TheGoon224
TheGoon224
About
- Username
- TheGoon224
- Joined
- Visits
- 2,386
- Last Active
Comments
-
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970601#Comment_3970601
Sometimes you have to commit chase. If it's good looper then drop the chase but if you think you can win it in reasonable time commit. Practise mindgames. Dms and pain res should help even if you chase bit too long. You could try lethal pursuer if you're taking too long at the beginning to find survivors. But you might be just unlucky too getting strong teams.
thanks for the advice, but I think I’m just gonna stick to playing survivor for now.
-
@Deathstroke said:
What killer you play? I would need to see gameplay to be any help. Do you use strats like tunneling/camping?
I played springtrap and skull merchant. On Springtrap my regular build consists of DMS, Pain res, bamboozle, and mind breaker. For skull merchant its corrupt, surge, blood favor, and bamboozle. I only tunnel if there is 2 to 1 gen remaining. I try to minimize my Chase 20 seconds at the most. And I only slug if I seen an opportunity to like if someone is nearby or it’s the endgame. Unfortunately I can’t show gameplay because I play on ps5 and do not have a capture card.
-
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970328#Comment_3970328
Sadly, BHVR gives every killer some sort of teleport or movement speed which by itself gives insane inbalance between new and old killers. Tell me why Springtrap has really strong antiloop, cross map teleport without any restrictions, pretty busted add ons and then we have killers like Trapper, Skull Merchant, Pig or Myers? Even Pyramid Head sucks at this point, his antiloop is not bad, but eh has no map mobility no map pressure, absolutely nothing. How you can compete between killers when one has to spend 40s running cross map, while other can be there within 3s? I just don't get it.
behavior killer design I guess lol
-
I still don’t understand why they are turning her into a mix between a trap and a range killer, isn’t the whole point that she wants to make her kills close and personal? turning her into a ranged killer doesn’t really emphasize that.
-
@Elan said:
Springtrap is already very good killer and you want to buff 85 % of his kit? Dude stop. Let balanced killer be as they are, we need bad killers to be better.
yeah I regretted a lot of these changes. really the only changes that I would actually want are for the axe hit box to lineup more with huntress’s, the increased grab range, and a Nerf to his undetectable because tell me how this MF gets 20 seconds of more undetectable for traveling through a security door that’s pre-placed right in front of a generator, but Demogorgon has to manually place his portals and only gets five seconds?
-
I used to genuinely hard main Skully but after she got gutted I had literally zero reason to play her again and still don’t. maybe her rework will change that either way I just need something to save this killer
-
@Brokenbones said:
This isn't a bug but I don't blame you for being confused.
If you hit a survivor with the axe they become Oblivious
Oblivious hides the terror radius completely. No TR No dissolution.
dammit that would’ve been such a cool combo, man
-
@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968623#Comment_3968623
I have played only few games on him, so sadly can't give you many tips. From playing against him, basically play him like a slinger, where you hold axe to see how survivors react. If you always try to throw, then you are going to miss a lot, because it's simply easy to dodge.
Don't overuse doors too much, especially those where survivors have clear LoS on them, because good survivors will prerun as soon you start teleporting.
As for build, I would probably go 2 slowdown, 2 information. So possible combinations:
Lethal, BBQ/Phantom fear, Surge, Pain res
Lethal, Nowhere to hide, Eruption, Grim embraceappreciate the help thanks
-
@LockerLurk said:
I agree with Scott here, you need to be running well balanced builds that cover for your Killer's weaknesses but enhance their strengths. For example I put aura, chase, and two gen control on Ghostface but only one gen control and mostly aura on Dredge. On Nemesis I run more info and gen pop. On Onryo it's nearly all info, and on Pig it's nearly all chase and info. It depends on the Killer.
You are not going to win 100% of your games nor should you be trying to. Stay in the comfort zone and take Ls where the Survivors are too good, stop forcing wins.
I mean, I mainly just like running Chase parks on my killers but thrilling is a perk I use more than I should because it gives a killer like spingtap really good information to start Chase
-
@PetTheDoggo said:
Pain res, gift of pain, dying light, and PWYF
So you use 3 slowdown perks that need you to hook survivors, while you struggle to hook survivors?
PWYF is also not very good on most killers and overall not noob friendly perk
You can tell me what killer you play and I will give you some tips and decent build if you want.Springtrap I just like the idea of play with your food on him since his grab is a good way to save stacks lol. But yeah, as you can tell it didn’t really work out.
-
baller idea
-
@Choaron said:
Something tells me you were already were struggling on killer before Springtrap…
calling me bad ain’t much of an answer buddy
-
@Valimure said:
Scott actually did a video a couple days ago explaining how running too many slowdown perks is detrimental:
https://www.youtube.com/watch?v=7Mx6XvVVSE4
Getting a quick down during that first chase is super important to snowballing the game. You have two perks that essentially require you to find and chase the obsession first… that can eat up a significant chunk of time.
Pain Res and Gift of Pain are both great and I run them as well (Gift of Pain is double slowdown due to essentially having Sloppy Butcher built in as well) but I'd switch up at least Dying Light for a better chase perk, depending on who you're playing.
honestly I was thinking about running either leverage, mind breaker, or superior anatomy instead of dying light but that’s besides the point it still doesn’t answer my issues on what the hell has been up with Gens since springtrap came out
-
-
@Columbus1492 said:
Trapper and Wraith should retain default TRs
honestly I’d say if the hillbilly can get his own TR and Menu theme I see no reason as to why Wraith shouldn’t I do agree with trapper keeping the default because he is the poster boy for this game
-
@Memesis said:
It's been a while since they did that. There was a good 2-3 years that they were adding unique themes to older killers with their reworks. The last one was, Hag I think?
I'm still really hoping for the Halloween license to get some love. I wish Michael had his own full menu theme along with a graphical update. It still shocks me that only Laurie got one.
honestly I kind of want a nurse to just get different Chase music because the contrast between her Chase music and her menu music just doesn’t make you feel like you’re playing the same killer
-
yeah but can we also have it not reveal him through walls
-
@juciy8717 said:
i want there to be a new best killer in the game and i really want to see some killer get balanced also would really enjoy if chucky got buff/nerf and trapper, myers, pig, and ghostface, to get buffed and for nurse and blight to get nerfed i want to enjoy the game i love dbd iv'e been playing for six years now and i want to really enjoy playing the game i would love to see chucky's manuel scamper comeback like as an add-on or make the same vault speed as weskers and love would to his cooldown to increased by 2 seconds like 14 seconds also for trapper make it the purple add-on as his basekit were he starts with all of his traps but hopefully you guy and girls have splended day.
I genuinely think that they have not touched the Wraith since they got rid of the flashlight counter play
-
@Aeiga said:
Honestly, the only issue I have with the grab is that sometimes when given the prompt to initiate the grab sometimes the game will reject the grab, causing you to pause your movement and prevents you for swinging for a second which has caused me to not get a survivor because they just manage to reach a pallet or window in time, it’s a bug but I’m not sure how to consistently get it to trigger in order for me to explain how the devs can fix it but if you have tried going for axe grabs often then I’m almost certain you have ran into this bug every once in a while.
Sometimes to stop it from bugging out (if I can) I try to get almost as close to the survivor before trying to start the animation but that kind of defeats the purpose when you could have already lunged at them from that point and already saved time by immediately picking up, nonetheless I hope the grab bug gets fixed so you can consistently get a grab from the intended distance that was given.
yeah that happened to me a lot but I think that’s just because the area where the grab prompt is located is pretty narrow
-
@SpringMyTrap said:
It doesnt?
It saves you time and protects you from pallet / flashlight saves (unless survivors are cracked and timed flashbang save but then they really deserve it).
And it's stylish because it feels like FNaF jumpscare when you snipe survivor, they panic and run into you only to get jumpscared.
if I’m being honest, it was not really about the grab being bad it was mainly about the scenarios where you can actually get the grab. I just phrased it like that so it would catch eyes lol.
-
I don’t watch a lot of anime but one person I feel like would fit perfectly would be Kira Yoshikage from
-
ight
-
@SidneysBane1996 said:
I think the locker idea is fun, but Drop-Leg doesn't need a rework. The other three addons do.
He could stand to use a slight haste boost in Shroud or while going into/coming out of it on command (not revealed), but make it like 2%. 10% is WAY too strong.
I don't think his SFX need reducing, they are already quite soft.
Honestly, you know what you kind of have a point I might’ve overdone a little bit.