Avatar

Shroompy

Shroompy

About

Username
Shroompy
Joined
Visits
19,515
Last Active

Comments

  • Isnt it only a 6% repair boost???

    thats barely a 5 second difference from start to finish

  • Prepare to throw a few more temper tantrums then because no license is safe. At the end of the day everything is a business and with that things. It may seem like 2 entities have a good relationship but that can change. Its exactly what happened with Stranger Things.

    Calling the ST and AoT situations FOMO is like some guy accusing another of attempted murder because he ran onto oncoming traffic. Both had the possibility of having the exact same ######### outcome, the only difference is the intent of the person behind the wheel.

  • Play for the late game, Larry is great at dealing with pallets and is at his strongest in the early game since Survivors dont have EMP's during this time. Use this time to drain as many resources as possible by bouncing between them. Try getting as many injures as possible during this time rather than downs

    While doing so, at least get 2 gen kicks off to get value out of Machine Learning which is surprisingly useful

    With the time spent draining resources you should be able to get hits pretty quickly and with Survivors injured theyll probably end up grouping up more. This is where Forced Hesitation shines, which allows for very good snowball potential

    Genetic Limits is sort of a nice bonus and you dont really need to play around it. It plays around Exhaustion on its own and if youre not getting value out of it, it should be because theyre not getting heals off.

    As for playing Larry himself, play him aggressively. His pods can be used for info but their main use should be to Slipstream to keep teleporting and harassing Survivors even across the map and when in chase.

  • @BarnesFlam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456216#Comment_3456216

    Yes. It looks like this collaboration will do more harm to the game than everyone thought.

    So with that Id assume you also have a problem with every single license this game has

  • @BarnesFlam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456178#Comment_3456178

    There are enough people sobbing about it and it wouldn't make sense to be laughing. So yeah, I'm angry at this predictable and sad outcome.

    So you would of rathered that the collab never happened?

  • @BarnesFlam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456159#Comment_3456159

    Anime licences are known to be a pain the a** when it comes to crossovers. I blame the AoT owners for the outfits to be pulled out, but I also blame BHVR for not seeing this coming. It was so predictable.

    So youre angry just because you want to be

    Got it 👍

  • @BarnesFlam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456039#Comment_3456039

    Pretty sure that removing content falls under the very definition of Fear of Missing Out.

    And FOMO is always worth complaining about, in my book.

    Yeah but this isnt up to them??

    What happened to this license is what happened to Stranger Things. The license is being pulled and thats not up to BHVR.

  • @BarnesFlam said:

    We love FOMO, don't we?

    This isnt what this is at all but if you need something to complain about then go ahead 👍

  • @tkwmm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455530#Comment_3455530

    so I need to drop special item in order to use toolbox. That mean we can farm a lot of EMP by simply dropping them and get a new one. Unlimited supply EMP lol.

    Nah, EMP's despawn the moment you drop them

  • You cant use other items while carrying a Special Item

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455122#Comment_3455122

    Issue I think is a lot of people were not around to see how horrible it was back in the day. Then us older players believe just because things are better now means the game is fine. There are still a boatload of things that could be better.

    Yes the game is in much better state right now however.

    I mean even then we have had great changes that the community themselves have been asking for, yet you still have a good chunk of people bitching jusr because they can

    What happened to the people who were there during 2.0.0? The patch that launched roughly around the same time the forums did (in fact its when I joined the forums) and there wasnt many complaints back then, just lot of people discussing about how to make the game better.

    Its one of the only things I really miss about old DbD. The community.

  • this entire thread is a gold mine lmao

  • To me the game is in the best state its ever been. The community how ever? Has just been getting worst and worst as time goes on.

  • @Neamy said:

    I’ll set up a few of his bio things, but I’ve found that they are better when used while chasing. Fire one off ahead of the survivor, take half a second to hit them with the slipstream. If they emp then, you just use another. Then the next half a second that you use will teleport to them, or just firing at them at that point also teleports you to them.

    I think most people are using them primarily as gen defense, so survivors will emp the hell out of them.

    This, 1000% this.

  • @Tatertotters said:

    For me it seemed to count by using Made for this (the new survivor perk), but running Off the record or Mettle or Man should also count ideally.

    Mettle of Man doesnt give Endurance, it just ignores a hit

    The easiest way to get the achiement is either by OTR, or DH

  • @Aven_Fallen said:

    Are you sure it was Jolt and not Eruption?

    Its 100% Jolt. Every time Ive used it since the new patch I never used it with Eruption

  • Why not just use DH at that point? Or just MFT? You could get so much more value from other perks

  • im going to have to make a post/video showcasing how good Larry is huh

  • Yes it is?

    Not being able to synergize with Exhaustion perks is HUGE

  • You dont set up pods, at least you dont go out of your way to do so.

    Theres nothing stopping you from shooting a pod mid chase, quickly locking onto them, and then make up the distance by shooting them directly. They EMP it? take 5 extra seconds to repeat the process.

    The worst thing they can do is EMP something across the map, because then you can't replace it in a timely manner. Which btw if you dont want a gen to be worked on, place 2 pods far enough away so that the EMP cant reach both of them.

    Pods also should be treated sort of like Hag traps by making them have multiple uses for its one location. That way youll get the most value from them. Difference between Larry and Hag tho is he doesnt need to go out of his way to do so. You can see a good spot and shoot it at quite a long distance.

    Hes far, and I mean FAR from a weak killer.

  • @Seraphor said:

    I wanted to like this killer, much like I wanted to like Skull Merchant. Unfortunately his power is just godawful. It doesn't exist. You waste time setting up cameras that do nothing because survivors instantly disable them, so you can waste more time watching survivors win on the other side of the map. The time it takes to reset your cameras is time you're better off using to chase survivors.

    EMPs just need to not exist, at all. Instead put more limitations on his power, like a cooldown, only one survivor can be slipstreamed at a time, or something like that.

    Before I played him, I played against him, and all I did as a survivor was waste his time. I slammed a gen next to a bunch of pods with an EMP in hand, he slipstreams me, I pop the EMP, walk 5 meters to the newly printed EMP and repeat.

    Setting up EMP's???

    Bro what???

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453998#Comment_3453998

    You see, I'm not that varied with my ganeplay. I have one main for each faction and then dedicate myself mainly to them. I am guilty of having a rep 22 hitokiri and 16 Warmonger. Worth it though, at least for warmonger. The warmonger I have is decked out in terms of fashion

    Warmonger and Hito have some pretty good fashion and were one of the first characters I got to high rep when I started my journey. That being said I still have my 3 mains; Valk, Law, and Jorm

    Also since its a bit off topic here and most probably have no idea what were talking about. If you wanna share that fashion hmu on discord: shro0mpy#2299.

    Always love taking inspiration from others , since imo fashion is one of the best parts of the game :)

  • @AetherBytes said:

    When a survivor 360s, the game attempts to aimdress, ending the lunge to make the hit.

    Issue is, the 360 makes the mspin fast enough that by the time the dressing is done and the hit "lands" they're outside of hit distance.

    Thats not aimdressing

    that's just you getting spun

  • @sulaiman said:

    who is larry?

    Singu (Larry) Ty

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453822#Comment_3453822

    Feel proud. I literally can't stop playing that game, I love it so much

    Same here, goal for me is to get all characters to Rep 8 to get some decent looking fashion for every character. Currently have Aramusha, JJ and Afeera left :)

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453787#Comment_3453787

    Larry? Is that what we're calling him now? He doesn't look like a Warden

    I dont know if I should feel proud or disappointed at the fact I got this reference immediately

    At least this Larry has it a bit better than the other one... come on Ubisoft its been 7 years and hes gotten like 2 breaks

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453787#Comment_3453787

    You don’t get my point. I slipped her and as soon as I did she removed it as if it was a roach on her shoulder. Imagine this.

    Imagine if nemesis vaccines worked like EMPs, there’s 4 but they’re unlimited. You can grab one out of the box instantly with no downtime and you can use it while running and it disables your tentacle. Imagine if nemesis felt like that.

    EMP's in the middle of a chase are the least problematic since its so easy to reapply Slipstreamed. Even with Adrenaline you could have still shot a pod, control it and re infect her in like 2 seconds

  • All I see is a misplay into Adrenaline which would of screwed over any killer, not just Larry

  • No

    Just another case of people fearmongering

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450635#Comment_3450635

    As flawed as it may be, as both solo Surv and Killer I have had far more enjoyable matches (on average). The only circumstance MMR is more enjoyable is when you SWF and go for pallet/blind saves/MoM/or other throwing actions against Killers that haven't learned how to look at walls before picking up, and even then it either makes you feel bad for bullying baby Killers, or they rage facecamp/hard tunnel the newbie friend who lowered your MMR average low enough to be matched with them. MMR the way it currently stands is still a lose-lose.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452279#Comment_3452279

    To be fair there is a way, but it isn't fun, and ruins the game for the 3 other Survs. You just hide at a gate with Sole Survivor and Wake Up. Never contribute other than a personal gate escape. But that just emphasizes how truly horrible the current system is when you force your team to lose so you can win. Maybe you do gens outside of TR, but don't get hooked once, or you might get facecamped or hard tunneled, or never rescued. The hard opposite of the type of gameplay that should be encouraged.

    It was more enjoyable because in the large majority of your games you were being matched with people way out of your league.

    Yes thats still the case with MMR, but it was even worst before being matched with people who were barely scratching the 100 hour mark. In the last months I can count on 1 hand the amount of people I've gone against (with their profile visible of course) who had less than 500 hours.

  • @daffyd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451710#Comment_3451710

    ...yes...

    See I can post without any arguement, logic or otherwise as well

    I mean that's basically this initial thread because the lunge distance wasn't changed.

    I have almost 5.8k hours in this game, been playing since 2017. Very certain something as drastic as the lunge distance getting changed would have been noticed by not only me, but other experienced players and also content creators

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453164#Comment_3453164

    Sprint burst is not adding a significant amount to a chase. Sprint burst also happens at the START of a chase and it makes you walk around so you don't accidentally activate it (or you 99 it, but then you can't do anything, even fall from a great height or you have it ready again).

    Lets imagine an healthy survivor and a killer are 32 meters away in an infinite straight line. from each other before the "chase" starts, and lets look at one with sprint burst, and 1 without sprint burst, and see how long it would take the killer to catch that survivor.

    WITHOUT SPRINT BURST:

    • They start running at 32 meters.
    • Assuming a 4.6 m/s killer, they will gain 0.6 meters of distance per second.
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 43.3 seconds to hit them.
    • The survivor will be able to run 14.4 meters away before the killer is out of attack cooldown.
    • In order to get within 6 meters of that survivor, it will take 14 seconds to hit them.
    • Total chase time 57.3 seconds

    WITH SPRINT BURST

    • They start running at 32 meters
    • Assuming a 4.6 m/s killer, they will LOSE 1.4 meters per second for the first 3 seconds.
    • Survivor is now 32 + (1.4 * 3) = 36.2 meters away
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 50.3 seconds to hit them.
    • The survivor will be able to run 14.4 meters away before the killer is out of attack cooldown.
    • In order to get within 6 meters of that survivor, it will take 14 seconds to hit them.
    • Total chase time 64.3 seconds

    WITH MADE FOR THIS:

    • They start running at 32 meters.
    • Assuming a 4.6 m/s killer, they will gain 0.6 meters of distance per second.
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 43.3 seconds to hit them.
    • The survivor will be able to run 14.7 meters away
    • The killer will gain a distance of 0.48 meters per second on this injured survivor.
    • In order to get within 6 meters of that survivor, it will take 18.125 seconds to catch them.
    • Total chase time 61.425 seconds

    Sprint burst adds a grand total of 7 seconds to the chase. Now, you can use sprint burst to get to a safe area if you are in a dead zone, but that creates counter play where the killer can now try and cut the survivor off and bait them. Made for this adds only a couple seconds less than sprint burst over the course of this imaginary chase.

    So for trading 3 seconds in this imaginary infinite straight line chase you get:

    • A permanent perk that will never deactivate (outside of forcing exhaustion, which is hard to come by, and even then it only lasts a few seconds, so all it takes is a pallet drop to make it fall off)
    • A perk that has no activation conditions that won't happen naturally in the course of the game.
    • A perk that allows you to be faster at loops (its true function) as the survivor hitbox vs the killer one, 3% can make a massive difference when looping these corners.

    Better yet, lets imagine these 3 chases if the survivor starts the chase injured, how long does it take then?

    WITHOUT SPRINT BURST: 43.3 seconds

    WITH SPRINT BURST: 50.3 seconds

    WITH MADE FOR THIS: 66.6 seconds!

    So when used optimally, it actually will gain you MORE distance in the long run. AND it can heavily stack with other movement speed increase perks like the boon, or hope etc.

    3% is a bigger deal than you realize when we are talking about these small differences in numbers. The difference between a survivor and a killer's movement speed is typically 0.6 meters/s. This perk, makes it 0.48 meters/s That is a 20% decrease in the difference between the 2. That is MASSIVE. You are effectively cutting the killer down to 80% of their speed difference in survivors.

    This is assuming a straight line with absolutely no thought about an actual game or the different scenarios they shine in

    Also I don't understand how people can gloss over Sprint Bursts main strength as if its nothing. It quite literally allows you to start a chase where normally you would have gone down. That adds WAY more than 7 seconds in 99.99% of cases where the Survivor with Sprint Burst has more than 2 braincells

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453164#Comment_3453164

    Do you seriously thinks "only being useful in the chase" is a problem of some sorts?

    Not necessarily a problem, but that makes it more situational.

    Take Sprint Burst for example; its great in chase, starting a chase, or just preventing a chase al together. No matter the killer, you are almost always going to find a use for this perk.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453051#Comment_3453051

    3% movement speed isn't a big deal if you are running in a straight line. But survivor's hitboxes are smaller than killers, so they can loop tighter, meaning that this 3% actually extends loops quite a bit, and can make things far safer than they would normally be.

    An even bigger problem is that these movement effects can stack. For example, if you run this with hope, you run as fast as huntress. You can't think that is not a problem...

    It has the same problem old dead hard did, it basically just always happens. Other movement effects that survivors can get have big conditions they have to fulfil in order to get them. Whether it be through a boon totem, or for example hope which only works in endgame. But this one just exists all the time when you are injured.

    And just like Dead Hard, its limited to only being useful in the middle of a chase.

    To prevent of start a chase how ever? It has none of. Its gonna start fading away within a week once people realize SB is still and always will be the better option

  • Any killer can 3 gen, some just better than others

    Larry however, aint one of em. He can 3 gen just as your average killer and that mainly boils down to walking from each gen as a 115% because Survivors have enough time to get into cover from his pod, and even if they do get Slipstreamed they can get EMP it.

  • @Brimp said:

    His 7 minutes was up.

    underrated comment

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452446#Comment_3452446

    You can increase your speed by more than the perk gives you, so when you get called out on it you would just say it was the perk.

    I mean I understand that, but its not like subtle cheaters didnt exist before hand.

    Also it could just be because I have thousands of hours of experience, but these "subtle cheaters" aren't so subtle. A speed increase is something that's very much noticeable, and if you see some one go from a 3% increase to a 10% increase, its obvious there's something up

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452198#Comment_3452198

    Subtle cheaters are going to have a field day with this perk I'm telling you.

    whats the point in cheating if you can get the exact same effect from a perk???

    Also the perk isnt going to be used nearly as much as youd think. This perk is a good competitor to Dead Hard since it helps extend a chase rather than making unsafe areas safer. This makes its basically useless in deadzones, especially against stealth killers.

  • Dead Hard/Sprint Burst, Resilience, Bond and Hope is my current goto build.

    Very versatile and quite fun to use!

  • @Hannacia said:

    My biggest problem with it is the fact that if you try to take protection hit for anyone the killer quite usually turns and chases you instead and you are the one in the hook next.

    I don't blame the killers i would do the same but its hard to survive the match with 3 protection hits since i'm usually already dead while having only 2.

    Thats why pairing it with a perk that gives you Endurance is a good idea, or something that can pick you off the ground (mainly Unbreakable) this allows you to go for a few more protection hits

    Sincerely, some one who throws games using Mettle of Man

  • I dont know

    but god damn those chases are fun

  • Main Survivor has almost always been Meg, she was the very first Survivor I got to P3 back in 2017 and despite always having other Survivor mains, Ive always found myself dropping them to play Meg again.

    As for killer Ive gone through several phases throughout the years. Last year I would of probably told you Billy and Trickster, nowadays I would tell you Trickster and Dredge. How ever I find myself playing Trickster less and less these days, as Dredge is kind of taking over

  • @luvcraft said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450635#Comment_3450635

    but even with all the flaws and none of the tweaks it would be a way better system than we have now.

    mmmmmmmmmm no

    its quite literally what we have now but even worst

  • Im sorry but this isnt it chief

  • @MrPeanutbutter said:

    If only we had a system that measured your score in different categories like duration of chases and escaping chases, taking protection hits, unhooking and healing survivors completing gens in addition to escaping.

    Oh wait….

    🙄

    Which is still a flawed system that would need WAY more tweaks than youd think

  • yeah nah

  • Badham

    The only real "rework" they received was back in 2019 which didnt address any of the problems it had on its original version, but instead added 4 more variations to it

    Any that was apart of Realm Beyond was always meant to be a simple graphical rework, and they havent missed the mark on any of them. They all look fantastic

  • Spread pressure as evenly as possible throughout the 4, try to get them to waste resources as fast as possible

    Doesn't matter how good they are, creating dead zones and forcing them to run around in that can only get them so far

1 … 54 55 56 57 58 … 147