RpTheHotrod
RpTheHotrod
About
- Username
- RpTheHotrod
- Joined
- Visits
- 3,824
- Last Active
Comments
-
@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3157267#Comment_3157267
exactly! It's far more productive to keep up map pressure, even use perks like sloppyu butcher to keep more of them harmed as long as possible instead of wasting time around a disabled person on a hook. You need to defend gens, you need to find new survivors. And fast. sometimes I down somebody else quite far and if I see the hooked person I hooked before still hanging.... I know I'm doing very good right now. So that is only a good thing if you are not some boring camper counting grass around teh hook. So in my opinion, it's better for them to unhook as fast as possible because I'm going after the rest, and they have a job to do :P
The one thing I'm NOT looking forward to is hyperfocus. BHVR says gens are getting completed too fast, so they add +10 seconds to gens....which just makes survivors use Prove Thyself, so now they are getting completed just as fast, again. BHVR admitted the gens are going too fast, then they add a survivor perk that will make them go even FASTER? Makes no sense.
-
@Tsela said:
As a killer I can't wait for people to use up a perk slot for a completely useless perk like that. (yeah it's just as useless for SWF also, in my opinion, if they disable their own teammate and keep him on the hook longer, it's their choice)
I never camp anyway, so I'm psyched for the update. I usually hook then leave the area immediately to check on gens. One less perk the survivors will be getting use out of. Maybe I'll stick around off in the distance to bank some stalk meter on ma boi Ghost Face, but that's about it.
-
Surveillance is my favorite killer perk, though it's not viable to run since its white aura is overwritten by a good amount of other perks that are must-have in the current gen rushing meta. It's just a nice clean informational perk without a lot of complicated requirements.
Lightweight is my favorite survivor perk as it is a fun anti-information perk against the killer. Again, no unnecessary complicated requirements. Just a clean anti-information perk.
-
@CheesyBabyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/3154994#Comment_3154994
forget naruto running, High-Speed Dabbing is the new meta and i want to see it everywhere lmao
What about the times it gives them deep wounds?
-
@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3156265#Comment_3156265
If the game isn’t over why are survivors perks disabled when the last gen is completed? Can’t have a one sided brain my dude it’s not over for either sides
Because those perks are there to dissuade frowned upon tunneling or facecamping, but there is no frowned upon tunneling or face camping after all gens are complete. Once the 5th gen is completed, all bets are off.
-
@lauraa said:
are you sure its not OTR?
Considering it's the start of the match and no one has been hooked yet, fairly certain.
-
@CodeDB said:
Not a bug actually.
https://forum.deadbydaylight.com/en/discussion/236328/overcharge-skill-check-bug
I know the skillcheck is supposed to follow the character to prevent them from entirely avoiding the skillcheck, but if there aren't working on the generator, they shouldn't be able to succeed on skillchecks against it. That's the bug I'm reporting, not the skillcheck following them. The devs stated the skillcheck following is to prevent them from entirely avoiding the check.
-
I typically immediately hook the 3rd and usually flat out allow the 4th to hatch. However, if they were a bully squad or cheating, I have no mercy and will absolutely slug the 3rd to hunt down the 4th.
-
Protecting gens is literally the killers job. Disregard that player's complaint..
-
I usually let the last one hatch unless they were a bully squad or playing sweaty. If it's down to two survivors and one survivor is doing objectives and the other is hiding hoping to wait out for a hatch, I often will hunt down the one hiding and let the last one hatch.
-
@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3154288#Comment_3154288
If the door was open I would have a “guaranteed” escape from bt anyway
We're not talking about the door being open. Your topic is about literally opening the door being a conspicuous open. I'm saying it disabling endurance is to prevent a free door opening. Opening a door affects more than just you - it affects every survivor that's alive. That's a pretty significant power. So let me rephrase, it's to prevent a free escape for anyone at the exit gate. You're supposed to be at risk when opening the gate. It's a game changing moment on whether people escape or fail.
-
Frankly, I wish small symbols should show up above gens instead of relying on colors. That way you know exactly what's being triggered without the guesswork.
-
It's to prevent a guaranteed escape. They don't want you having godmode during the escape sequence.
-
@FFirebrandd said:
In general, I agree with you. There are some perks, Eruption mostly, who mark gens but 100% don't need to.
Small point of order, Discordance still gives noise notifications when its conditions are met. So, while Discordance and Eruption do clash, they are still usable together. Surveillance + Eruption though? It's honestly so sad. Surveillance is basically down to just its +8m range on hearing Survivors on gens which is not worth the perk slot. It's too bad really because in theory those two perks should get along fantastically.
Discordance gives a noise notifications, but you still wouldn't know if someone just missed a skill check or if it's an in danger gen with 2+ people on it. The information provided is malformed.
-
When you're playing a killer for the first time, you're generally put against players extremely low on mmr. Even swapping swapping to a different killer tends to put you into low mmr. You're having the benefit of having a load of survivor experience and how they act giving you a natural edge over the survivor team. Keep 4king and you'll start getting put into bully squads in no time.
-
He's pretty easy to reveal. You can even reveal him without looking in his direction and through walls....which really doesn't make sense. I have some footage of it I should post. I have one where I reveal him while I'm looking in the opposite direction. It's just buggy.
Anyway, the trick to revealing him is to put him in the area above the center of your screen. His primary reveal location isn't in the center. If you center him, it'll be inconsistent. Why BHVR coded it that way, I don't know. It's not very intuitive.
-
@ACERESS said:
Hey, good day everyone. I have a question that just stuck in my head. Does Oppression work with Call of Brine and Overcharge? I mean, Oppression makes 4 generators regress and Call of Brine + Overcharge makes generator regress at 400% after 30 seconds. SO, If you kick a gen with these perks, will other generators that are affected by Oppression regress at speed of 400% or it will regress with it's default value of 100%?
300% not 400
-
@Carth said:
Stakeout is horribly bugged and I can't fathom why it hasn't been fixed yet. For those of you wondering how it is, it apparently gives the bonus 1% to greats on ALL greats regardless of if you used a token to proc it or not. 45 second gens are a result of this bug. It basically doubles the effect of hyperfocus even if you have zero tokens.
Is BHVR aware? If not, worth a bug report post.
-
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3149902#Comment_3149902
Did they also nerf Thana because Legion and Plague are OP?
Shall we rework Legion and Plague so they stop breaking the game?
I'd prefer that.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3148012#Comment_3148012
what do you mean most of the match, its 35 seconds and you need heal before bonus kicks in. the old perk was fine and did not need any changes. it was worse deju vu, deja vu is 5% for 60 seconds. better than new was for 35 seconds with healing condition. hope the perk gets revert similar to MoM. bad change.
Maybe you missed the memo, but the buff lasts indefinitely until injured, and once you're healed by them again, you have it indefinitely again. It doesn't last 35 seconds. The majority of matches you're typically in a healed state unless you're running an injured build. As long as you're healthy, you get a big bonus to action speed. Just saying that it definitely shouldn't affect gen repair speeds because a big boost to repair speed as long as you're healthy is beyond overpowered. Heck, it would punish killers for damaging people. Wouldn't make sense.
-
@DeleteSWF said:
Not everybody is a powergamer. I don't play killers because they're strong, I play them because I like the character and they're fun.
Here's me playing Ghostface...a weak killer but a load of fun overall.
-
They also forgot that the new spinechill makes it impossible for stealth killers to ever sneak up on you. A 36 meter guaranteed head start run away (no need for terror radius and no need for them to be looking at you). Pig, Myers, and Ghost Face become a non threat entirely. Spinechill needs to not pick up on undetectable. Atm, if anyone is running it, by the time you sneak up, everyone is long gone.
-
@CookieBaws said:
Yea, i was like WOW 16%?! Oh wait, no more repair speed? Nvm, in dead perk bin it goes.
It should not get repair speeds anyway. Repair speeds are already fast as it is, and this would essentially give everyone super fast repair speeds for most of the match. Killer injures a survivor? They run off to get a heal anyway, then poof back to super repair speeds again. It would effectively givr super repair speeds in the match when they would be repairing anyway. Killers would have to constantly damage everyone they can asap even if just getting healed from an unhook, otherwise gens will be flying faster than they already are. There wre plenty of times when playing killer I would leave a survivor alone because they were recently hooked. If I knew them being fully healed means someone has buffed their repair speeds, I'd be shooting myself in the foot taking it easy on then.
That's even worst for killers like ghost face who have to build up stalking for kills. Now they would be shooting themselves in the foot for letting any survivor get away for the sake of building stalking.
A never expiring repair speed buff when survivors would actually be repairing would be too powerful.
-
@ImNotBobDylan said:
The worst part of it is having to click through the first 20 levels which only give you brown/yellow garbage, every time you prestige. Legit spend more time in bloodweb now than playing the actual game.
For what it's worth. At Prestige 15, I've been seeing purples and even iridescent addons starting at level 3 as of late. Ironically, that sucks for me, as my characters best addons are both commons, lol.
-
@SkeletalElite said:
I think they should reduce the incapacitation to 12 seconds but increase the regression to 15%
Considering eruption can be countered with communication, I'd take this as a killer. A nice buff. The incap is too easy to avoid, so while it's great, it's not as useful as I'd like.
-
@brokedownpalace said:
There should be an invisible wall that killers can't get past so survivors can teabag in peace.
I've actually stopped chase before at the door to the room. XD
-
Not sure if it's a bug. Some gen placements are very close to each other in matches. In other matches, some gens are 3 countries away from each other. Just part of the RNG. Typically, you'll always have 3 gens close to each other...sometimes 2 are very close, sometimes not so much, and sometimes they aren't remotely close.
It's a roll of the dice if generator placements are for or against you in a match.
-
@TheArbiter said:
At least from the Killer side, their "push" to be more active in chases will come from the new perk reassurance
How so? Honest question. I don't feel it will affect me as a killer at all, as I usually hook someone and leave the vicinity entirely to go check up on gens. Not a fan of camping hooks.
-
There are far more survivors than killers within the population, so they tend to get more bloodpoints to encourage people to play killer more. It still hasn't been enough, so the devs are adding a bloodpoint multiplayer incentive soon to try to get more people to play in the role that has less people signed up. They messed something up last patch and it was doing incentives in the wrong direction, but hopefully they fix that soon.
Also, generally it's more difficult to play killer than survivor. Not saying it's harder to WIN, but that it is more difficult. Survivors only have to worry about escapes gens and saves. Killer has to play a balancing act between gen protection, map pressure, hooking survivors, enduring loops flashlights and pallets, effective chasing, securing kills, and so on. It's a lot more work involved and a lot more pressure hence less people playing them.
-
@INoLuv said:
He is good, i hope he does not get nerfed; if someone says the killer is "boring", i already see a nerf incoming. Myers will get nerf if the salt increases, he is already weak and only good with tombstone.
https://forum.deadbydaylight.com/en/discussion/comment/3139802#Comment_3139802
Myers is already a weak killer, he should be nerfed because his power has sinergy with a perk? The same happened with deathslinger and monitor, altoug pre nerf he was perfectly playable against. The hope is that myers dont get nerf due to a series of salty whining.
I typically run Myers with vanity mirror for tier 2 and the rabbit for TR reduction along with monitor and abuse, jolt, save the best for last, and Surveillance. You end up with a very small terror radius and built in aura reading. A load of fun sneaking up and building stacks, and everyone expects you to be doing tombstone. He's one of the killers that he's overpowering because of his addons but incredibly weak with his basekit. He doesn't directly need a nerf, but if they do nerf him, I hope they look at addons and not his basekit.
-
Myers ghostface or pig. Nice change of pace to play the spooky scary paranoia game. Tombstone Myers is annoying, though.
-
Not a good idea. People being unhooked needing an unhook is pressure off gens. Survivors have to leave objectives to do unhook. If it was automatic, they would just focus on gens only causing gens to fly by faster than they already are. If you don't like killers stacking gen slowdown perks, it would be absolutely mandatory that ALL killers stack them if this came into place. Unhook pressure us one way killers can do gen slowdown without perks.
-
@RonMan32 said:
You should show the artwork off. But anyway I think this would work best if it got stuck in the door and broke after using a short version of the reel to reel it out.
Not mine.
https://www.reddit.com/r/deadbydaylight/comments/wqzgre/oc_arthur_morgan_vs_the_deathslinger/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
-
Killer main here. That would be very difficult to balance. Maybe limited to one gen only, but still, can't say I'm a fan of the idea. Survivors finishing a gen is supposed to be a secured objective.
-
@ByeByeQ said:
This would be cool but the Slinger would have to suffer an extended reel animation like knocking the wood off the harpoon or something. An animation that could be affected by Brutal Strength but not reloading addons.
I'd say that'd be fair. Would still have a speed penalty just like a kick provides.
-
I almost always do unless they were being toxic or cheating.
-
Can you give a reason why icons of perks active on a gen is not a good idea? Simply put, why NOT add this feature?
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3139271#Comment_3139271
So you’d agree that Lightborn shouldn’t be what it is, because it completely stops certain survivor perks and items from working at all - and instead punishes them for trying to use them for their intended function?
Spinechill prevents cretain stealth killers from their powers functioning entirely.
-
Survivors literally got something free, there. Why are you not happy about this? Nothing is stopping survivors for continuing to run borrowed time. Maybe if they removed BT then I'd say it's a valid complaint.
-
Not really. I play survivor with experienced people and they bring in new survivors all the time they only have 1 or 2 Prestige in all the time. The only number that provides any actual information are the super high numbers. They either spend a LOAD of time on that survivor or are cheating (saw a 70 a few weeks ago. /doubt).
-
@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3137843#Comment_3137843
It's a visual Terror radius indicator. It doesn't work against undetectable.
This isn't true. Please don't spread misinformation. It lights up the moment a killer is within 36 meters of you, period. No terror radius needed. No like of sight needed.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3137852#Comment_3137852
Spine Chill was one of the best perks you could have in a chase before it got nerfed as it helped counter Spirit/Nurse AND also rocked all stealth killers. The faster vault was icing on the cake.
Now it counters stealth killers that have direct line of sight to you. It used to counter killers looking at you which was way stronger.
This isn't true, though. It counters stealth killers, period. They don't need line of sight on you. If they are within 36 meters, you know to run, and you get a meaty 36 meter head start. It eliminates stealth killers from being a danger in any form or fashion for anyone running it.
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3138846#Comment_3138846
which never happens on PC at all. Oh wait, to me it happens a lot.
Sounds like they need to fix their optimization, not gut a perk.
-
@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/3138879#Comment_3138879
Old gen consoles sometimes freeze the moment the skill heck happens, making it impossibleto hit.
I mean, if I was running the game on windows 3.1, I'd have issues, as well. I'd prefer they not balance the game around old and outdated hardware.
-
I tend to agree. This felt really, really out of place. We are straying further and further away from a horror game. I'm somewhat concerned they'll be adding hooked on you cosmetics and turning the theme into a joke, as well. There goes trapper running around in a duck flotation device.
Leaving visuals as a discussion, even gameplay is leaving horror. Now we have Off the Record that just encourages storming the killer for body blocks. They even buffed spinechill to remove stealth as a spooky element of the game. No need to look out for stealthers. Just stare at the gen. As long as the perk isn't lit up, you know you're perfectly safe...no need to keep an eye out. Lights up? You got 36 meter head start. They won't catch up. Even the gameplay is straying away from fear of the unknown and into staring at ui elements or running up to the killer.
-
@Mysterioso said:
I'd like to say Trail Of Torment making it so that the gen appears yellow to survivors is a fine addition. It gives the killer the ability to try and plan out either an ambush as well as information if the person goes to tap the gen. It making the survivors confused as to whether this gen is afflicted with Blast Mine or Situational Awareness is up to the survivors to decide if they wish to go there. They will though probably eventually figure out what is going on. It only adds to the flavor of the match and how it will go. For Call Of Brine and Surveillance, you'll know that Call Of Brine is active because of the noise notifications it will give you when the survivor hits a good skill check on the generator. The only times though I ever see both perks ran together are with randomizers generally though since most people will pick COB.
I was only giving two examples. Surveillance won't work with eruption, call of brine, dragons, etc. Discordance won't work with call of brine, eruption, dragons, etc, and there's several more examples. Too many perks share the same aura colors. It makes everything far more confusing and even entirely breaks perks in some situations when using icons would fix it all in one swoop.
Trail torment, sure you could technically trick a survivor, but you have no feedback if that's actually happening or not as you don't know what they are running. It just muddies the water unnecessarily across the board. Icons would be a simple and effective fix.
It will fix perks from breaking and make everything less RNG in regards to why generators are lighting up. They color up because they are supposed to provide information, but they are failing to provide reliable information due to overlaps. Imagine if various perks made hooks also white. It would end up being rng if you're actually hooking on a scourgehook. The gens are no different. While you may want to strategize around trail of torment, it's too chaotic and rng dependant to viable actually use in practice.
As for surveillance and call of brine, yeah you'll know of someone is there if they are doing good skill checks, but it entirely invalidates the point of running surveillance...which is to see which gens are regression, period.
-
They absolutely need to make it not work vs undetectable. It completely shuts down gf and pig entirely making it impossible to sneak up on anyone.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3137307#Comment_3137307
oh god.
you weren't here for the ghostface release. Queues were 45 minutes to an hour per Killer match.
Wesker is going to be worse.
Yeah, but on the other hand, survivors get a new feet perk.
-
@IronKnight55 said:
Seriously?! We have killers stacking a TON of slowdown perks since they nerfed gen speeds and you guys want Prove Thyself nerfed??? This is the only thing that can help against these busted builds that killers are using. Get over it.
I mean, I only ran one gen perk pre patch. Now everyone and their mother is running gen speed builds, so now I absolutely have to stack gen perks just to keep gens from getting done under a minute. It's all crazy fast, now...especially ad a ghostface main considering the extra time he needs to set up attacks.
-
As long as I can ban 3 maps.