Avatar

TheRockstarKnight

TheRockstarKnight

About

Username
TheRockstarKnight
Joined
Visits
5,148
Last Active

Comments

  • Depends on the person playing and how they're playing.

  • @DetailedDetriment said:

    Didn't realise only 28 people play.

    Are you really surprised with how long queue times are though? /s

  • Aren't those like 80 bucks or something?


    Also, boxers > briefs, you can't change my mind.

  • One of the most versatile Survivor information perks in the game.

    Tells you who the Killer is, what pallets are broken, and where the Killer is going after breaking said pallet; all of which are useful regardless of how stealthy, distraction-y, or genrushy you play.

  • Because I'm blind I made an equivalent to this poll even though you already made one.

    Sorry.

  • Rank 2 Killer and Rank 3 Survivor last I checked.

    Not that it matters in any way: I face as many Purple and Yellow Ranks as I do Red Ranks, and some of those Yellows play smarter than the Reds and Purples.

  • It's an extremely powerful perk if you know what you're doing and how to use the perk.

  • @[Deleted User] said:

    It doesn’t make logical sense though that a bloodthirsty killer would intentionally run slower once engaged in a chase.

    Something, something Entity magic to boost Killer's strength, but something, something Entity also wants a fair chance for Survivors.

    Seriously though, the Killers are obviously never allowed to go all out on Survivors. They have their hands tied by The Entity as much as they are giving power by it.

    Why else is Hillbilly less than half as fast when not using his Chainsaw? Why don't Killers just close their eyes if someone shines a flashlight at them? Why not throw down all the pallets and break them immediately?

    I agree it's a bad idea because they're be almost no way to prevent it being abused, but in the context of the game's lore I don't think it's necessarily nonsensical.

  • Shouldn't this be in Off-Topic?

    Also there are WAY too many amazing songs and artists for me to pick just one. Like, I could be here all day listing them.

    Right now though I'm especially in love with K. Flay's 'Sister', Slime Girl's 'Heart On Wave', and Bloodborne's Martyr Logarius' 2nd phase music.

  • No.

    I have a counter suggestion; let's make Thrilling Tremors like PGTW and remove it's cooldown so any time you're picking someone up or hooking them you're getting information/blocking gens.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1059532#Comment_1059532

    Teabagging kind of does. Its a rude gesture and its done to taunt someone when you do it. Ergo Rude.

    It's also how you say "Thank you" and "Goodbye", according to some Survivors.


    Survivors only have 3 means of communication; tbagging means a lot of things depending on context and the person tbagging.

  • @Rivyn said:

    Red rank survivors bully green rank killer during match, teabag their way out the exit gates.

    GG in postgame chat.

    Okay then.

    It's a game.

    You hooking and killing Survivors doesn't mean you hate the person playing them.

    Likewise just because the Survivors mess around or tbag in-game doesn't mean they're trying to be hateful or rude.

  • It's only really useful if you were Hooked, Injured, or Downed near the Killer when the last gen popped.

    Otherwise it's outclassed by Inner Strength for fast heals and every other Exhaustion Perk for Killer Evasion because of how niche it's use is.

    That's not to say Adrenaline is suddenly bad; it's still easily one of the best Survivors perks just because of how strong it can be, but I think it's the worst Exhaustion Perk.

  • Whenever you want.

    Get tunneled isn't fun at any time, but if Survivors can't understand that you're a person playing the game too and want to win then they're the one with a problem.

    You don't owe random internet strangers anything and shouldn't worry about being 'toxic'.

    While I personally usually try to play 'fair' for Survivors I do that because I enjoy being nice and giving them a 2nd chance. Not because I feel like I "owe" them anything or have to follow some set of rules.

    Short of DC'ing, or needlessly bullying someone, play however you want to. If you think it's fair to tunnel then that should be good enough for you.

  • If someone tries to Lightburn you just move around. They'll either waste their flashlight or stop trying.

    Also, half the time you Uncloak you should be out of LOS anyway so you can make better use of the Ambush aspect of your power. Survivors don't hear the bell ring until the Uncloak is about half over.

    Unless you try to pull off a body block against someone with a Flashlight, Lightburn shouldn't be an issue.

    I personally would like to see it stay in the Game for lore reasons, and see Wraith given slight buffs in other ways.

  • I helped a Baby Dweet wiggle free yesterday by dodging two swings before body blocking a hook and somehow dodging a direct hit (I blame servers) from the Killer while playing solo. Does that count?

    If not, it'd probably be when I played with Flip Flop about 4 or 5 months ago. I managed to wiggle off an Infectious Fright Hillbilly's shoulder 3 times that game. A shame my teammates that game all had severe mechanical allergies, leading to everyone's deaths.

    I haven't gotten Flip Flop to work since.

  • Avoid.

    Hemorrhage, like other status effects, doesn't stack and, assuming it works like Exhaustion or Exposed since I've never actually run into anyone using Hemorrhage add-ons myself, applying it again just causes the timer to be reset. Running both add-ons will basically just have the one with the longer duration be the only one being used.

    Unless you're using Bloodhound or are playing on The Game, Hemorrhage isn't worth it.

  • I was playing Oni with Tinkerer trying to jumpscare Survivors.

    I see Tinkerer go off and approach the gen to see an injured Dweet working on it.

    So I go up and grab him off the gen.

    He DS'es me, finishes the gen, Bottled Time instaheals as I hit him after, and sprints to safety.

    Jokes on me, he wasn't a Dweet and I wasn't scaring anyone that game. :(

  • @Rex_Huin said:

    They said there would be no clown killer and look what happened.

    Pirate is coming for sure. Probably as the killer in the John Carpenter 'The Fog' chapter.

    Okay, but when will we get Christine or The Thing?

  • I mean, they also had an empty glass dome that apparently looks like the one that holds the lamentation configuration placed prominently in the center of the background bookcases during the anniversary livestream.

    I wouldn't get my hopes up.

  • "TheImbecile." STOP "That'swhathecallsDr.Byrgenwerth." STOP "He'lleithergototheAmandaortheLery." STOP "LordRavenscragwassuchanamazingandbrilliantscientistnoticemesenpaiuwu." STOP "SomethingambiguousthatprobablyreferstoProjectPaperclip." STOP "HewantstogotoTheLery." STOP "Moralityisforchumps." STOP "It'sallaboutthetruepowerofthedarkside." STOP "Freedom." STOP

    Ta da! A faithful recount of Doctor's lore. /s

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1037632#Comment_1037632

    The SWF escape rate is (or at least was nine months ago) only about 3-7% higher than that of solo players. So it's not likely that with an escape-based ranking system, they would be dominating the higher ranks.

    As for people who hide in the corner with a key, sure they might escape sometimes, but because they're probably not actually good at the game, if they do get found they will almost certainly die. Stealthing the entire game just to escape without doing anything is a lot harder than it sounds, as anyone who has struggled with last Tome's Spine Chill or "Escape as Claudette" challenges can attest. There is a reason that aggressive play is the meta, and that's because it's far more reliable than stealth against a good killer.

    So even if people were able to occasionally escape using that method, over time it would balance out and the people escaping the most would actually be the players who are best at surviving. Just like how bad killers can fluke their way to a 4K and excellent killers can flub their way to a 0K, but over time, the good killers will average out the highest killrates.

    The point about intentionally deranking is the only real issue I can see, but it's not like people don't already just die as quickly as possible in order to derank with the current system. So at the very least, it wouldn't make the problem any worse.

    You're not understanding what I'm saying with regards to SWF or Immersed Key Claudettes.

    If only Escaping counts towards ranking up. Then only players who consistently Escape will be at high ranks.

    It doesn't matter if only 1% or 0.5% of SWFs Escape consistently; they will be some of the only people that do Escape consistently. They won't have any competition at Red Ranks not because there are tons of them, but because there won't be that many people in Red Ranks.

    As far as Immersed Claudettes go the issue with that isn't that it's hard, but that it's boring.

    Few people want to sit and point at a dark corner of the map until everyone else dies so that they can find Hatch with Left Behind and Key jump out, so very few people play that way.

    But the few people who DO play like that will be some of the only people that Escape consistently enough to reach and maintain high ranks.

    The biggest difference, IMO, between a Killer 4k'ing and a Survivor Escaping is that a Killer has to find and down and kill all 4 Survivors by themselves.

    A Survivor can Escape after literally doing nothing at all besides pointing at a corner.

    Matchmaking based only on a Survivor's ability to survive will kill matchmaking times and end up lumping Survivors of various skill levels all together even more than they already are.

    Solo players who die often will be matched with anyone from brand new players to cocky veterans that sandbag, while solos that somehow survive consistently and repeatedly will face longer and longer queues as well as teammates that only look out for their own survival.

    It would ruin Solo Survivor.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1037496#Comment_1037496

    That's why I believe that the ranking system should be balanced around escapes and nothing else, because ultimately what separates a good survivor from a bad survivor is their ability to complete their objective. Being able to run the killer around is only a sign of skill because it increases your chances of survival. It's a means to an end. The objective is not to run the killer around, but to escape, and the ranking system should be reflective of that.

    But then you'd get people who purposefully die at the end of the game in order to derank/avoid ranking up so they could bully newer Killers/get easier games.

    They'd get tons of BP by wrapping a baby player around their finger and then derank to face even less experienced Killers.

    You'd ALSO derank whenever a Killer tunnels/camps you to death; regardless of the effort or skill you put into the game.

    I personally think Escaping as a TEAM should be incentivized, rather than just Escaping, along with team actions.

    If you distract the Killer the entire game and die to a NOED facecamp, you should be heavily rewarded for saving your teammates.

    Likewise, instead of being flat out punished for being downed and hooked, taking a down to save a teammates' life should be rewarded.

    If we reward Escape, and only Escape, the highest ranked Survivors will be almost solely composed of sweaty SWFs and immersed Claudettes with Keys that wait for others to repair gens/die.

    Sure achieving the end goal is important, but the means matter unless we want this game to become unplayable for solo players.

  • @kcwolf1975 said:

    Whats a waifu?

    A fictional female character that one has great affection for; whether just an "awww" or a full on romantic attraction.

    Male characters have the term "husbando".

  • Wraith.

    No other answer is acceptable.

  • I agree.

    Legion's power should to be the ability to repair generators at 50% default Survivor speed.

    That way they'll be able to take up space at a generator and prevent a Survivor from repairing it at 100% speed.

    It will synergize amazingly with New Ruin as a late game Generator slow down!

    Finally Killers will be able to secure their Gatekeeper Emblem.

  • @toxicmegg said:

    wait how did the dead survivor get 0bp?

    If you disconnect on the hook or as you die the icon can show up as the Sacrificed icon instead of the Disconnection icon.

  • 3 of them all had Head On in the same perk slot and all three of them DC'ed.

    I think SWF matchmaking might be to blame for this one.

  • (Assuming a total of 15 points for each)

    Jake:

    Breakout: 3/5 (Saboteur)

    Speed: 1/5

    Toughness: 3/5 (His lone Survivor archetype)

    Intelligence: 3/5 (Saboteur and his Lone Survivor archetype)

    Quietness: 5/5 (Iron Will)

    Nea:

    Breakout: 1/5

    Speed: 2/5 (Urban Evasion)

    Toughness: 4/5 (Her Street Artist background)

    Intelligence: 5/5 (Streetwise)

    Quietness: 3/5 (Urban Evasion balanced with her loud pain noises)

    Adam:

    Breakout: 2/5

    Speed: 1/5

    Toughness: 5/5 (Deliverance)

    Intelligence: 5/5 (His background as a teacher and Autodidact)

    Quietness: 2/5 (He's loud but not too loud)

    Bill:

    Breakout: 4/5 (It's Bill from Left 4 Dead)

    Speed: 1/5

    Toughness: 5/5 (It's Bill from Left 4 Dead)

    Intelligence: 4/5 (He had to power gens quickly to save his frens once before)

    Quietness: 1/5 (He's audible from five miles away)

    Yui:

    Breakout: 3/5 (Her lore and Breakout)

    Speed: 1/5

    Toughness: 5/5 (Her lore)

    Intelligence: 5/5 (Her lore and By Any Means Necessary)

    Quietness: 1/5

    Edit: Added reasoning behind score values, since it seemed a bit hypocritical to call out OP for odd choices if I didn't justify my own.

  • Quietness of 3 for Meg and 2 for Jane?

    Are we playing the same game?

    You can hear either of them Injured from the next game over. Heck, you can hear Meg and Claudette even when they're Uninjured.

    I get it's for fun, it just seems a bit of an odd choice.

    Also, I think any sort of system like this would be much better if all characters had the same point totals, just distributed differently across these categories.

  • @2LuvRias said:

    OH MY GOSH SO SICK OF THESE HANZO MAINS SPAMMING BLINK AND DEADEYE BHVR PLS REMOVE THX

    Those damn Hanzo Mains:

    meme.jpg
  • Feral Frenzy

    Feral Frenzy is a fairly simple power. It increases your speed, lets you fast vault pallets and windows, and gives Survivors Borrowed Time the Deep Wound effect when hit.

    It only lasts 10 seconds at base, but it's power meter refills entirely after hitting a Survivor. Hitting a Survivor also reveals the location of other Survivors within the range of your Killer Instinct, as long as they are not downed or already afflicted with Deep Wounds. The location revealing 'heartbeat' effect will work on Survivors within lockers, and you can search lockers while using Feral Frenzy.

    When the power ends it darkens and narrows your POV while slowing you down for about 4 seconds.

    Feral Frenzy is best used around groups of healthy Survivors before ending the power to chase one Survivor.

    Legion's Add-ons

    The best all around add-ons are Stolen Sketchbook and Mural Sketch, which increase the duration of Feral Frenzy by about 4 seconds. This can make a difference in any number of situations and makes it significantly easier to chain Feral Frenzy hits as long as Survivors are within range.

    The rulers when stacked can be very helpful, shortening the time to recharge Feral Frenzy to about 15 seconds, down from 20 seconds.

    Legion Pin and Defaced Smiley Pin are good when combined with the perks Thanatophobia or Blood Echoes, since these add-ons ensure Survivors will be injured longer or more often. These add-ons actively work against each other, so they're best combined with Stolen Sketchbook to help ensure you can chain Feral Frenzy hits.

    Every other add-on is barely worth using. Frank's Mixtape will actively hinder you if you try to make use of it and Stab Wounds Study is completely useless.

    Legion Perks

    Legion cannot down Survivors with their power. As a result, you'll spend at least some of your time chasing a Survivor. Perks like Enduring, Spirit Fury, Brutal Strength, Bamboozle, or Fire Up can make this a bit easier. None of these perks are general Killer perks though, so you may or may not have access to them.

    Legion's tracking ability is limited, so tracking perks like Discordance, Whispers, Bloodhound, Nurse's Calling, Stridor, and Thrilling Tremors can be very useful. Discordance in particular is very good as it helps you find multiple Survivors so that you can make use of Feral Frenzy and injure them both.

    Whispers also deserves mention as it is the best tracking perk in the entire game. If the perk icon is lit up, a Survivor is within range. If the perk icon is dim, there are no Survivors in your area. Using it can save you a lot of time, and makes finding a Survivor after closing the Hatch much easier. It's worth noting that this perk WILL go off when near hooked or downed Survivors.

    Legion's power helps them injure groups of Survivors very quickly, making anti-healing perks more useful. However, different Survivors react to this differently, so care should be taken when selecting anti-healing perks.

    For example, Nurse's Calling and Sloppy Butcher both penalize Survivors for healing to full health, but some Survivors won't heal at all when facing Legion; making these perks useless.

    Perks like Thanatophobia, Blood Echoes, Bloodhound, and Stridor will be useful against Survivors like these; as their refusal to heal will hinder them. However, if the Survivors heal often they can limit your usage of these perks.

    Ideally, one of each type of anti-healing perk should be used in unison, so that Survivors are "damned if they do and damned if they don't".

    Other perks can be used on Legion, of course, but the aforementioned will have special synergy given Legion's power.

    TL;DR

    Legion have bad add-ons, make Survivors injured a lot with power. Have fun.

  • @Goat_Worship said:

    Help help, I can't throw over every single loop. Maps need to be redesigned so I can completely ignore all of the survivor's defenses.

    Sincerely - Braindead huntress player #58012

    I get the feeling you got killed by a Huntress with Iridescent Head recently.

    Huntress has the perfect amount of counterplay at most low wall loops; she has just as much of a chance at hitting a Survivor as they have at avoiding her Hatchets assuming both sides are paying attention to the other.

    As far as the original post goes, I only have issues with Sanctum of Wrath and Temple of Purgation. They're just too big to reasonably patrol the gens, even as a 115% Killer, and they have a ton of annoying obstructions.

    Oh and Haddonfield sucks too, but it sucks for every Killer, not just Huntress.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/122608/what-exactly-did-you-do-to-freddy

    This is a bug my dude. This dev team has never been shy about giving us unnecessary and way over the top nerfs; if this was a nerf they would have told us. Also you gotta remember: when was the last time a major patch like this DIDN'T break something. Now how long will it take to get fixed is a different story entirely.

    That's honestly worse IMO.

    That just means nobody on the dev team ever once tried Freddy on the current build to see if their spaghetti code had messed with him.

    Like I can understand not being able to try every permutation of Killer power, perks, and etc. But snares are part of Freddy's base kit.

    Just playing him would reveal the bug; a significant bug which should be mentioned in the patch notes (like Legion's FF crashing the game randomly was a while ago).

  • @joker7997 said:

    I've had instant queues as ps4 killer for months

    I haven't played much since early December, but even back then my wait times were near instant on PS4, even when old Rank Reset put me back to Green Rank.

  • I mean, while I personally would never P4 my Huntress and lose my 60~ish remaining Gruesome Gateaus for some bloody charm nobody's going to see/care about, I don't think that makes the idea itself bad.

    If enough other people really want a P4, P7, or PWhatever to grind for I don't see a problem with it being added.

  • It's the only way to use Babysitter IMO.

    Unfortunately it's useless if the Killer is actually camping, since they can just see what is going on, and it's useless if the Killer doesn't tunnel. It's also only good if you're able to make saves.

    That combined with the fact that it takes up two of your four perk slots just makes it not worth it IMO. And I'm someone that likes to use Wake Up!, Calm Spirit, and Kindred.

    It's decent if you can pull it off, but it's only decent and it relies on circumstances beyond your control for it to ever be useful.

  • Not everyone. Good Freddys, Hillbillys that are really good at curving, Godly Nurses running the new Omega Blink, and Spirits all stand about an equal chance. Throw a Mori on them, make use of slugging when able, and they'll have an even chance at getting coordinated SWFs.

    Also, how is "everyone else can get crushed by a coordinated team too" an argument for Pig to stay the same? It sounds like an argument for her, and nearly every other Killer, to get buffed to me.

    IMO she needs reworked simply for the fact that she only has like 6 good add-ons (IMO: Combat Straps, Video Tape, Last Will, Tampered Timer, Crate of Gears, and, depending on the map, Jigsaw's Sketch) and half her power is totally RNG based. There's no skill behind RBTs; just guessing and luck.

  • I'd vote Legion or Pig, but I don't really trust the devs not to just nerf them more and say it was a buff/totally necessary change to their ridiculously strong powers.

    Basekit Clown is also one of the few Killers that sucks as much to play as he does to face, which is a shame because he has tons of amazing cosmetics. Also I don't care how out of touch BHVR is with their game's mechanics and playerbase in action; they'd be hard pressed to make Clown worse.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009952#Comment_1009952

    You act like revving up the chainsaw is a huge downside then say it’s me that needs to get practise in....the irony.

    It takes about 2.5 seconds to charge that chainsaw base, but everyone runs add ons to decrease this. He then moves at 230% speed across the entire map, and then again his cooldown is just a few more seconds.

    So about 2 seconds of charging, 230% speed travel with unlimited range and then a few seconds cooldown. You’re seriously going to act like this isn’t that good?

    Compare that to Freddy who has to wait 45 seconds before he can use his teleport again and it takes about 8-10 seconds to even complete a teleport.

    Or Spirit who moves at 176% speed but her power only lasts long enough to make it a short way across the map then she has a 15 second recharge period.

    Closest is Demogorgan with the portals but even those have a 14 second cooldown unlike Hillbilly and they can be destroyed meaning he can’t travel at all.

    Also none of the above killers have instadowns let alone an unlimited number of them.

    You’re being very defensive in your forum posts recently I’ve noticed. Not going to lie it smells of bias. I can’t believe you’re going to sit here and tell me Hillbillys power isn’t that good and then act like everyone else needs to improve.

    Spirit's phasing also makes her totally invisible and gives her complete control of her movement. Don't try and pretend she's somehow weaker than Hillbilly when her power can be used to reliably counter looping, just because she moves slower or doesn't have an instant down.

    Hillbilly is in a fine place. As long as the Survivors loop well and play smart as a team they can do well against him.

    It's like all the people complaining about Freddy. Yes, you will get downed and hooked if the Killer commits to chasing you. But there's a reason you can get hooked 3 times.

    Getting Chainsaw downed isn't instant death and it's not the end of the world. If you're teammates are doing generators and both they and you can waste the Killer's time before going down, you can get people out.

    The game isn't balanced around 4 Escapes or 4 Kills, but 2 of each, and Hillbilly is in a good spot.

  • I'm playing Bloodborne instead until the Rift comes out.

    And I'm only coming back then so I can get the LÄMP.

    I love this game, but it has a number of problems (for both sides) that need to be addressed and, until they are, I'm not going to spend my time hoping that I don't run into them.

  • I really enjoy using Brutal Strength, Enduring, and Spirit Fury on Legion.

    "Come on, hit me with the pallet! I like the pain! It makes me stronger!" -The Legion, probably

  • Not because I do poorly with her (I do better with her more often than any other Killer) but because I find her play style kind of dull and unfun.

    She's crazy strong, but if I play her I usually end up just turning off DbD after to do something else with my free time.

  • I'm torn about this.

    I feel like Nea has the best overall perk set for a starting Survivor. Since she has a good Exhaustion perk and a good stealth perk, which can help a new player with avoiding chases or surviving them if they end up getting chased. Her third perk is also decent since any new Survivor besides Claudette will need Medkits to heal themselves if they get Injured and their teammates refuse to help them/can't help them.

    That said, Nea has the second worst reputation of any Survivor. Both your Killers and your teammates will probably bully you just for playing her.

    Dwight is much better as far as reputation goes; you'll probably get cut a lot more slack than if you were playing anyone else because of how much a meme Baby Dwight is. He also has fairly quiet pain sounds (especially compared to other starting survivors like Claudette or Meg, who can be heard at a decent distance even while uninjured, or Bill and David, who are audible from the other side of the map while injured).

    However Dwight's perks are all geared towards working with teammates on generators, and he has nothing to help him avoid or survive a chase. Which is what most beginning Survivors struggle with most. Unless the Killer takes pity on them, they'll probably die often as they struggle to learn how to avoid the Killer.

  • His perks aren't that good for new players and he tends to attracts almost as much negative attention as Claudettes and Neas for some reason.

  • I like showing it off to Survivors if we're farming on that map. I'm pretty sure most haven't seen it judging by how they stand and stare at it for like a good 10 seconds.

    As for if it's on the reworked map; I have no clue.

  • I think we'll have to wait and see.

    Personally I think the reasoning behind it highlights a Survivor bias; but MAYBE, just maybe, this is just the devs' first step before adding a 2nd objective or slowing down generator repair speeds.

    Yeah, I don't really believe it either, but I'm hopeful.

  • @Brucecastro81 said:

    https://forum.deadbydaylight.com/en/discussion/comment/993732#Comment_993732

    Legion needs Stab wound study? That is litteraly the most wortless addon

    Frank's Mixtape is just as worthless, but you're right. I'm a moron, I meant Stolen Sketchbook, which increases Feral Frenzy Duration.

  • Why is Legion using Ghostface's knife?

1 … 27 28 29 30 31 … 41