Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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It makes sense lithe is used more then DS. Feng is free on console.
What people often don't realise that their personal experience means very little in the grand scheme of things.
How many hours do you have? 1000? 3000? With an avarage of 40.000 players on steam that's about 4,5 years worth of experience every hour. And that's on pc alone.
You're a grain of rice in an all you can eat buffet of the Entity.
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Cause people don't grasp the concept of predicting shots. They either wait for something unreactable or they start dodging shots that aren't coming
As a general rule if thumb if you're about to enter a funnel you can bet he will shoot. Other then that it's minimizing the openings he has to shoot you by using LOS blockers.
In the open at most you can run in a serpentine motion. People that do complete 90° turns are asking to be faked
And for the love of god throw the pallet BEFORE he gets there. This completly messes slingers up. Especially when you know he's in a chase you should already throw the closest pallet near you down.
If you play correctly he can't down you near a dropped pallet unless it's the smallest of loops
Hell throw down random pallets and walk away. If you can bait the slowest killer to waste time investigating nothing but a thrown pallet then that pallet did it's job
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In contrast to other ranks where she does take skill
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1672850#Comment_1672850
The fact that we have killers such as Wraith, no being able to do ######### at majority loops. Yes! All loops should be unsafe and mindgameable!
This will make it so that all killers have a chance in looping and so that survivors are more careful and weigh they're options instead of just brain dead looping like they've been doing for 1k+ hrs
You don't loop with wraith. Atleast as little as possible. You hit and run with him. If you chase for longer then a pallet you're doing it wrong.
This is a conversation i would have wholeheartly agreed with a year ago. Today it's really not that bad.
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The phrase "takes no skill" is only used by salty losers. And instantly makes it no one will take you serious
I would suggest avoiding it in the future
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Voldemort: Avada Kedavra
Entity: Nooo you're suppose to inflict torment and hang them on sacrificial hooks!
Voldemort: Crucio, Wingardium Leviosa
Entity: *flailing spider appendages* You're no fun!
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@unsafepallet said:
https://forum.deadbydaylight.com/en/discussion/comment/1672261#Comment_1672261
I literally just listed three mindgames that do the same thing you just described, a.k.a taking away one more loop from a chase. What I am trying to say is that I think these things should do just a little more than get you a slightly earlier pallet, you should actually be able to get a hit off a survivor that just made the same mistake 3 times, which usually happens at places like the killer shack or other strong loops that are usually on farm maps. I hate how having to break chase is a thing when loops are too strong and people just call it a survivor being too good for you. Chases should be more dynamic, survivors should make more decisions than waiting at a corner or literally running towards the killer and getting one less loop as punishment. "Good survivors" don't have to be afraid of anything at strong loops.
The taking away a few loops from a chase is only at those junk tiles which take like 5-10 seconds to drop.
There already are very little loops left where you are forced to leave. Sorry but in my experience pulling of a mindgame results almost always in a hit. The only time it doesn't is when perks get involved.
And even if it just results in a early pallet drop, that isn't a bad thing. Take away their recource and go back to pressure gens.
Do you want every single loop in the game to be unsafe?
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"By joining the official Dead by Daylight server you automatically agree to our rules and will abide by them. Any actions that you take in violating our rules are subject to punishment. The staff reserves the right to enforce the rules as needed."
"Any messages that hint to telling people to kill themselves (######### included) will result in a direct permanent ban."
Read the rules next time
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1670134#Comment_1670134
In that case plague would've been op wouldn't she? She can brake all survivors without even contacting with them and since the most effective strat against plague - don't cleanse and do gens, she basically can become ranged one shot killer any time she has fountains available. Does anybody have problems against running red vomit plague while being broken? No. But somehow running iri huntress, whose hatchets are much less trouble in chase is a tragedy.
Plague has to
1) Puke on survivors to apply infected
2) keep puking or wait a while to apply broken
3) do this 4 times to all survivors
4) Walk to her fountain to interract with it
And then she has the power of Iri... for a minute or so... If the survivors don't cleanse cause then you're back to 1 health state damage
Iri is equip and you're done without an option for the survivors to outlast or reduce the risk at a cost
Sorry but that comparison was just bad
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@unsafepallet said:
https://forum.deadbydaylight.com/en/discussion/comment/1672185#Comment_1672185
There's vaulting mindgames, hiding the red light, unexpected angles, etc. But usually unless the survivor makes a really bad mistake all these do is take a few seconds off the chase.
Again no, unless they call the mind game it ends the chase. I don't see where this "few seconds" comes from.
the only mindgame i can think of that does that is the look one way and move another in short safe loops to cut the number of loops down, almost every other mind game ends the chase then and there.
If you follow an experienced survivor in a straight line chases take up to minutes. one succesfull mind game ends it for the survivor without the aid of perks.
mindgames take minutes of a chase not seconds. I'm sorry but i don't think you know what a mindgame is. the video's above should help a lot.
And I'll add one to it
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@unsafepallet said:
https://forum.deadbydaylight.com/en/discussion/comment/1672086#Comment_1672086
Some mindgames are better than others, and good ones aren't always an option. What I'm trying to say is there are some points where you can catch a survivor running into you but it still won't reward you as a mistake like that should.
The only scenario i can think of that you don't get a hit or fast pallet after a mindgame is deadhard or stored sprint burst. most of the time it can be countered by waiting a second.
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What do you mean succesfull killer mindgames remove a second or 2 from the chase?
A succesfull killer mindgame straight up ends the chase most of the time
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3 attempts at 4% is rougly 11.5%
so it's not as uncommon as you might think. Also probably confirmation bias but i'm fairly sure the chances go up if the survivors are in trouble.
The only time i see kobe's is if everyone is down. Then again that's the point were kobo's are attempted the most so yeah probably confirmation bias.
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Survivors T-posing on hooks
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The change i would make is that when you hook a survivor once the generators are complete but exit gates aren't open yet it opens them automaticly and then blocks them.
Force the survivors to make a move
The real problem with bloodwarden is that the time frame that it can be activated is awkward. 9 times out of 10 you have to open the gates yourself
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Prime example of why people shouldn't automaticly agree with streamers.
After all they still only have the experience of one person. No matter how many hours they have.
Just shows once again a general rule of thumb. Gamers =/= developers
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First if you don't need perks to play another killer. Especially when you're new. Just play what you like and equup whatever you have lying around
Secondly Legion isn't bad. One of the best first killers to play first cause their power is easy to use and it teaches you how to chase to get the final hit. Getting good with Legion is getting good with almost every killer.
If you're struggling with Legion and think picking up another killer will make it easier you're setting yourself up for dissapointment
Thirdly. How is going back to zero characters developed better then having the one character developed? There is zero benifits to resetting your account
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I personally don't see it as a problem but a lot of people do. That said don't stop slugging alltogether as it is the most powerfull pressure tool.
What you generally want to do is when you start slugging is to hook a survivor while another is on the floor. That way you'll have the effeciency of slugging and the bloodpoints and emblems to boot.
In short. You found the winning strategy you just need to keep the emblems in mind too if you want a ton of bp and rank
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No and people who think it will are fools.
The only way for a game to be balanced is for both sides to be exactly the same. Which is bassicly no game ever.
Even chess is imbalanced as one player has to start first which may or may not be an advantage.
I prefer having lot's of viarity instead of searching for this mythical perfect balance
I respect the devs decision to not balance around the high ranks. It's a fool's errant anyway
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1666903#Comment_1666903
I like it when people say(Also you might want to invest in learning an actual strong killer.) or play strong killer what the point in all have these killer if only a few are good and strong.
we can't play who we want still win we have to play X or Y killer or you don't have a change that not balanced
That's the curse of multiplayer games with a lot of viarity. Some options are bound to be weaker then others. The perfect balance doesn't exist.
I also didn't say stop playing weaker killers. You can do perfectly fine 80% of the time. It's just nice to have a stronger killer in your pocket if your expecting harder matches or need a chill match
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No, you shouldn't
First of camped and tunneled to death have become meaningless with how much people overuse these terms. Did he really camp and tunnel or did he follow a overaltruistic survivor to the hook and decided to punish the unsafe unhook. Who knows it's your word vs theirs.
Second slugging is a strategy for creating pressure and preventing the hatch spawn. Nothing wrong with it. While it is boring losing an adept attempt or a challenge because hatch sucks too.
third, you say a survivor DC after getting bled out for 5 minutes. which is obviously a lie as you bleed out in 4 minutes. So who knows how long it actually took. For all we know the killer was waiting 30 seconds for a potential DS to run out. again your word vs theirs.
and fourth your theory makes zero sense and honestly makes you look petty. Why wouldn't a relative new player be able to do these things? I know this game has some big boy hours but 60 hours isn't nothing.
Best thing to do IMO is to forget about it and move on to the next match. And lose the term toxic as it lost any meaning whatsoever. If you could report players for being toxic then every player in this game would get banned for how skewed the term has become.
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Legion's Frank mixtape and Stab wound study reworked. These have no purpuse now.
Something like extra speed in FF for every survivor with deep wounds.
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Probably time for a break.
Also you might want to invest in learning an actual strong killer.
I know you like saying clown is stronger then people think but the issues he has are very real. Earlier you also made a complaint about Plague who is also a horrible killer.
Playing these killers for fun is okay but if you feel this bad about losing you need to stop handicapping yourself with the weaker killers and perks.
That or accept that you will lose horribly from time to time
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@ArtoTime said:
https://forum.deadbydaylight.com/en/discussion/comment/1664940#Comment_1664940
Thing is, the Yamaoka family is an "evil family", ever since Kazan. All of them have "Samurai Blood" in them. I find it hard to believe that the Entity would waste that potential for a survivor.
I would welcome the change of having a "evil" survivor.
Nothing in the lore states that the entity needs good hearted people.
It would be cool to see a survivor that actually deserves this eternal punishment
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I would steer away from gen slowdown and find more ways to help killers apply pressure.
We should encourage killers to learn to break away from a hard chase. Not reward them
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What he meant to say was tension. And he was right the game trives on tension. Last second window vault or a mindgame that allows you to hit the survivor a split second before they drop the pallet is some of the best feeling in this game
It ofcourse turns to frustration when people don't know when to take a breather
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Let's be real here, most complaints the dbd community makes are angry rants.
They didn't care about the ruin nerf. They cared about the genrush meta and used the ruin nerf to complain about that.
They don't care about the measly 15 seconds that was shaved of pop. They just somehow linked it to DS to complain about that. Notice how most Pop complaints aren't to revert pop it's to change DS
Note that genrush and DS are still complained about. It's just the method of complaining that changes once in a while
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Would be cool to get a yamaoke survivor.
We have to many goody two shoes survivors, i wouldn't mend the spirit father being a survivor
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A little bit of creativity could put chucky in the game no problem
I don't think the devs don't want Chucky in the game i think they just haven't come around to it
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It's a gamble as if Devour get's cleansed it loses all it's tokens and the more other hexes you have the less ruin can jump around.
If the survivors get unlucky and find devour last your good ofcourse
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Usually there is a window or locker you can rush to get this effect.
I would do the diversion occationally if i'm feeling cheeky. Really funny with dance with me and looking at the killer being confused at a distance
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It will be fixed in the next patch
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To be fair, Killers have been playing a lot of civilization
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1662912#Comment_1662912
Because you probably don't live in europe. We have a very big country where 100% of killers are campers/tunneler. 6/10 matches
If 100% of the killers are campers tunnelers and you only have it 6/10 matches then what do you face in the other 4?
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After pushing against the killer for 10 seconds they should just lose collision
10 seconds is more then enough time for killer to charge chainsaw/ puke/shock the survivor they trapped but they can't keep them trapped forever
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@Talanar said:
https://forum.deadbydaylight.com/en/discussion/comment/1663362#Comment_1663362
Nobody throws himself at anyone. It's the killer who follows everyone who come to help the 1st one down.
If all the survivors go down in 2 minutes they thrown themself at the killer. Don't gang up like that if you don't want to all go down like that.
That wasen't the killer being toxic. That's you and your team making bad plays
Exactly what i mean, people start calling everything their opposition does to hinder them as toxic. The word lost all meaning
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@Talanar said:
1 evening of playing:
-2 x camping huntress
-2x pig who attacks you when you are stuck by the machine and try to untrap
-3x afk Oni
-3 various killers who downed whole team in 2 minutes
Yes, civilised as hell
How is the survivors throwing themself at the killer make the killer toxic?
So many people have such a screwed view of toxic that it really lost all meaning.
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@Lycidas said:
IMHO Visionary's effect is very good for a beginner, the problem is that it is not available to beginners unless they buy Felix's DLC with money (if you buy it with shards you played enough to not be a beginner anymore)
My "fix": Visionary and Deja Vu (a similar perk) have their effect swapped
Deja Vu shows the aura of generators close to the player - useful and available since the beginning to everyone
Visionary shows the aura of the 3-gen on the map, useful to beginners and veterans, because apparently there is still some shithead at red rank who doesn't know better than 3 genning themselves
This would be perfect, yeah
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While i agree with the others, I will give props for the sleep pun
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1662601#Comment_1662601
The DC penalty shouldn't exist. The game isn't not even close to stable or balanced enough to justify one. The fact that not only does it exist, but it exists and multiples to hours and hours is nonsense. It should never surpass 15 minutes.
Heavilly disagree.
In my close to 1000 hours in this game i got stuck on a generator twice and stuck in a pallet once. And i didn't have to DC then either cause i could just wait until the survivors did the gens. If you're really having it that you have to DC multiple times in a day because of gamebreaking bugs then i would suggest trying to validating integrity of the game files or reinstalling. I do this every patch, something is always missing, gets fixed and I close to never experience bugs so bad i have to DC.
Also disagree on the balance front. It's not perfectly balanced but as a assymetrical game it never will and it doesn't have to be. People just overexagerate everything in this game. Very little things are so unbalanced they break the game and the things that do end the game very fast. There is 0 reason to DC because of balance.
I had games ruined because of DC tenfolds more then games that were ruined by overpowered stuff or bugs. IMO DC penalties was the healthiest thing that ever happened to this game and i can't wait for it to be back.
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While i do agree that streamers DCing are bassicly giving their audience the green light to do it too
I don't think streamers shouldn't be punished more because of a DC then other people.
The DC penalty just can't return soon enough. That time penalty was perfect for letting DCers cool down before jumping in another game
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Tbh i would rather they let the combo stay for atleast 3 months.
Give the survivor community the change to adept their playstyle.
They should the second they see ruin in play focus on totems. And when people start to learn where the totem spots are they could be cleansed insanely fast
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@Sluzzy said:
Half of all killer perks are aura perks and you are complaining about OoO.
The issue with OoO is that it's bassicly always active. You have constant eyes on the killer.
Which normally wouldn't be that bad but when you are in swf on comms suddenly every survivor knows where you are if the OoO user knows their maps a little.
That's why people hate it
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Not a fan of it. as it counters my playstyle of spreading damage
The buff you are giving to survivors is pretty big.
And in return you get a little action speed reduction but not on the obsession. which means that if you are chasing a non-obsession only 2 survivors are affected by it.
It can come in clutch in a 3gen but tbh you're better of using perks that help you apply pressure rather then a slowdown perk that will more likely then not only affect 2 survivors and reduce your pressure by buffing the obsession
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A bad nurse is zero threat so they can get away with it.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1660582#Comment_1660582
A solution I thought of was just 20 minutes since the last gen pop. If it's been 20 minutes and a gen hasn't been popped I'd argue in most cases survivors are simply hiding.
20 minutes since last gen pop, killer should get the option to hit open the exit gate and manually start a modified "Sudden Death" EGC. (Half duration, other exit gate isn't powered, maybe survivors auras are revealed? It's a little harsh but the idea behind it is it's supposed to be a punishment for wasting everyone's time so the new meta won't be to ignore gens, let killer open the gate, then leave.)
I think aura's revealed or afk crows would be better yeah. Then the killer still activelly has to chase the survivors down. the timer wouldn't even need to be 20 minutes if that was the case
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Triskaidekaphobia
Killer: When you hit your 13th basic attack, the hit survivor instantly goes into dying state, all other survivors scream and all generators will explode and begin regressing. Generators affected by Triskaidekaphobia immediately lose 13 % of their progress.
Survivor: hitting your 13th skillcheck of the match grants an additional Progression bonus of 13%
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Hmmm interresting one let's see
Gearhead
Everytime you hit a Survivor with a basic attack all generators that are being worked are displayed in a yellow aura for 4/5/6 seconds
Simple and effective i feel. Just a good thing to know which gens you need to pressure
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That's the best thing i've seen all week
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There a couple of bad loops but most of them can be mindgamed into a hit or early palletdrop.
Sometimes something as simple as looking one way while going another is enough enough to shave 1 or2 cycles of a loop.
If you find you're circeling the same object more then 3 times you are doing something wrong