gen situation going on. I wonder what the math looks like in terms of gen progress downtime with the cooldown and them (probably) staying off the gen for 30 seconds versus the 25% you get with POTG. Like how many hooks and POTG procs would you need during the 80 second DG cooldown to make it more effective than 30 seconds of no gen progress?

    1) survivors don't suspect Dragon's Grip (if not Blight) until it's too late and it triggers.

    2) If it's not SWF they have hard time sharing information about it.

    3) It have a cool down so they don't know you kicked gen applying it or not. If they wait it out 30 sec - it's a win already.

    4) Not all survivors can understand WHY they are exposed if killer have any means to expose or other perks like Make Your Choice.

    5) It's: Gen protection, Information and Exposure perk at the same time.

    Only downside - it takes long to get all perks, so BBQ is good for grind.

  • People will just stack:

    Fool of a Took

    Red Shirt

    We're Gonna Live Forever

    Dead Hard

    Amount of bonus points will be insane!

  • @EvilJoshy Corrupt Intervention is good but you can't use any hex with it, as they won't last long. Also it's powerful, but that leaves only 3 perks to play with... and I try to squeeze in BBQ, PGTW, Thrilling Tremors and Make your choice.

    Still thinking what have bigger impact PGTW or Dragon's Grip...

  • 1) Do you use "Fingerless parade gloves" often?

    Seems that with them and without throw arc are way too different.

    2) It's just my opinion or "Pulcinella" is more stealthy?

  • Just look at pretty side.

    For me being butchered by Oni with minotaur skin was so impressive, that I want to play him too. Still terribly bad as Oni :( Need to unlock some perks and practice a lot.

    Huntress that have "goat" skull skin also looks incredible. It's more scary than legendary skin.

    Trickster lore wise was center of attention. Audience was expecting to see him bright and shining... and during the game he better wear something that's not easy to spot half map away. His "Moon" skin is good looking.

  • Okay, people see NOED pop up, why they stay? Just run through the gate, no dancing, no teabagging, no clicking... Escape before something like Blood Warden is up too.

  • When you have 3 gen left survivors can just swarm one gen. Every sec they repair it takes 4 sec of normal regression to undo.

    If you don't have means to expose and kill healthy survivors with one hit - game is simply lost.

  • @Thusly_Boned

    1) Gate give points for opening. Survivors can abuse gate regression to get more points.

    Maybe better idea is to let killer block the gate permanently at the cost of instantly opening the other one?

    2) Snuffing boons permanently sounds good.

    3) Like adding 3 sec of not doing process when gen is recessing (failed skill check does that)? That can prevent survivors from swarming the last gen, more opportunities to grab.

    4) Medkits are mostly fine, just it's bad that they stack with CoH.

    5) Strongly disagree :) Some maps work good for one killer and bad for another. Still it's mostly balanced, aside number of pallets you need to face.

    6) Corn can be fun. Just make "popcorn" - get grab from generator, hook, PGTW, repeat.

    Edit: typo

  • Survivors disarm the traps.

    SWF can disarm multiple traps simultaneously wide across the map.

    Unhooking is omnidirectional.

    You need to "prepare the scene" before chasing survivors.

    Trapper don't have any other skills or conditions for their power.

    Since the "Boon plague" you need not just place traps near 2-3 gens, but near totems too.

  • Proudest moment?

    I was alone, facing horrible overpowered person, forced to fight almost hopeless battle against foul sorcery and witchcraft. In the end I lost the game, but was able to find and snuff out 6 Circle of Healing totems, hidden in 4 different places :)

  • Maybe we need to switch to the survivors, use all meta perks and more boons boons boons?

    Fighting fire with fire. Until all bugged, rigged and unfair stuff is nerfed to oblivion...

  • Survivors tend to tell "we don't play by your killer rules". Why you must restrain yourself then?

    There are 3 types of players:

    *Good runners and loopers.

    *Good stealth and diversion makers.

    *Rest :)

    It's tactically good to chase less experienced players, who make mistakes often. Their stronger friends will try to follow and help... and that's protection hits and less gen rush.

    Also good player runs to available pallets and away from gens.

    And bad player runs to teammates near the gen they are almost completed.

    So chasing the "weak link" is more rewarding.

  • Boons as "secondary Objective"?

    Lore wise - it's Entity's realm, guess who's control over the trials must be all powerful... but for some reason it's not.

    3-4 medkits + 2 boons = "ez gg".

    There should be a hard limit on how many times boons are snuffed. And that limit must be punishing.

    Like "when killer snuff boon totem, that totem is locked for 2 minutes".

    Or "if killer snuff 4 totems, survivor trying to bless next one is instantly sacrificed near the end of the process". Some devious music should play last few seconds before process of blessings are completed (just an audio warning, the last chance to stop abusing the boons).

  • @Trickstaaaaa game is too survivor sided. So waiting time increase. Strong (not just meta, but with synergy too) killer builds need teachable perks from 3-4 killers (excluding the one you try to play). It takes time and a lot of grind (mostly as survivor).

    And survivor need just Dead Hard and any 3 perks to prolong his life until gens are done.

    Also waiting time is expected a lot, when killer look at 4 of you and leave the lobby.

    Reason? Well it's casting. Survivor first impression matters:

    *Bright colored clothes - loop runner.

    *Blood stained clothes - player got prestige and maybe play and loop a lot more better than others.

    *4 flashlights - NO, just no without lightborn, but the clicking sounds will haunt you during the sleep for a week or two.

    *Clones - all survivors look the same, you can't guess who is your obsession or who just got exposed.

    *4 toolboxes - do you like gen rush? Play offline, just you and the gens, repair them all.

    *4 medkits - people tend to bring boons too... that defiling reality, they heal up faster than you damage them.

    *Offensive names - be it variation of word "toxic" or just a name of known war criminal, doesn't matter, game is going to be hard and depressing.

    *Matching names or themed names - SWF or meme squad, both can be unpleasant to plat against.

    *Any player with private profile - any hex upon your head. Disconnects, abusers, top tier player pretending to be new.

    Etc.

    If killer don't like survivors in the lobby - he's leaving. That extends the waiting time for them.

    Killer is named "Killer", not "Jester", so by any means necessary, unfair survivor advantages should be avoided.

  • @PinkCaffiene a word about "rats" - sometimes survivors trying to get killers attention by failing skill check and waiting at the generator, then pointing in their teammates direction.

    There's a "special poison" for them, simply leaving them last one standing, leading to the gate/hatch and grabbing/closing their escape, then hooking. Followed by chatting the message "traitors die in shame" :)

    If their "help" was too impacting, post game report is also a good idea.

    For the strange reason most of the traitors I found was playing as Mikaela Reid.

  • Being friendly? Well, not after all that flashlights clicking behind the back.

    Usually it's good thing to let someone escape once you got 11 hooks and they trying to ask for mercy. Slow walking and dropping item can encourage you to let them open the gates.

    If one survivor disconnects early, it's too cruel to keep pressing the remaining ones too hard.

    Names, skins, items - that can push you to being nice or vice versa.

    Sometimes you get two survivors hooked at the same time. Remaining two are feared that you camp them to death. Decreasing the pressure for about 10 sec and letting them unhook is a good thing. But if any gen gets up, their fate is sealed.

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