S_Panda
S_Panda
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@BunnyTheHutt said:
Title. It feels like every other game has a survivor team who just holds M1 and does all the gens in 5 mins. The only counter I found is being Gen Slow Freddy, but it's such a boring build IMO that I just loose all fun playing it. Tru3 on twitter even said he's done playing killer because of how bad it's gotten. I shouldn't have too play a boring build just too have a chance at red ranks.
Something needs too be done with gens too make killer actually fun again. You either run a super gen slow build and make them game lasts 10 years and become bored out of your mind, or play a fun build but loose after 5 mins. I don't know what exactly needs too be done, whether it's more gen time or nerf too toolboxes and Prove Thyself, but something needs too be done so red ranks don't feel so miserable.
Not able to add much to the discussion as I'm not a red rank killer anymore with how many survivor matches I need to do for challenges (I need to do about the same # of challenges on both sides atm, but I've only been doing maybe 1/10th the number of killer matches). More than half of the matches I do as killer end up being against red ranks since they end up not able to find a proper rank killer, but since I'm quite bad/rusty at best I'm lucky to down 3 of these survivors using a mid-tier killer.
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@rd_dex said:
Kinda not related but I have played like 30-40 survivor matches since the update and didn't face a single Spirit, looks like just a thought of a nerf turns off players from playing a killer.
Might also have to do with the recent update messing up sound terribly. As plague against a survivor who was sick I stopped hearing coughing behind a L wall that I was going around one side of so I assumed the survivor abandoned it in the opposite direction so I walked back and turned that direction, then back to see the survivor just continued pressing forward but the wall had blocked her coughing.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/896198#Comment_896198
It's still difficult to pull off, but you don't actually need a flashlight save for that challenge. You just need to "blind the killer while they are carrying a survivor" which means you don't have to worry about timing with the pickup animation or anything.
yeah the issue is the killer won't pick up if they're vulnerable. heck even when the game is literally over: 2 of us remaining with 3+ gens up they don't let me get a blind in rq ><
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I wish I could've matched with you while trying to do a flashlight save. Never used a flashlight until tome release and it's near impossible to get a flashlight save as in red rank, killers will wall themselves or scout around to make sure you aren't there.
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Seems to be a new bug with the hotfix - I completed my 5 hooks in the basement and can't hand in the challenge as it still shows blue as if incomplete. I have a feeling they 'reverted' the change to the challenges without the UI showing so: I went into 'play as killer' with that challenge chosen from last night, and when it popped up it showed as 15. I went into archive to reset challenge just in case and it showed 5 afterwards.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/892332#Comment_892332
There are a ton of other challenges that you can do that do not involve the basement.
You're fully aware of the bug and yet you decide to do things that involve it anyway. You're using the exploit.
Killers have 1 challenge before the basement to destroy / damage pallets/gens 30 times. Then it's 5 hooks in the basement. As fun as it is to play survivor as I have been doing all these luck-based tome challenges, I should be allowed to work on my killer challenges without having to stop altogether.
If they REALLY want us to not use it, they'd announce it in-game via message and auto complete (or at least allow progress past) the challenge rather than forcing us to do only the basement challenge.
See my above comment for how nice survivors are about letting me do a challenge when the game was already over and why killers may not care there's a glitch while doing their challenge.
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Fun stuff: just had 3 survivors dc since the punishment inside the game yet. All after I had slugged the entire team, I was bringing one a long walk to the basement for my challenge. They chose to struggle out, run to the one person on the hook and unhook. I down them + the unhooked when someone else gets up. The gets up person ran me around for 2 minutes (this was pretty early into the game on badham, so tons of pallets). finally down this person after they circle around clciking flashlight (they knew they reached a dead zone) then they dc'd. Boy sure is nice to not complete this challenge without being mean to survivors by first hooking them in basement.
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The biggest issue I see when I'm playing on either side is survivors tend to rush the portal room or 'third' floor gen, when they should be left alone till 2 gens remaining so killer doesn't have an easy 1 gen situation. Sure it's a bit hard to get around your first few times but even with unsafe pallets galore you can still build distance without balanced landing.
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@DarthRane said:
https://forum.deadbydaylight.com/en/discussion/comment/892037#Comment_892037
Oh they do, lol that's what makes it so good, not only do I know where they are but I get to collect a crap ton of orbs, I haven't tried out the blood echo perk in tandum with sloppy and thanata yet though
Damn no wonder they reduced the aura reading timer...At that point it may as well just be a scream notification with how many orbs can be around in the current meta :P
I assume blood echo for the exhaustion on the injured because of sloppy thana combo?
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While on the topic: I assume if you're working on a gen orbs that spawn from you don't proc the aura? It'd make healing required and even then if someone else chose to work on a gen it'd become a detect zone since I doubt an oni would choose to drain them when it lets him know they're there...
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Sorry to be that guy but it's not that big of surprise: Survivor is much 'stronger' on consoles in comparison due to the limit of control killers have (see the multiple threads created in the past few days alone in general + on the oni in flicks). I've played killer on my friend's ps4 at times and it's amazing what they can get away with if you go for lunges instead of waiting to get closer for clicks. Don't forget the even more aim reliant killers such at huntress, nurse, possibly plague...
One more edit for serious discussion: The tome has quite a bit more work to do on survivor side that requires some 'luck' if you aren't giving up the game for your team (pallet stun killer twice without giving the killer free hits first, flashlight saves, safe unhooks)
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Both should work as far as I know. Only time one wouldn't is if you used a "consume this addon instead when opening hatch"
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I used BBQ's limitations to ruin a wraith's no one escapes the end game cheesing. He face camped 2 people to death then 'let' us finish the final gen from around a corner (spine chill was lit the whole time). After he slugged us each once he finally got us both down so he opened the gate, went for my team mate so I moved closer whilst being further from where he downed me. When teammate died the hatch opened right near me so I escaped. Deer stalker wouldn't have allowed this to happen as I'd be in that radius and he'd beeline straight for me.
When I need to cheese it I'll be sure to use deerstalker in my build for this exact reason.
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My eyes may be deceiving me but I see 2 people alive and a gate at least 40 meters away. One person heads to that one to try to open, killers sees it and goes for them while other opens this one. If loops weren't completely killed the other should have a chance to hold him off for 10 seconds to eat a hit then rush to the now opened gate.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/889614#Comment_889614
Med kits are good cuz its just a item and it is faster, SC is bad because you loose a perk slot and the bar goes in the speed of a walkin Nurse
Med kits are bad because it takes up your item slot you could use for a toolbox to rush gens quicker, and takes up 16 seconds you could be using to do 1/5 a gen.
Joking aside, I've been slowly moving towards the meta survivor loadout finally and iron will replaced self-care in mine.
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@NaroxdamXias said:
So I was wondering by chance of medkits being changed, can I still get up to 3/4 full heals with a purple medkit if I added charges and had perks that affect speed?
I don't know how many charges a purple has by heart but a full heal without any efficiency perks is 16 charges. Addons can add a total of 28? charges so so long as it already has 16 then you can hit 3 heals with extra with addons, and more since it definitely isn't as low as a brown/emergency medkit.
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@Peasant said:
Honestly, your best bet is just telling folks that you are going to do last minute hero. Most folks I have seen are more than willing to hook themselves to help.
Pretty much what I did. Killer was even proxy camping and I let my team know beforehand I was doing it + to leave me behind in that situation.
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@SnakeSound222 said:
Just think about it for a second.
RBTs take 120-170 seconds, depending on add-ons, to go off.
One generator takes 80 seconds without any slowdown perks.
If you're following someone around until their trap goes off, then you're leaving yourself open to a massive gen rush. Decent Survivors will have at least two to three gens completed by then. You're hurting yourself by doing this.
Add on that a gen had to already be done for the helmet to be tick - you're giving up all your gens for a single kill, worse than any hook camping I'd say?
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Issue on killer side is there's 2-3 challenges that require basement hooking as far as I remember at the moment...
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Seen it happen to someone else on pale rose. And may explain why 1-2 people chose to die on hook rather than play more when hooked down there...
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/886578#Comment_886578
Eventually, people will learn to just go in a locker vs Oni, forcing him to waste his Oni time searching lockers for survivors. If he doesn't realize that people are in lockers, he'll just zoom around aimlessly, getting 0 use from his power.
I mean unless you're on a map without multiple escape/hiding paths sure but I prefer just juking him since he's still first person + moving very fast. On pale rose/badham I pulled it off multiple times.
This makes me ask another question I couldn't really tell since orbs are hidden from me - do survivors still pump them out while he's in oni mode? Since if 2 survivors are injured in a locker they'll just be dropping fuel for the next one anyway.
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I only noticed it badly on the yamaoka maps
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It's likely because there's many survivor challenges that require a huge grind in comparison to their killer counterparts. The oni release has fixed this a tiny bit though thankfully.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/885631#Comment_885631
He gets blood orbs while transformed, now?
his power isn't fully consumed when he picks someone up. it stops at where he was at. so if he picks you up at 75% remaining, he'll be at 75% (and ticking upwards while hooking you) then able to pick up the 2 blood orbs from hooking you freely & be almost ready to oni up again.
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A neat thing I learned from Int3r4ct's video's: your character's model blocks vision as much as anything else so if he's too close you may not actually "see" him.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/880535#Comment_880535
As I said to willcex, lockers are not supposed to offer unlimited hiding spots. There is nothing unfair about the crows and that needs no change. They did the HeadOn restriction with the crows on purpose, that's not a bug
I'm not agreeing with him if that's what you took from my paragraph.
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Except this exact situation could be done via a head on plan gone wrong - player hides in locker waiting for killer to pass by mid-chase and doesn't, now head on can't be used. What rules would you suppose for this change to work out? Any time killer is in x meters? terror radius? Does the timer just pause or full on reset?
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I'd like to say Myers if not just because of his perks you can grab off him are so much better.
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what advisor said, it may be someone running plunderer's instinct dropping it off to someone else as they don't want to keep it.
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The biggest issue I see with some people who use it is they straight out ignore their obsession so as to not risk them suiciding on hook or something: losing 1 player out of 4 would be a 25% loss altogether vs what could be the highest of -18% to 3. Even slugging the obsession gives more pressure than ignoring it as the bonus to healing only affects their helping others not themselves. They either self-care themselves in a corner, stay injured, or have others heal them at the dying light slowed rate.
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It likely won't be counted, as you wouldn't have your toolbox usually if you disconnect at that point.
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For the chase emblem you gain points based on how long you're in a chase with a killer + distance from the killer (more for being close cause of risk). If you get the escaped bonus bp you have won the chase.
If you get hit it's considered a loss and you'll get x chase bloodpoints. If aforementioned hit-chase lasted less than 15 seconds then you'll lose 50% of the emblem points from that chase. If it lasts longer then you keep the 15 seconds then lose 50% of the after 15 seconds.
Therefore for the door hit it's basically a non-chase as you get hit without even getting in a chase as you usually aren't running the chase doesn't actually activate.
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For future recordings: you have to record said hacking when it's happening, as this video seems to be normal gameplay of someone afking in a locker long enough for crows to announce their position then subsequently getting downed by the killer.
From the hooking part of the video I believe this trapper has iron grasp (slows down the struggle rate of a survivor) and agitation (speeds up movement while transporting a survivor) which may explain the issue I assume you're having before the video?
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@GodDamn_Angela said:
He's fine though.
If they made him start with, and be able to carry up to, 2 traps by default then he'd be even more solid of a killer.
This is honestly all the QoL we'd need. 7 total traps offhand with 2 at the start if I remember how many are in the map and you aren't forced in to many chases without one on hand.
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No one has said stupid or liar though... You're over reacting since you don't understand how the perk works and now you're over reacting from being told how it and other perks work.
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@Alphatitan_94 said:
https://forum.deadbydaylight.com/en/discussion/comment/878561#Comment_878561
id rather have a dev explain cause your just confusing me more then I should be
There's a specific difference in the wording of other such perks that work the way you're thinking (adrenaline/noed): "When all generators are repaired" meaning survivors have finished 5 generators. Or when exit gates are powered, which happens when all generators are repaired OR the hatch is closed. The former is rancor & the other two, while the latter is only the other two.
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@GodDamn_Angela said:
I still don't completely understand the unnerving presence one. Is it just "ensure no door opens ever in a game where you are running unnerving presence"? Like does someone need to have touched the gate switch? do all gens need to be done? How about closing the hatch?
Its unclear really.
Well I'd assume no door can be opened and that's it. To assure that, don't let gens finish and let final guy escape via hatch so you don't have to risk far away gates.
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They're nerfing the 2 unhook to 1 so that one won't be as terrible, basically do the hook exchange at the end with a now-camping for one last kill killer. unnerving could prevent gate opening...by making generators 1% more annoying
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Yeah I watched that video way back when but I believe it's been proven by other streamers who play survivor more often (since otz tends to not use DS when he survives) :D
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@LordGlint said:
Pretty sure they simply mean kill everyone or force them to take the hatch, all while using this perk. On the bright side, many ppl cant hit DS to save their lives if you have it on.
I'm pretty sure that DS is unaffected by unnerving presence...though that might've been an old video
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Yes you do. in tome 2 I would do a killer match a day for the gold medals challenge and spam survivor to fail to 2 pallet stun or 15 unhooks or 2 blinds
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@Artyomich said:
By the way three guys can escape through hatch when there's one generator. So yeah say good bye to your Three gen strat.
That has to be the funnest one - three friends go in planning to give up the 1 rando and rush gens all in a line creating a three gen. had it happen to me on shelter woods and they pulled off the super cool borrowed time/ds combo with a pallet between the hook / hatch so all 3 escaped safely without me able to close it because I should've been protecting the hatch not the 3 gens I had.
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yes you do - I was doing survivor unhooks or gens or so on and switched to do trapper 4x traps in a single match or so on. I believe that's fixed with the update as well though?
edit: just realized they delayed the update without putting a thingy at the top like they did for the update itself...
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@AhoyWolf said:
The one challenge that I had the most issues with didn't get updated, I'm talking about the No One Escapes the Endgame challenge.
How should I do it in a Single Trial? If the endgame collapse begun that means they will just wait at the exit gates and leave or they will just 99 the doors...
Don't know why they updated the Survivor one but not the Killer one...
I had a wraith face camping 2 survivors to death, then just stared at us finishing final gen so I knew what he was doing. once he finally slugged us he hooked the other guy + opened gate to start EGC, then tried to find me as I was jumping into the now opened hatch thanks to my other guy dying.
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Yeah I didn't rush through it and I'm now on unhook 15 survivors safely...while everyone's rushing 25 safely :D
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@filip21101 said:
I couldn't play for a few days so i know i'm behind compared to most of the playerbase. I've finished completely first 2 levels of tome and now i'm starting third, but i'm not sure if i'll get to the end of rift in time.
If you continue at the same rate without missing any more days you should be fine.
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@Terratoast said:
The issue I have with it (when I'm playing killer), is when the person(s) with DS go out of their way to make it next to impossible for you to hit anyone other than them via bodyblocking (this can get especially bad if they were rescued with BT).
You either slug them (allowing them to keep DS to try again next hook), or you let them activate DS (giving them tons of distance). In either case, the person you were originally chasing to avoid tunneling gets a lot of distance.
If a nerf to DS was needed, then I would advocate it exhausting the survivor when used (but it can still be used while exhausted). This would still allow it to be used as anti-tunnel (just make sure that you use the exhaustion perk to extend the chase as long as possible first), while punishing those that treat it like an invulnerability period since they wont have access to their exhaustion perk afterwards.
Yeah that's always a fun one "Oh no I'm being tunneled, better run in a straight line to the nearest locker, or if there isn't one just around a loop without dropping the pallet or using my dead hard I already showed you, come on pick me up or slug me for another 40 seconds"
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@Mikey4Hire said:
https://forum.deadbydaylight.com/en/discussion/comment/873022#Comment_873022
Sorry I don't have an exact time for how long it slows down.
Quick glance at addon to remind me: 3% per survivor asleep, thana 4% per injury, dying light 3% per token (obs unaffected). I'd like to say that action speed debuffs don't stack perfectly (ie it isn't 12+16+3*token=minused speed).
Even assuming it was that way, it's a grand total of -12 at start, and up to -28 added on (before people start dying that is). 12% brings it to 89 seconds. 26% would be 101. the impossible maximum would be 115 seconds (obs would be 101 at the lowest). I'm pretty sure 2 survivors on a gen with minor toolboxes + prove thyself cut it down by over half alone. That's an item slot + 1 player's perk slot vs a forever freddy using 3-4 perks, an ultra rare, and very rare addon to a lesser effect.
I still haven't run into these ultra rare forever freddies (closest I had was them using obsession is always asleep, and they didn't have most slow down perks in addition), but I assume the best counter would be to work as 2 squads of 2 keeping each other awake by heading to the alarm clock at the start.
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Rather than hoping your teammates cleanse every dull totem: leave them all alone and remember the ones you spotted exactly. do a quick sweep after the last gen and if none are lit then head for a gate. the killer is aiming for the 2 gates from the get-go anyway so you're usually safe to take it out while another teammate perhaps takes the noed hit at first and bam noed cleansed before they're even hooked.
That way it isn't "ok I cleansed 2 so the other 3 should've gotten 1 each"
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@Todgeweiht said:
Whats forever Freddy? I have seen the term being used a lot recently but i still dont get it
It's a freddy using 2 specific addons that are ultra rare + very rare if I remember right (someone correct/confirm for me). 1 puts all survivors in the dream from the start of the match + can only wake up via other survivors or alarm clock and the other slows down survivors repair/healing/sabo speed by an increasing amount per survivor in the dream world. The reason why these freddys tend to be hated is they usually also use more slowdown perks like thana, dying light, ruin, pgtw