Avatar

TheClownIsKing

TheClownIsKing

About

Username
TheClownIsKing
Joined
Visits
0
Last Active
—

Comments

  • @finitethrills said:

    There is a widespread and easy to use engine.ini hack that is easily accessible even to the dopiest of mouth breathers (not even joking, 90% of the folks who are consuming hacks on the boards cannot form sentences that bear any resemblance to language... The guys who MAKE the hacks are the only ones with functioning braincells).

    This essentially makes most props disappear for the player unless they are standing right next to them, ie they can see you from across the map like you were standing in a desert plain.

    These types of modifications got temporarily busted up when devs forced the ini files to be baked into the pak files (lots of folks used them to increase performance, as gfx options in Dbd are notoriously sparse... Others used em to remove fog or cause the red stain to be visible from space). As is always the case, hackers just moved on to injecting the modified ini into the pak file and we are back to square one there.

    It's always an arms race, and every time someone makes better armor for the tank, someone comes up with a better bazooka for the infantry.

    For now, though, you can expect some shenanigans with being located from half the map away unless you use specific props to hide on one side, or expect people to be able to see your stain from one end of the school bus to the other like a lighthouse beacon on the other.

    This is very alarming. Think I’m going to take a break from the game for a while.

  • @Exerath1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1731291#Comment_1731291

    I think there's a bug that makes it where you don't always see all their perks. And for the Freddy one, did you just hop off a nearby generator in the last 45 seconds?

    Nope. It was a gen that hadn’t even been touched yet, so it was no way Gearhead gave Freddy info on that gen. And we weren’t healing anywhere near it.

  • @TimeOutTimmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1731402#Comment_1731402

    I was just talking about this with some other players. There has been more than one occasion where things felt off. It isn't a one off, it is too the point people are starting to notice.

    You are not alone, other console players are finding the same thing.

    I’m both sad and relieved it’s not just me, that I’m not crazy.

  • @Raccoon said:

    He's massively underrated.

    I’ve been learning this myself now I’ve been sinking more time into him, and despite previously ranting that Shred was useless.

    I absolutely LOVE using portals as traps. Pretending I don’t know survivors are nearby, using a portal, circling back around using LoS blockers, and catching them out while closing the portal and oblivious.

  • Once you know tinkerer is in play the survivors are supposed to be smarter about which gens they’re on, and repair on the sides that give the most visibility to see when the killer is coming.

  • @James4125 said:

    So earlier today I was playing Wraith on the asylum map with the huge building in the middle. (Can't remember the name but it's the same realm as Clowns map)

    One of the survivors was someone who I've encountered before and helped out in the past with rift challenges and things the others were a swf.

    Now this match was really not going their way. I eliminated the first of the swf before a single gen was done and everyone had been hooked at least once. At this point the other two proceeded to run straight to a corner where there was no hooks as I'd already used it when killing the first and stayed there the ENTIRE game. No doing gens no attempting to do anything just staying there until I downed them then wriggling free just to run back.

    Obviously this was frustrating as I was in a position to easily finish the game but couldn't just because these guys were too far from hooks so I asked the other to try and heal them as soon as I dropped them so I could immediately down them again and reach a hook. It didn't work because they wouldn't stay still to let her heal them and at this point I got a barrage of messages telling me I was being reported even though the way I saw it they were taking the game hostage.

    So. Who was in the wrong?

    It sucks to say this but you were in the wrong here. Trying to get another survivor to work with you to work against the other survivors is a big “no no”.

    That survivor repeatedly running into the corner, you could have let them be and let them bleed out. No problem. Their choice.

  • @MadLordJack said:

    At first glance, it seems like a string of bad luck, but a bunch of coincidences makes a pattern.

    However, this does remind me of something else: Maybe there's an aura reading bug. OhTofu's been going nuts lately because survivors have been not showing up on aura perks despite not having anything to block them. Maybe it's a new hack. Maybe it's the opposite side of the bug?

    Possibly.

    All I’m certain of is something isn’t quite right lately.

  • @MadLordJack said:

    Dude/ette, #########? How are you getting these? Are you absolutely certain it couldn't have been some insane new glitch hiding all the rest of her perks? Could there have been any potential for a hidden perk to have been revealing your aura?

    It could be the load out bug, but I’ve just again came out of another suspicious match.

    Adding it to the original post on a moment.

  • @RaSavage42 said:

    Did you notice that Sprit looking around or was it straight to you

    I go to an area I think survivors are then look around

    I even caught a few hiding in lockers randomly doing this

    Straight to me

  • @DaKnight said:

    Rancor is a tracking perk. If a gen popped she would have had your exact location.

    if a gen popped.

    IF A GEN POPPED!

    That didn’t happen. Not even recently before this occurred to me. And this match is not an isolated incident. Otherwise i’d had put it down to bad luck.

    She’d already demonstrated before the other 2 had died that it was like she had bbq: immediately heading to EXACTLY one of them in the far corners of the map, and gens had NOT popped in order to give her the required rancor notifications.

    The main take away here is that these recent suspicious matches the killers have behaved like they have BBQ: immediately knowing where a survivor was IMMEDIATELY after hooking someone else. Heck, I’ve even had a match where I was in a locker the moment someone was downed. Waited well after I know the aura reading would have expired, yet this Trapper STILL came DIRECTLY to that spot and found me hiding behind that locker out of his LoS.

  • @Zagrid said:

    Already the map is too big, runs poorly, almost every tile connects together to make the whole map one huge loop, and it is extremely hard to see auras and scratches.

    Will this visual update fix any of this?

    I can say with virtually 100% confidence that it won't. And in fact, I think the map will be even worse

    No changes to tile spawning, no changes to the map size, even worse performance probably causing the map to be disabled again (which would be the best part of the rework), even harder to see auras and scratches.

    On top of all of that they will add breakable walls and will 100% create infinites that the killer needs to waste time to get rid of just like MacMillan. And even with the backlash that map got they didn't change those breakable walls.

    So after this patch with these changes, and they increase the spawn rate of those maps 1 of 2 thing will happen. Lots of killers will take a break from DbD, or they will swap to survivor and make the queues even worse.

    I can only see this update being a Lose lose lose.

    Lose for survivor from queues

    Lose for killer with garbage maps

    Lose for BHVR because more backlash and less people to buy their overpriced skins. (Even though they look amazing)

    If they do basically the opposite of what I think is gonna happen then yay! Now they just have to go back to the other maps they reworked and updated and fix it there.

    You’re basing this on 2 pieces of concept art?!

    Geez I’m glad Witch Trials are a thing of the past.....

  • @Sluzzy said:

    I love it when they try to hide their hacks. Watch their behaviors very closely.

    I’m starting to regret closing my DD forum profile. At least under that name my claims would have more credibility.

    I’m absolutely serious that I’m noticing something is off in the killer community. It’s not happening every match. But it’s happening often enough to be noticeable and alarming.

  • @[Deleted User] said:

    Based where you are she could just be looking for hatch.

    Any other time I could probably accept that. But something has been way off for the past few days. Too many killers are having extreme luck. This spirit didn’t randomly search around before coincidentally coming across me. She went straight to that area.

    If there had not been such a concerning amount of matches that don’t make sense, i’d put this down to my bad luck. But something is definitely off. Something new is being used by killers to cheat the game.

  • @piggypablo said:

    No video, no evidence, no proof, just anecdote, which is suspect. Not all killers watch otz and other streamers to tell them what to think. Some people might have unconventional ways of guessing/tracking where a survivor is.

    Also... so according to your theory, a killer NOT running BBQ (or any of the myriad tracking and aura reading perks and add ons) hooks someone, decides NOT to camp, and thinks “you know what? I’m not going to check on gens first”, and simply has the innate ability to automatically detect a survivor that has practiced good stealth for a few years in this game from halfway across the map in an area that makes no sense for the killer to check first after hooking someone?! When there are no scratch marks to spot?! No disturbed crows?! And no grunting?!

    I’ve prided myself on being able to spot Blendettes and be sensitive to crow activity very well because of how important it is for Clown to get into fresh chases. But even then, that’s only AFTER there’s been a reasonable and compelling reason to be in that area to begin with. I’ve never been so lucky to hook someone and go “I bet they’re in that deadzone over there out of the deadzones and remaining gens a survivor could possibly be.

    I need to stress as well that this kind of killer “luck” has only been noticeable to me for a little over a week. I’m always patient when I die in a match I find a bit too sus, and wait till I can finally see a killer loadout to answer what might have happened. It’s only recently a small number of killers have popped up with nothing in their load out to explain what happened, other than suddenly these players are magically psychic.

  • @piggypablo said:

    No video, no evidence, no proof, just anecdote, which is suspect. Not all killers watch otz and other streamers to tell them what to think. Some people might have unconventional ways of guessing/tracking where a survivor is.

    I didn’t even mention anything to do with streamers. Not sure what’s relevant about streamers.

  • @DaKnight said:

    You really think a rank 11 spirit is wallhacking? They would be rank 1 instantly. Just use Nvidia shadowplay. I leave it on and if I run across a blatant hacker I record the last 30 seconds and send it to the devs. Every report I have made resulted within a ban within a week.

    I’m also PS4, so I can easily record video. But getting it to the devs without YT is a problem.

    I really don’t want to be setting up a new YT.

  • @DaKnight said:

    You really think a rank 11 spirit is wallhacking? They would be rank 1 instantly. Just use Nvidia shadowplay. I leave it on and if I run across a blatant hacker I record the last 30 seconds and send it to the devs. Every report I have made resulted within a ban within a week.

    They could be a new player?

    Perhaps a freshly made smurf account?

  • @AChaoticKiller said:

    i like the look of them but im more concerned about how they will be changing the maps

    Ormond is a very big map with a design that lets you get to loop to loop with little skill because you can just circle around the main building to find pallets and such to waste the killers time. combined with its huge size the map is one of the worst to get as killer in the game so i hope they reduce its size at least.

    as for autohaven that map is actually pretty ok but i always feel like its a waste to protect the gens to the left of the main building since thats behind the huge wall of cars because it makes it difficult to patrol if you don't have 3 gens along it. I'm not sure how they will change that map but i think i will still be ok with it even if they just update its graphics.

    I wonder if we’ll get variations of Ormond like they did Badham?

  • @Carlosylu said:

    Be honest

    As survivor, I think I'm an 8/10 I risk it too much trying to be the hero when I shouldn't

    As killer I think of myself as a 9/10

    Killer: about an 8 or 9.

    Survivor: about a 5 or 6. IDK. Maybe that’s me being harsh on myself. I just perceive myself as TERRIBLE at chases, so where possible like to play stealthy but still assist the team wherever possible.

  • Yeah every PH I see now just spam spam spam PoTD at every loop.

  • @itsaconehead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729045#Comment_1729045

    It's mostly on Tumblr I see them or wattpad, there are so many cringe worthy fan fictions of the killers. Or fan art, it's quite worrying that people somehow think a killer that hacks people and hooks them till a spider creature takes them is sexy...

    Yeah I know exactly what you’re talking about, and it’s highly concerning and creepy.

  • @MeltingPenguins said:

    I'm not judging things, but having this happen in about every other match I really have to ask: Who thought that a good idea?

    I've never seen it with Billy, but with Bubba it's a regular occurrence that he'll chainsaw into a group of survivors (upon unhooking or healing) and insta down everyone within a certain radius.

    I've seen groups of 2 and 3 go down, and heard tales of all survivors falling in one attack.

    How is that not a broken mechanic? His attacks cooldown is irrelevant if no one can run anymore.

    It’s not a broken mechanic.

    Survivors staying close together against leatherface are simply making a bad play.

    Hear the TR? Split up. Scram.

  • @iplaybothsides said:

    30 seconds of default gen regression only adds an extra 7.5 seconds to a gen. Pretty worthless imo

    Seconds count in this game as killer. That could be the difference between the gen being repaired, or the killer getting to that gen 7.5 seconds early.

  • @TripleSteal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729789#Comment_1729789

    That's... not rocket science? All the perks do it in one way or another.

    Except many players don’t actually acknowledge that. This @Orion point.

  • @MadLordJack said:

    Dragons Grip. Mmmmmm. I get it maybe once a trial, and after that I just get 40-50 seconds of free regression every single time I kick a generator because everyone's scared Blight's gonna come knocking.

    Insidious. I don't want to talk about it, but you can guess what happens when you Insidious facecamp once.

    Sloppy Butcher. Personally, I think it's the best killer perk in the game. Either it slows down healing quite a fair bit (and thus gets you additional distance when you're heading somehwere you know a healing survivor is) or a bunch of people are injured and you have insane map pressure. Or you get actual genrushed, but there's nothing to stop that.

    Dark Devotion. The chaos this perk causes indirectly. If it was just the Undetectable status, it would be so much worse.

    WGLF. Use it once and the killer gets mega paranoid and often stops slugging.

    Obsession perks. They allow DS to affect trials it's not even in.

    Those are just some of the perks I don't use for their primary effect. Well, except Insidious, I was just messing around with that one earlier.

    Edit: also, perks absolutely win trials, and they're probably the largest factor for many survivors thanks to the second chance meta.

    Oh and ok, perhaps I was being way too literal with “perks don’t win games”. Poor wording on my part. I guess what I really mean is a perk doesn’t matter if the player isn’t being deliberate about how they use it, and doesn’t consider a perks many secondary effects (such as opponents altered behaviour).

    Like the example I gave Blueberry. We all know that Ruin doesn’t do anything if a killer doesn’t pressure gens. It’s not enough to just equip it. It’s not “ez gg”.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729849#Comment_1729849

    I'd agree that's a much better example lol. I don't mind the wording, I have a really bad habit of coming off as patronizing in my wording as well.

    I think we can also apply this to things like DS, BT, Unbreakable etc. People tend to see them as being situational (even though they're not), because they only see them activate once every couple games. However, all those games that they didn't activate it was because the killer played in a specific (non optimal) way intentionally to avoid them from activating. IE your point in that they are giving you value that many don't realize.

    Absolutely correct. It all comes down to how something can alter your opponents behavior to your own (or your teams) advantage.

  • @MadLordJack said:

    Dragons Grip. Mmmmmm. I get it maybe once a trial, and after that I just get 40-50 seconds of free regression every single time I kick a generator because everyone's scared Blight's gonna come knocking.

    Insidious. I don't want to talk about it, but you can guess what happens when you Insidious facecamp once.

    Sloppy Butcher. Personally, I think it's the best killer perk in the game. Either it slows down healing quite a fair bit (and thus gets you additional distance when you're heading somehwere you know a healing survivor is) or a bunch of people are injured and you have insane map pressure. Or you get actual genrushed, but there's nothing to stop that.

    Dark Devotion. The chaos this perk causes indirectly. If it was just the Undetectable status, it would be so much worse.

    WGLF. Use it once and the killer gets mega paranoid and often stops slugging.

    Obsession perks. They allow DS to affect trials it's not even in.

    Those are just some of the perks I don't use for their primary effect. Well, except Insidious, I was just messing around with that one earlier.

    Edit: also, perks absolutely win trials, and they're probably the largest factor for many survivors thanks to the second chance meta.

    Dark Devotion is hands down one of the best designed perks in the entire game. Not to confused with “best perk”. Just excellently designed.

    Like you said. It’s the pure chaos it causes.

  • @Blueberry said:

    Dragon's Grip is probably a bad example. Most people will still be sitting on a gen regardless. There's too many pallets and windows to be worried about not being in range of one in time.

    The Hex note is also not quite accurate as it's assuming they wasted time looking for it. 90% of the time the spots are hidden so bad you just run into it while walking towards a gen anyway.

    Perks don't matter because skill is what wins games?..yeah but by that logic why ever talk about another perk for the entire existence of the games life because skill is what matters. That's kinda a superfluous statement.

    I get what you're trying to say and it's a decent point I just think you're making quite a stretch with your points and examples.

    Ok, you’re right. I didn’t explain my points as best as I could.

    We’ll use a meta example: Ruin doesn’t mean anything if the killer fails to pressure gens (I know you know this. I’m not being patronising. Promise). But a killer that takes it a step further and starts thinking about how Ruin alters survivor behaviour and anticipates it, I.e. the urgency to return back to a gen that had significant progress on, that they were previously chased off of, is highly usable information for the killer.

    So Ruin only gets its active/surface level effect from pressure, but survivors (until the Hex is cleansed) will “counter” that, and stop Ruin actively hindering them by doing all they can to get back on a gen. This is absolutely behaviour a killer can take advantage of.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729781#Comment_1729781

    I'm serious, I'm currently trying to run this perk in every ghostface build because its perfect for that kind of killer

    Ok, I’m glad you were sincere.

    Yeah Mindbreaker is another perfect example of there being more to the perk than meets the eye. It definitely alters the behaviour of survivors running exhaustion perks.

    With how common Dead Hard is, Mindbreaker can actually be a gen stall perk.

  • @supersonic853 said:

    Monsterous shrines 0.01% unhook chance decrease chance can be the difference between a survivor kobeing and not. And i think kills them like 2 seconds faster so it can prevent a hook rush in some cases.

    There’s another I acknowledged benefit of Monstrous Shrine that mentioned in Orion’s other post: The perk creates urgency in the other survivors. My meaning: it gets them (at least one) off of gens much quicker to get the save. Sometimes survivors spending a few seconds less on gens can make all the difference in this game.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729202#Comment_1729202

    Why are you sound so angry? I know you told me you stayed and watch until the match is over. What i meant is i can't really judge these killers because i didn't see the match myself. I am not saying you're lying, i'm just saying what i feel about this because personally i really haven't met a single hacker.

    And about them all using agitation.. that sounds suspicious indeed. Maybe you could try to use agitation as killer to see if there's bug or something?

    And btw, you can try to report these killers for hacking if you're in these situations again. If they are indeed hacking, they got banned. If they're not, then nothing is gonna happen to them.

    Apologies. I misunderstood what you were contesting.

  • @Justalittlepeeck said:

    Mindbreaker - its effect is so wonderful, yet never obvious.

    I agree. (I hope you’re not being sarcastic, because I genuinely really like the perk after spending significant time with it the past few months recently).

  • @MadLordJack said:

    The only thing I disagree on is Thanatophobia. On the one hand, you are totally right and the slowdown is supposed to come from healing. On the others the sheer number of no-heal genrushers I've gone against whilst using Thanatophobia just goes to show that it's more of a psychological effect of tricking them into healing than an actual, real, and impactful debuff. And if I'm being honest, I personally fall into that same catagory as a survivor. It's only 20% at its absolute maximum, which in itself is rarely achieved and is effectively less than a single Pop per generator.

    You’re correct. It is more a psychological effect.

    I did a post a few weeks back explaining the symbiotic nature of Thana & A Nurse’s Calling on Nurse, in how Thana is meant to trick survivors. It’s more about getting Nurse’s Calling to proc often so that Nurse has plain as day, easy, stationary Blink targets.

  • @TripleSteal said:

    Thats extremely superficial and sometimes just wrong.

    @Orion explained the deeper mechanics and nuances of a select range of often misunderstood things in this game.

    I’m wondering if you understand what the word “superficial” means...

  • @Orion said:

    Perks like NM, Thanatophobia, etc., sometimes get ######### on because people who run them "never get to use them", or, in the case of Thanatophobia and wiggling, don't make as much of an impact as they wanted. In this thread I'll try to explain why they have the wrong mindset about these perks/interactions.

    Let's start with No Mither. Arguably, its main characteristics are the permanent Broken status and the ability to pick yourself up from the dying state as many times as you want.

    Now, as we all know, most killers won't let a No Mither survivor stay in the dying state; they will hook that survivor. To survivors, this seems like a waste of No Mither, since they never get to pick themselves up from the dying state. However, consider this: you didn't pick yourself up, but the killer was forced to hook you. They could've slugged you to pressure everyone if you didn't have the perk, but they couldn't, because you had No Mither.

    Now Thanatophobia. The perk slows down survivors' interactions depending on how many are alive and not healthy.

    At its full power, it increases generator repair time by 20 seconds (see my PSA on how to properly calculate how long interactions take if you're slowed). Killers see this as useless because that almost never happens, since survivors will just heal each other and there's no reliable way to make them Broken.

    The thing is that when survivors are constantly healing each other, they're actually wasting more time than you would've otherwise gained from Thanatophobia. One heal takes 16 seconds, assuming one survivor is healing another. That's two survivors who are doing nothing for almost the same length of time as Thanatophobia at full power.

    Wiggling. It takes 16 seconds to fully escape from the killer's grasp, but it's seen as useless because "you can never wiggle free" and some survivors just won't wiggle at all. On the other hand, the fact that you're wiggling to begin with will prevent the killer from taking you into the basement, or hooking you in some remote corner of the map away from your teammates, or hooking you in a dead zone so you can't escape if they come back.

    The mindset that if you don't fully use something it becomes worthless completely ignores one important concept: deterrence. These effects aren't there to be used every single time, they're there to heavily discourage the other side from ignoring the perks/mechanics.

    So, the next time you look at a perk or mechanic, don't just think about the immediate effects and how often you will realistically be able to use them, but also think about how that will change the way your opponents play.

    Thank you.

    My goodness, this is a round about way of saying what I’ve been saying about a lot of things in this game: “How does such n such alter the opposing sides behaviour? And how do I USE that to my ADVANTAGE?” (Because there is ALWAYS an advantage to be gained if one is to think in both an intelligent and abstract way about something in this game).

    Exactly like you said about No Mither. It FORCES the killer to pick you up (or at their folly if they’re not paying attention). When that behaviour is considered, then there ARE ways to use that to help your team. The one thing I advocate is how No Mither can STOP a killer from blindly tunnelling another survivor by taking a protection hit for them. Now the killer is momentarily stuck with indecision about whether to let the No Mither player revive themselves or not ignore them.

    Even Monstrous Shrine, as poor a perk as it is, is not entirely useless. It creates URGENCY when a survivor is hooked in the basement. I.e. it gets the other survivors (or at least one) off of a gen MUCH sooner. That may not seem like much, but in this game seconds count. Those few seconds of less repair time could mean the difference between catching and downing a survivor in it before repair is finished, or them finishing repairs and scooting off to a pallet just in time.

  • @DaKnight said:

    No mither is crap. Are you really trying to say it's anything other than a meme perk?

    Given the current meta, soulguard gives the benefit of no mither without having to be a 1 shot all game. I was actually trying to slug for the 4k earlier and realized the guy I was slugging had soul guard and I had to hook him and play the hatch game because it was going to be impossible.

    Thantaphobia is trash on anyone who isn't legion or plague. The majority of other killers punish you not healing by downing you easily. Maybe you could argue it for Bubba or Billy but they have much better perks to run.

    Wiggling is also useless 99% of the time unless you are in a SWF who are going to bodyblock for you. It's only there to keep yourself from getting put into the basement.

    Good grief...

    Players like yourself just make me shake my head, and wonder how many other things these players are closed minded about.

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729580#Comment_1729580

    Most survivors aren't going to stand still doing nothing for 40 seconds every single time they want their exhaustion perk back if you're anything above green ranks. By that logic, nemesis is a gen stall perk as the guy with oblivious will be too scared to work on gens.

    You’re right. But only slightly right. They’ll make the mistake once of repairing before their 40 second timer has recovered, until they get caught out again on gen and then get downed (or twice) 100% due to not having their exhaustion perk when they need it.

    Trust me, after that happens, they wait till they’re recovered.

    I observe this whenever I use Mindbreaker with Blood Echo. Dead Hard and Sprint Burst (and Head On) are very common in red ranks in my region. Once the downs start happening, and they’re denied their exhaustion once or twice, the gen popping slows down a LOT, and I use no gen slow down perks.

  • @MTK said:

    So I'm a long time rank 1 killer and my main is ghostface although I do play other killers. Since GF is a pure M1 killer in terms of damage output, I've always used sloppy butcher on him. In my recent few games however, I tried replacing it with Mindbreaker and so far it feels pretty nice. Stealth approach on gens means survivors won't have the time to remove the mindbreaker debuff before the chase starts. And when I do the classic crouch mindgame around a pallet and gain distance to a survivor, the fact that they are exhausted & can't dead hard to the pallet feels pretty significant. Of course, when I encounter a survivor who's NOT on gen, then the perk becomes meaningless since they won't be exhausted.

    So it feels like Mindbreaker has greater rewards on certain situations whereas Sloppy Butcher may offer less meaningful rewards(especially since at high ranks survivors would just gen rush and not even bother healing up from injured state) but it's applicable all the time. So what are your thoughts about these two perks? FYI my 3 other perks are corrupt intervention, BBQ, and pop.

    You’re missing the bigger picture with Mindbreaker. It can also be a gen stall perk. Once a survivor has used their exhaustion perk, if they repair a gen again before that 40 seconds is recovered, their timer is paused. That’s very dangerous for a survivor that relies on their Dead Hard or Sprint Burst.

    So what do they do?

    Wait until it’s recovered before they touch a gen again.

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729560#Comment_1729560

    Totally! That, and the Autodidact, especially when trying to pick up a downed survivor. I appreciate the effort to get me up, but w/o her having Auto I would have been up and possibly avoided the hook. That perk is one of my absolute LEAST favs, smh.

    It’s a double edged sword eh.

    If she had already accrued some stacks (and not stuffed up the skill check), you’d have been up in an instant.

  • Yep.

    Like how the hell do players fail healing skill checks?!

    They’re huge.

    Stuff like this pisses me off so much. Killer may as well have hooked you straight away to begin with.

  • @Sonzaishinai said:

    If we wait untill you have slowly crawled away that more then likely will mean there is a slug and a hook and that's an insane amount of pressure. Suddenly there are no survivors on gens cause one has to unhook and one has to come get you who might very well not be fully recovered yet. That's the start of a losing snowball right there.

    Tbh i would rather take my chances that the killer comes back for you and only get's one hook rather then take the chance that the match completly spirals out of control by giving the killer free pressure.

    Sorry chief I'm against you on this one. The best course of action in that situation imo is to stay and recover rather then painfully slowly try to hide somewhere.

    Well so far it just results in a waste of time 100% of the time, and whoever tried to assist me gets downed anyway.

  • No. Not at all. Had I been allowed to crawl to my intended hiding spot away from killers LoS, i’d have started recovering. And if THEN someone came to assist me, they TOO would be out of the killers LoS.

  • @aEONoHM said:

    https://forum.deadbydaylight.com/en/discussion/203587/how-many-times-must-this-be-said-to-other-survivors-about-slugs

    No, just no. If you don't immediately start recovering once you've been downed you're just wasting time. You aren't going to get away from a smart killer unless you're running Tenacity (and even then it's a stretch). Also, this is an especially stupid post considering the WGLF change. WGLF will get a slug up in seconds and is not something killers are used to considering when they make chase vs hook decisions.

    If I see someone immediately start crawling once they get downed I'm assuming they're just a potato and I usually leave them to other teammates to pick up. No sense in wasting 2 people's time.

    No, just no. A smart killer that HASN’T been drawn away from the area is either keeping an eye on the ui/hud, or just being spatially aware of whatever else is happening around them.

    Making recovering on the spot while the killer is nearby a 100% complete waste of time, because they either injure/down whomever is trying to assist the slug and hook the slug any way, or immediately down the revived slug again, and then hook them.

    If the killer hasn’t left, and a chase isn’t leading them away from the area, recovering on the spot, or trying to assist the slug (without For The People) is always a complete waste of time.

    Every single time someone tries to assist me from the dying state while the killer is nearby always results in me being put on the hook anyway because whoever that was just caught the attention of the killer, bringing their focus back on me.

    Every time.

  • @MadLordJack said:

    Uh... Well, sorry to say, but that may have been me...

    I love the new Discordance. And Legion. And putting them together in the same trial. With Dying Light because I'm a sick [BAD WORD].

    It’s just funny how ironic some things in this game are.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729183#Comment_1729183

    Then it's hard to judge whether they hack or not. For me i have never encountered hackers in my 600+ playtime.. so no offense, but it's hard to believe it personally.

    Did you read?!

    i said I SPECTATED and WAITED after I DIED, so that I COULD SEE what the killers loadout was once the match was OVER.

    And nothing in the killers load out could explain how they were magically always knowing the exact spot of other survivors after someone else was hooked. Behaving like they had BBQ, but they didn’t. They didn’t have any tracking/aura perks or add ons. The only weird commonality was that all of these suspicious killers were using Agitation. Which is highly strange.

  • @OmegaXII said:

    If you get to see what killer brought in these matches, then am i right to assume you escaped in these game?

    If so, i highly doubt they use hack because hackers usually won't lose no matter what because that's the point of using cheats.

    No. Died. I spectated/waited to see what their load out was because of how suspicious and frustrated I was.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729136#Comment_1729136

    Maybe they saw a gen in progress and looked around to find a survivor. Maybe you're hiding in too predictable spots.

    I’m talking about:

    • no bbq
    • no whispers
    • no other aura reading
    • no Spies from the shadows or Stridor or TT
    • i’m on the opposite side of the map, and make sure I’m well hidden, and not close to a gen.
    • Im running Kindred, distortion, Iron Will, Calm spirit
    • i SEE the killers aura upon hooking, and I see the other survivors auras.
    • The killer goes in exactly the direction of one of us. When they head exactly in my direction, sure enough they’ve come RIGHT to the spot I was in. I was even going to dead zones where the killer had ZERO reason to go there to test my suspicions (or to see if they have BBQ), and they still come straight to me. And nothing I can see in their load out after the match explains how they were doing that.
    • Weird thing is, with every one of these suspicious matches they were all running Agitation.
  • @danielmaster87 said:

    Whispers would beat out all of that.

    They weren’t running Whispers

  • @Buttercake said:

    In my low levels (lol) everytime some sad sack comes into my game with this perk they almost always go out right away.

    What is the strategy of this perk. It doesnt seem to ever pan out and gives itself away anyway with the medical icon on their little character....

    • it can be used to stop a killer from tunnelling another player. I.e. take a protection hit and the killer is forced to pick you up unless they don’t notice you have No Mither.
    • If they don’t pick you up, priority one is attempting to crawl away. The reduced grunts of pain and no blood trails extends to the dying state. If the killer realises their mistake and returns to attempt finding you to pick you up, they’re going to have a much more difficult time finding where you crawled off to without Deerstalker.
    • You can walk away from the hook once unhooked, leaving no trace of where you went, unless the killer is close enough to hear your reduced grunts, or they have Stridor.
1 … 82 83 84 85 86 … 110