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StibbityStabbity

StibbityStabbity

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  • Honestly, just drop the Aura duration to like 1-3 seconds. Give them enough time to quickly look and say "Oh okay". Slam can be disorienting and the ability only needs to last long enough to say "Over here dingus".

  • Why would you report someone for playing the game?

  • @BigTimeGamer said:

    Spirit

    if you get 0k as her, especially with Stridor, thats some real shame

    If they're new, you're just teabagging a baby. Like my dad does.

  • Lead him into areas of dense obstacles (if you can) if he's revving his chainsaw. If that thing hits a wall, he goes into a tantrum and you can run. Otherwise, don't give him a clear shot at you,

  • People that want to leave will leave. Just how it is.

  • If the last Survivor is pretty close and I know where they are, sure. If not, I don't care. If they were being really try-hardy, though, I might be more open to slugging, so they maybe learn that the harder they try, the harder the Killer might try.

  • Multiplayer horror is hard to pull off because players don't have to facilitate fear. They can be silly. I used to play the Silent Hill series all the time, and while I adore them and the atmosphere they create, I never really found them scary. Just tense. Horror is like comedy, it's subjective. What one person finds scary, another may find boring or comical.

  • Absolutely. When the Killer spends the post-game chat telling them how he's a Navy SEAL with over 300 confirmed kills and is his way to their house that very moment...

    Scary stuff man, scary stuff.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622520#Comment_1622520

    Haha, regardless of the killer I play I tend to be pretty chill. Unless...

    • You taunt or teabag me.
    • You are running Object of Obsession or are in an obvious SWF pubstomp group.
    • You Decisive Strike me.
    • You've been BM in the past.
    • I haven't managed to secure a kill all game.

    If any of the above are true, let the shenanigans commence. And if you teabag me, you are going in my basement and never coming out again.

    All of that is fair game. I generally treat the Killer with respect unless I see them do something jerky like face camp a hook. Also, I don't mind a Killer being oppressive. Comes with the game. That said, a lot of Freddys I go up against will slug endlessly to try and short change the match, camp hooks, tunnel off hook, etc. I realize these are legal strats, but it doesn't make them fun and it doesn't make that Freddy less sweaty.

    Also, post-game chat with most Freddys for me is just a wall of insults and complaints. Don't know what it is about that Killer, but he seems to attract some real Karens and angry fat kids.

    It DOES make the few, rare cool guy Freddys a real joy to play with and chat with, though.

  • Might actually be a result of the Terror Radius audio bug. People are clinging to Gens longer because they don't hear the audio warning to make them leave out of fear.

  • Freddy. His innate slowdown is obnoxious. His draw distance is annoying to deal with. Also, Freddy mains seem to almost NEVER have a sense of humor. I think they all play in their bathtubs and wait for the collected sweat to reach their nipples before they finally open the drain.

    Edit: I played against ONE chill Freddy. Total good guy. Every Freddy before and after has been a trash talking turbosweat that thinks they are the pinnacle of gaming because their character naturally applies pressure with them only needing to M1 and take blood dumbs in front of hooks and loops.

  • Most people have already mentioned it, but PGTW is normally used as a back up when Ruin inevitably goes down. If you are applying enough pressure to the Survivors, they will eventually want to root out and cleanse Ruin. From there, you use Pop. If you aren't applying enough pressure, then Pop may never see any use. Pop has the bonus of being stronger late game, as you will have more Survivors dog-piling on the same few Gens, so the instant 25% regression will theoretically give a better net benefit than if Ruin was still in play, so long as you are keeping pressure and chasing them off Gens.

  • I don't think any of this is necessarily difficult, it's more a matter of time. PERSONALLY, I'm an animator, and I work with a mesh artist. We work together to make weapons for game mods. She makes the models, I animate the use of the models. The animating portion of the work takes longer, because it's a lot of "Do thing, go check if it looks right, adjust accordingly". Her work is a LOT faster, but her workload dictates the time anything will get done.

    Considering all of that, making new facial animations would require rerigging the model with an updated skeleton. From there, the animator must go through and make animations for the character for every state they wish to animate, as well as several idle loops. If the facials animations are modular and work separately from the rest of the body, they would just need to animate the face. If not, they must go back to the original moveset animations of the Killer, and add facial animations to it. This can be a pain depending on the program they use because they also need to update the model they are using and make sure the newly rigged model and the old animations still work together and don't just break. From there, they can start working.

    The amount of time that would eventually go into adding such features may seem less worth it than to have those same people work on brand new assets. As it stands, we have seen that the animators updated the Generator animations, which look pretty good. Several other animations got majorly tweaked as well. Textures were redone (I assume using something like Substance Painter or Substance Designer) to be more modern. The people that would be working on these kinds of updates to older models clearly have a workload at the moment that the devs feels are more important.

  • He's not the only Killer having that issue. It's a known bug.

  • Still learning Blight, but he is definitely fun with the right mindset.

    Some Killers really need to lean into mindgames and bait out a bad play. Blight is on the entire opposite end. He feels like he works best when you frantically chase like a maniac and brutally mow people down. There is still a little bit of nuance to try and coax them away from certain tiles which can be a pain to work around, but if you cut them off and make that tile a death sentence... it's still a death sentence.

    For those that are having issues with his Lethal Rush, not only should you predict where they are going, but also remember the wind up time, their movement, and the speed you are going. His lunge works better when you set it off a LITTLE earlier than what feels normal. His travel speed factors in and you should land nearly on them. Also keep in mind he has a VERY generous hit radius around him.

    Right now, his biggest issue is his camera. Being so short makes seeing scratch marks harder. Freshly cut grass almost looks like corn for him, and corn looks like a forest. That also makes it much easier to lose Survivors in dense foliage, so you need to keep an eye out for the odd color or movement.

    Before Blight came out, I said I felt he'd be better than Legion. Got some backlash for that. I still stand by that, and I think others are beginning to see the same potential I saw.

    Lastly, good or not, Blight is hilarious. Watching him hook and then face plant off walls made me nearly die in a Struggle phase because I was laughing too much. He's a good boy.

  • You can see his "shimmer" and can run as soon as you hear his BING BONG.

    Wraith is a good boy.

  • @Sluzzy said:

    You are the kind that have been ignored for a long time. A solo survivor is at an extreme disadvantage with all the survivor nerfs vs killer buffs and stronger killer perks that have been done. Without SWAT level coordination and genrushing, you are guaranteed to lose.

    OhYaOhNo.png


  • I want him to have a skin where he has a holds a small periscope updside down so that it explains his camera.

  • @Pipefish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619006#Comment_1619006

    Most killers very rarely leave someone slugged who has no mither since they know you can get up all the time. Soul Guard is so much better even if it requires a hex.

    Ya, and there are builds that work around fitting SG into the normal Second Chance meta.

    It really just depends on what you plan on doing in the game. If you suspect you will get a lot of attention, run UB alongside the rest of the Second Chance meta and let the good times troll. If not, UB quickly becomes one of the easiest to replace.

  • UB relies on the Killer having a reason not to pick you up for a few seconds. If you have a team that is okay with swarming the Killer, it can be very useful, but it's not a guarantee that they won't come over and pick you up. On top of that, you can swap it out for Perks that will see more use more often. UB is simply not always useful. When it DOES work, it tends to come in clutch, but often, you simply won't see it. Compare that to other Perks where you tend to get more use out of them, or can force them to help you in situations, and you will see that UB can be very comfortably replaced.

    That said, if you are running a full meta build to punish the Killer for playing Killer, then ya, you want UB to benefit the DS (or, more accurately, the fear of DS).

    If you want to meme (read: YOU SHOULD ALWAYS WANT TO MEME), you can run UB and No Mither and get up mere seconds after getting downed, which will initially make the Killer think someone else is picking you up and lose their mind following you around, trying to identify your shadow helper. That said, you're playing the game on hard mode at that point, so don't get too angry if you die a lot.

  • Alternatively, just wander off and let them do gens and leave.

  • Also, you don't NEED to survive for that to work. So one thing you can do is chill on a hook at the end of the match and resist the sweet embrace of death until everyone leaves you to die.

    Also, what you can do is get the gate open, then hide nearby and let everyone else get chased into the gate. Then dart on by and be the last out.

  • @NoRage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618159#Comment_1618159

    Kinda not true , unfortunatly you don't need to be good to make the killer stall , i didn't play survivor for a long time now , but i'm pretty sure with looping 1 or 2 times only at each pallet i can make the killer stall for at least 4 to 5 gens if my team only rush the generators plus i could use jungle.

    I play both. I'm a red rank Survivor and WAS a red rank Killer. The main thing I've learned is that doing well with Survivor is pretty easy. Do Gens, and get the best person with mechanical skill and game sense to run the Killer. In my SWF, that's normally me. I have run Killers upwards of 5 Gens and the Exit Gate.

    Looping for a few seconds DOES give the team a bit of time, but it's just part of the game. It's also not 30+ seconds. If a loop looks bad and the Survivor is clearly going to cling to it, break the pallet. THAT Survivor will move to the next one, but it's also your cue to go look at what everyone else is doing. If that Survivor is using their time to get your attention for a chase, it's because it's their job. The others are doing Gens.

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618159#Comment_1618159

    When the 4 survivors know how to looper, believe me, you can defend your cases with rage and sweat they will put a big pressure on you from all sides.. before you start to crack (go crazy)!😀

    Considering how I currently view playing Killer, I would say I cracked a long time ago.

  • I was going to make a joke post about the garbage responses this kind of thread normally gets, then thought better of it and deleted it all.

    That said, Gens will fly if you aren't visiting them enough. If a Survivor is running you around mid for 30+ seconds, it's because they are stalling you while everyone else works on Gens. It sucks. As a Killer, you are "supposed" to chase and hit them, but they know that. They will present you with the Survivor that is confident in their ability to run you while Gens get done.

    As such, my mindset for this game has completely changed when playing Killer.

    First off, you aren't a BIG BAD Killer trapped with four Survivors running for their lives. You are an armed victim trapped with four intruders trying to break your home. YOU'RE the one on the defensive, not them. They are there to attack your stuff, and you are there to defend your stuff. If one of them is running you around for more than 10 seconds, you need to go look at your stuff because it means the other intruders are tinkering with it. The rats are after your cheese. Chase long enough to hit them off a Gen, or get them running from the Gen they clearly want to work on (most Survivors become fixated on the Gen they fingered, and won't often go look for the one they haven't touched yet). Patrol them, chase when/where you can. and only really commit if they run deeper into your defense zone. If they run you to the other side of the map, you got played and will lose a Gen. They are greedy, unforgiving cannibals that will sacrifice a rat to a hook so the rest and gorge themselves on your cheese. After that, it becomes mind games, game sense, and mechanical skill.

    If Gens took a bit longer, or changes were made so Killers felt like more of a threat, it would be a different game. Maybe better, maybe worse. A whole new meta would pop up. Until then, you're a terrified home-maker with a knife, and those intruders are trying to break your stuff.

  • Honestly, just making him uncloak faster and buffing his base speed would be enough to make him more competitive with the other Killers.

    Also, I feel like having a sort of tertiary affect when going BING BONG near a Survivor would be neat. Right now, it's an alarm to run, but maybe add something if they are within a distance. I dunno.

  • Pretty sure they all get ######### with knives.

  • My anecdotal evidence suggests that console Survivors are actually more altruistic, and love to get in my face and eat knife to prevent the other person from having a second helping of knife.

    That's just my luck though. I don't think it's really indicative of a trend.

  • It's a mixed bag. It CAN be a result of higher ticks, but only because the Killer has a more accurate representation of where you are and is therefor less likely to miss. If you take a sudden action on a 30 tick server, there is a split moment where the other player does not see that sudden action. In that time, they may have attempted a strike that in fact missed you because on the next update, it is revealed you weren't there anymore. On a 60 tick server, the feedback is twice as fast, making such a scenario less likely.

    Otherwise, it's a hitbox issue. Hitboxes are separate from the character models, and changes to the core code of hitboxes, animations, etc, can create a visual desynch between what is going on in front of your eyes and what is going on in the combat mechanics. This kind of issue can sometimes be cleared up rather easily if intended changes are working incorrectly, as it means they simply need to be reviewed for error and fixed. If they were not adjusted, however, it means something else that was played with created a sort of chain reaction of small bugs, leading to a desynch between hitboxes and what you see.

  • The server checks with the game clients 60 times a second instead of 30 in order to more accurately know what is going on and display proper feedback.

  • Only if every now and then, when he swings his axe, he yells "HEY PAUL".

  • You mentioned ranks and time played, and more than anything, that's where I see the issue.

    Long story short, the game is entirely different at the high end of play than it is for everyone else. You have like 90% of the player base playing with a variety of perks, making mistakes, and playing the game as the devs likely envisioned it, and then you have maybe 10% or less of players that have optimized the game to kingdom come. For those few, a majority of perks are nearly useless, and the game is either about pinpoint tracking and precision hits while maintaining strong game sense, or it's about stacking denials and counters in every possible perk slot while laser focusing on Gens and swapping hits/hooks to ensure the size of the team.

    It's two completely different games being played in the same game, with two sides playing in different ways. That kinda makes it four games that the devs have to try to balance.

  • F13 definitely had better objectives, as they required more interaction from the counselors. If the Jason wasn't top notch, though, it was pretty easy to bully him. F13 also had a side objective that would cause one of the dead Counselors to come back as a new character with superior stats, so sticking around was worth it in the event you were the summoned helper.

    In the case of Rainbow Six Siege, since it was mentioned previously, the dead team mates get the benefit of being able to help their team by providing intel. A bad team mate that is alive might be an asset when dead because they have solid call-outs.

    Back to F13, though. It was/is a flawed game with many issues, but it certainly had some great ideas. Objectives were a VERY strong point for it, lots of cool environmental kills, and Jasons Enrage towards the end of a match really added pressure to make things happen. I personally wouldn't mind seeing DbD take some of those ideas. That said, Illfonic also has a TERRIBLE track record with balancing games. Counselors could and often were insanely strong. The Jason needed to REALLY be able to land their hits and get kills. Giving Jason the ability to talk REALLY hurt the tension of Jason coming at you, because you could now belittle and haggle with him, and get a response to know exactly what the player was thinking and feeling. Jasons stuns got longer as he got hit more, which also gave the Counselors way too much power against him if they were particularly aggressive and capable of avoiding taking hits (I abused the hell out of this). I don't know how it's balanced today, but if it's anything like the Predator game, my guess is it's not great.

    It was mentioned here earlier, but in-game comms is a HUGE boon to those that can use them, and a bane for someone going against it unless their design is adjusted accordingly. I'm sure DbD will never have in-game comms, but if it did, it would require a complete redesign of perks and some of the games core mechanics.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1607777#Comment_1607777

    Nah, he is worse version of Legion.

    Killer main who 4k regularly with Legion in red ranks reporting in.

    Dunno. I don't have to work NEARLY as hard to get hooks/kills on Bouncy Boi as I do on Legion. Legion has their ups, but I feel like Bouncy is a bit more concrete in his ability to down Survivors. Might not wound several in one use of his ability, but being able to use his ability to secure a Dying state gives him some edge.

    I still like Legion, still get 4ks, but I feel like I have to work a lot harder for them. The BP Legion earns, however, is pretty great.

  • @NekoGamerX said:

    he not easy I try m1 everyone he pretty fast normally his rush sucks only good to get around.

    It's the same as learning any Killer, but I found that using his ability sparingly to attack and more for just getting around gets you used to it. Then you DO get used to it, and you start landing attacks. It definitely has its ups and downs. If someone is going for an obvious far pallet, it's very easy to BOUNCY BOI and beat them to it to give them a hard slap for disrespecting your mad pinball skills.

  • I disagree.

    He's hilarious to watch to ZOOM ZOOM across a map and headbutt a wall. Got hooked by one and he immediately face planted killer shack right next to me. Almost threw the match because I couldn't stop laughing.

  • @shinymon said:

    I'm tired of hearing "Nice Dead Hard." Granted, 80% of survivors don't really know how to use it properly, it still gets old regardless.

    I say "Nice Dead Hard" but I don't stream. I legit say it when someone uses a Dead Hard to dodge a hit because I really do mean it was a good dodge. I'm a fan of Character Action Games, and appreciate well timed i-frames.

  • @[Deleted User] said:

    He is better version of Blight...

    Nah, Blight is a better version of Legion.

    Legion Main reporting in.

  • @Flip_Flopper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1607438#Comment_1607438

    No offence but it just seems that at times killer complaints are a little petty and you can't flip the argument around because the survivor meta is fully based around the killer meta and killer strategies.

    YaNo.gif


  • @Flip_Flopper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1607274#Comment_1607274

    You have to admit though that recently killers have been getting pretty decent buffs and perks the new chapter for example the killer perks are actually really strong but the survivor perks are a little boring and underwhelming

    Soul Guard was recently added, and has quickly found it's way into the Second Chance meta pool. Survivors are still getting strong perks. IN contrast, Pyramid Heads perks weren't that great, and neither were Deathslingers.

    Visionary probably won't see that same meta, but outside of the meta, it's a very strong perk. It helps with maps where gens are a pain to find, and lets you see if you are giving the Killer an easy 3 Gen defense.

    Personally, I think the devs are dumping in perks they think are strong and seeing what sticks on both sides of the game. No doubt they want to try to dethrone the Second Chance meta, and probably want to see people running more than "BBQ&C, NC, PGtW/Ruin, and whatever else".

  • Holding down a key and having a lag spike would still kill you, just saying.

    That said, I think the Struggle Phase should be DDR where you have to hit the right keys at the right time, and it gets faster as time runs out. And it plays Eurobeat. Lots of Eurobeat. If you get unhooked with only 5 seconds left, however, you have Nitros for the rest of the game and play Eurobeat.

    Eurobeat.

  • @Schmierbach said:

    I have 650 hours in game as killer and Im matched against Survivors with 3k+ hours on a regular basis and I usually wreck them.

    Playing against people better than you is how you learn new ways to play. New stratagies, new mind games, applying pressure in different ways. If you always play against people at your skill level or below you won't have the same opportunity to get better.

    Game time also is not a good measurement of skill in this game. Experience maybe, but not skill.

    While this is true, you can't learn when everything you do is completely shut down by the opposing team. You can't teach a dog to fetch if you yell at it while you throw something. There needs to be a mix of successes and failures so a person has a baseline to build off of.

  • To most Survivors, an Ebony Mori is the killer saying they just want a short game where they win. It has the bonus negative of almost ensuring a derank for the entire Survivor team, and no BP. I don't mind the yellow and green ones as much because they only hit one target. It gives the rest of the team room to still make plays. I also understand that Moris are often part of objectives, so in that regard I don't blame Killers using them for rituals or the tomes. That said, I just wish Ebonys weren't in the game, or were retooled to work as a replacement for death hook.

    I often tell people that want Survivors to be overly buffed "It's a cat and mouse game. If you give the mouse a gun or remove the cats fangs and claws, you don't really have that chase mechanic anymore." In this case, an Ebony Mori is handing the cat a grenade launcher. There is no series of cat-and-mouse chases. There is no big brain plays. Just tunnel someone onto hook, tunnel them off hook, collect the kill, repeat. It reduces the match to little more than 2-3 minutes of nothing. I LOVE when Killers are decent and give good chases or use big brain plays to dominate a match. Moris rob the Killer and myself of that.

  • So, this is probably a TERRIBLE idea, but what if he went faster as he used more of his bottles? Each one used gives a 1% speed boost or something. The longer he is in a chase and using bottles, the faster he gets. Rather than try to work on the things he's bad at, it would boost what he is good at.

    To keep people from just blowing through his bottles for speed, make it so that on hook or reload, he loses the speed boost.

  • Alternatively, you can run Soul Guard, Unbreakable, Decisive Strike, and Deliverance. It's a bit of a meme build, but it basically lets you GTFO at the end of the match without the Killer being able to do anything about it. As long as you take someone off of hook, you can yeet off a hook and run for the gate. If they slug you down, use Ubreakable to get back up. Soul Guard will make sure they can't down you again after you do this. If they pick you up, DS and run for it.

    I don't do any of that.

    My personal solo build is Balanced Landing, Dead Hard, Borrowed Time, and Adrenaline. I like having access to both Exhaustion Perks so I can pick and choose which one is right for a situation. BT lets me go for some riskier unhooks and make sure the Survivor I'm helping gets a good head start. Adrenaline is, well, Adrenaline. If I'm not super into one of the Exhaustion Perks, I will swap out the one I don't mind parting with (normally BL) with Kindred so my teammates can make informed decisions.


    Edit: Deja Vu can be a good swap in Perk as well. While it's not always hard to find Generators, especially on outdoor maps, it can come in handy for some indoor maps. Furthermore, it let's you look at where the gens are quickly and try to avoid giving the Killer a solid 3 Gen defense.

  • Maybe, I dunno. Nea is the meanest killer of them all, though, and she doesn't have a theme.

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