Rulebreaker
Rulebreaker
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@renaclock said:
https://forum.deadbydaylight.com/en/discussion/comment/3198941#Comment_3198941
The thing is,skill of using DH is a surv side thing and killer doesn't have a impact on it.
Killer can't really play around the junkyness of DH yet it can punish you so hard that killer has to avoid risk and wait for DH.
Its really annoying for killer with power that is hard to wait to attack like Oni,Hillbilly.
Spirit is also a good example.
She can lunge longer with her power,but because you can't see surv while using power,alot of time u get DH.
Its really unsutisfying to stop using power behind surv and wait.
Have you tried being more aggressive? (as in just plain attacking asap as opposed to waiting it out) It tends to work for me. Apologies if i'm rude or pushy but I genuinely don't get the frustrations for dh now compared to before. At least now I can hit something and burn the survivors time if I need to go elsewhere.
With that said
@renaclock said:
yeah I don't enjoy stopping Demon Rush,Chainsaw even I have a clearshot,not throwing hatchet that I know I can hit cuz they might DH.
It doesn't matter how much I'm winning if I'm not having fun.
I agree with the last part
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I miss my jump-scare Freddy. Iridescent paintbrush plus monitor.
Unlimited vision of sleeping survivors, plus nil heartbeat = very confused survivors
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As killer 2 of the following:
7+ hook states
Had fun
Killed the best or most annoying survivor
As survivor 2 of the following:
Escaped
Got over 20k points
Died a hero/had fun
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Now, maybe we're crazy (we are but listen) and this may sound mean, but at this point sounds kinda like its on you here.
Survivors cant DH over a pallet or window so if you smack them, they get deep wounds and practically nill boost away unless its a long window, and if it was a stronger window, you probably could afford to wait a second or 2 and smack them. And if your stuck to their ass as you claim you really should just swing cause most people aint gona react to that (sans scripts or something). In addition, one you know what exhaustion perk they're running, you should be adapting accordingly.
If your chain sawing from across the map (I dout it but if you are your officially better than 90% of the billies we face) then the speed boost shouldn't realy matter aside from say an end game situation. And while hatchets are easy to DH, you should have atleast 5 and alot of lockers on most maps.
The perk doesn't eliminate lunges and basic mind games (my definition of basic anyway), it rewards the survivor for timing and punishes the killer for greed/desperation.
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- My thoughts on your thoughts
- Trapper: Mostly agree. Trapper requires knowledge of the maps and a chunk of luck to be sucessful outside 3 genning, but he's also the only one that can go from 0 to 4 down in a heartbeat (and thats always satisfying)
- Wraith: Except the learning to loop part. Mostly wraiths just get as close as possible then start decloaking, usually removing the looping period.
- Hillybilly: ....im biased against him so ima keep my trap shut
- Nurse: Disagree. Personally i find facing nurses fun (though it looses luster after seeing the same build each time) because this is the only killer that drastically plays different than the others. People need to use their head in real time against her.
- Shape: Also agree. Also has mirror add ons to make the game spooky again.
- Hag: Disagree mostly. I find playing hag fun and when survivors activate the traps near a hook i dont feel bad if they call me on "camping" when i teleport back. (they did run up and activate them instead of crouch walking, what did they expect?) That said, when im the only one who knows to crouch walk she can be kinda annoying but thats hardly the Hag's fault.
- Doctor: ...both? His games are generally all action and hecktic simply because his power nullifies stealth unless survivors bring in calm spirit (which now has a detrement). Other than constantly hunting a survivor he dont got to much (least to me) but its always fun to torment survivors via zap.
- Huntress: Generally agree but I would NOT recomend her for beginners. Let them learn the basics first with something....normal? (If you can even say that here...)
- Cannibal: ....encapsulates everything i feel
- Nightmare: Second verse same as the first....i miss old freddy
- Pig: Disagree, smart pigs are dangerous...though whether or not you get a booper or not is a coinflip
- Clown: agree with everything but the design. I dislike the design (except mr puddles...no one can deny the puddles)
- Spirit: mostly disagree but this is more of a "each their own" deal. I know most spirits stopped being...spirit as soon as they couldnt perform the stand still game which explains the low amount seen in the wilds.
- Legion: Again both. While legion games are a slog if you wish to win as survivor, legion themself is sorta designed that way. Personally i enjoy being a prick to survivors especially when they deserve it (mayhaps ran into to many salty and toxic ones that it rubbed off on me but i cant realy do anything about them so.....)
- Plague: pritty much spot on from my view. It is sometimes better to smash face instead of puking on them cause it can get a down faster. You can puke on them after and its all good.
- Ghostface: Agreeing that ghostfaces can be very good when not trolling. Disagree in that I have seen ghostfaces that troll and are still super dangerous while trolling....its surreal
- Demodog: Since no one can get demo anymore, most demos know how to use em.
- Oni: Disagree. Oni may have to work abit for his power, but its effectively a better version of billy. His perks are also useful though not as an adept.
- Deathslinger: Agree. The reason theyre arent many in the wild is probably cause most (like me) think he feels clunky to play as.
- Executioner: Disagree. Executioners that have worked their way up effectively have a pain bubble as in survivors in said bubble risk becoming in pain~ The reason he cant see cages is so he doesnt just guard them. It doesnt really stop him but atleast bhvr attempted to pre-emptively stop the problem.
- Blight: Personally find them fun to play as and against (so long as they have a non basic [beep] build)
- Twins: You maaaay have a point. In semi-seriousness, twins are rare cause most people use them to camp instead of being scarey good with them (though admittedly thats actually really hard)
- Artist: ....biased in favor of so ima keep my trap shut
- Onryo: Agree. Though i can atleast logic the reason people think shes horrible is cause she has to be a basic m1 killer in chase.
- Dredge: Agree...once got the Game and had only 6 lockers on the top floor somehow....(and yes, we COUNTED)
- Mastermind: Agree, though i have the opposite problem where if im in a narrow area its game over for me.
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Shrug idk. Personally i dont see a problem other than seeing it 5 times in a row. Ask the OP, but i think (mostly hope) that theyre complaining about slugging in general and using the spookie example.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3193453#Comment_3193453
So the Ring Drawing which spreads Condemnation through healing, and either the Tape Editing Deck which makes survivors start with a tape, or the Iridescent Videotape which turns on the last 4 tvs Sadako teleported through, if she hits someone within 8 seconds of coming out of a TV.
These addons are pretty easy to counter, I'm not sure where any particular pain points around the addons are.
In fairness the iri videotape isnt that easy to counter, but I was just explaining the strategy as asked.
For elaboration, she slugs, and presumably someone heals the slug, who has a condemned bar which builds up as soon as the slug gets back up. teleport spam so they dont get to use the tvs to "clean" themselves. rinse and repeat till hearts give out, they get out, or they rage quit.
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@darkcloudlink said:
What Sadako slugging strategy are you talking about? I've never heard of that before and I play Sadako quite a bit when I play killer.
I may be wrong but said spookie builds up the grudge bar slowly but surely while slugging people using the green add on where healing adds a bar (i forget the name) and either the purple one where everyone stats with a tape or the iridescent one that activates tvs. its actually funny every once and awhile but gets irritating after 5.
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@Pulsar said:
In my defense, I was quite literally asked to do it.
I was very much aware
@HugTheHag said:
I think the perk buffs look nice, but Kindred's strength is also to see if killer is camping.
If the hooked person is in a swf, their buddy knows and won't go for the unhook (unless excessive altruism). Any solo teammate, seeing no one go for the unhook through basekit Kindred, but not seeing killer camping, would probably go.
If the purpose of basekit Kindred is to bring info to solos to the level of swf, regarding what happens when someone is hooked, isnt it necessary to keep the killer aura reading as well ?
If the problem is with seeing where killer is heading without a perk slot, then simply making the survivor's aura pink instead of red if killer is near would give the info about camping without giving more information in other contexts where killer actually leaves.
(I am 100% not looking for an argument or snarky comebacks, it's a genuine question. The proposed basekit effect is already better than nothing.)
Personally when im solo with kindred i tend to pay attention to all survivors. If 1 is sitting next to the hook but not doing anything, id assume the killer is either camping or theres some kinda grudge match between the 2. That outta the way, if the whole of kindred was added basekit then the perk is pritty much dead in the water and needs reworked again which im trying to avoid. The point of the proposed buffs was so kindred still has some worth as a perk by showing what the killer did/ is doing around the hook and the linger effect adds more value and info for the average solo (plus we REALY want to have hiding survivors aura's highlighted). If i missed the point i appoligize but i got a wicked head ach atm.
@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3193123#Comment_3193123
i mean u have a point its not gonna effect the game much but what would kindred perk do by that point, and does kindred get countered by stealth ?
As stated, kindred gives everyone info on what the killer is doing around the hook since basekit wont have that.
We appreciate it~
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3192303#Comment_3192303
It's silly. A horror game where the survivor is literally chasing the killer to get deep wounds. Mending should take 20+ seconds so you can't "buy time"
Silly it may be, dumb it is also as im happy to throw that poor sap back onto said hook and get called "tunneler"
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@Veinslay said:
Mending times should take twice as long. They're clearly not long enough judging by how many survivors literally chase me to get hit when they have BT or OTR
To be fair, i think theyre doing that just to try and buy time and attention.
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shrug Could chalk it up to laziness if you want the simple answer. Personally I just dont think bhvr thought about it much since they got mending to work without any major breaks like the previous infinite mend knives.
As for the second point, to each their own. I personally enjoy facing any killer that doesn't have a stereotypical build, which includes legions.
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Didn't know that. The only reasoning I can come up with is that altruistic mending (someone else mending you/you mending someone else correct?) bypasses certain killer add-ons and powers. (Legion's pins wont activate and docs madness only blocks self mending)
As for the second part, personally I feel it does follow the spirit of the add-on, in addition to the wording so I vote for keeping it. Though if they could work it to not work for basekit endurance that would be nice.
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@Gary_Coleman said:
Survivors used to be a team. Now they're just 4 chickens with their heads cut off, running around all over the place. Zzz...
Be happy atleast your run. Mine tend to give up as i near them.
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@Hex_Maidenless said:
I am very bad at FPS games but I enjoy the concept of the Deathslinger a lot.
I will also say there might be nothing more satisfying in the game than a survivor teabagging you and forgetting you can hook them at a distance. Whoopsie.
idk, using wesker to grab someone tbagging using the exit gate and bringing them to the hook feels ohh so nice as well....
As for slinger, he feels abit clunky but is overall in a good spot. Some positive tweeks would be nice though.
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....if this somehow works you will be praised as the saint of solo q
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@I_CAME said:
It's literally 90% of Weskers at this point. If they are aiming for variety then it didn't work out with this killer. Give him a normal terror radius so we can stop seeing the same build every single game. It's not even about it being overpowered. It's just boring to play against the same thing over and over again. I'm not exaggerating when I say i've gone against SEVEN starstruck Weskers today alone.
Just to be fair there is rarely any variety in builds for about half the roster. Demos all run some form of slowdown and stbfl, nurses have either startruck or slowdown, blights have regression and lethal, most the rest just run some form of 3 slowdowns and a random perk. The most variety so far had been a huntress with all vision, a freddy with a seemingly random build, and a wraith (i think, we forget) with a block the door build.
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If I say "escape" will there be more suffering?
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From personal experience, most loops demo would shred at apply to wesker (though the timing feels funny and has more range) such as shack so i been using him like that. Basically the smaller the loop the more likely the whiff (atleast for me).
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1: Being left for dead on first hook no mater what I do for the team
2: Arrogant survivors who go down under 30 seconds
3: How buffs and nerfs in this game feel like their chosen ala wheel of fortune
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Into ye ol ancient times of insta-repair new parts and infinite void loops~
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3176940#Comment_3176940
Why're you the most logical person on the forums. Whenever I see you comment, it's always something smart or straight to the point. Not trying to fanboy or anything,
But we must fanboy sage bubba!
As for the topic, they cant really do anything else. Hook pauses while killer is near? Survivors will abuse it. Can't damage the survivor who was recently unhooked? Seem fair? Point is, its a necessary evil for balance.
As much as I hate it personally, there are ppl who do enjoy camping and tunneling. Changing perks back won't change much and adding to many things basekit will tip the balance wildly (and or make perks obsolete).
As for the blanket statement: No. Just no. Toxic breeds toxic, not cheep or unfun.
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Kate's hope was devoured!
Please vote down...
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Closing hatch only powers the exit gates, it does not finish the gens. Survivors could only bypass rancor through hatch (least till my case but that doesnt realy matter since i was downed anyway). Regardless it was only a passing curiosity and excuse to make a forum account.
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Thx for the answers. Now to become a closet dweet for awhile...
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...I may need to learn how to do things proper on these forums
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According to both the wiki and my previous knowledge rancor does NOT activate when hatch is closed and egc starts.
- It should be noted that in accordance with Rancor's description, closing the Hatch
- and triggering the Endgame Collapse
- does not activate its tertiary and quaternary effects as not all Generators were completed in that scenario.
Just copied and pasted this from said wiki.
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I'm aware but it used to be when the last gen actually got finished. We had 2 gens left when i was slugged.