TragicSolitude
TragicSolitude
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- TragicSolitude
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Why go to the exit gate? I like to open the exit gate, get the BP for that, then find the hatch. If I can close the hatch and get the BP great. If I don't get to close it but at least get to deny it to anyone else, that's cool, too. Every once in a while, a survivor gets sac'd to the entity because they wanted the hatch and didn't make it to the exit in time. Bonus!
I haven't been using any add-ons or offerings during this event. That way, when I get gen rushed, I've lost nothing but a couple minutes of my time. And I get to take joy in the fact that they didn't get as much BP as they could have. I've been using a farming build on Spirit, with Distressing and Beast of Prey, so even when I do poorly I often still make out better than the survivors. Feels good.
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I'm happy that the survivors can't hold me hostage at the end of the game anymore. Sure, the hatch can screw you over, but I'd rather that than being held on the map for god knows how long because I can't find the last survivor. It's a trade off. Sucks, but it seems like the better of two evils to me.
I try to always keep the hatch in mind when I kill the third survivor, because I have to take into consideration that the fourth may get the hatch. If there's a survivor I feel doesn't deserve to escape, I try to make sure they're the one to die first, that way if the last one gets the hatch I'm like, "Eh, that's cool." If I can help it, hatch campers get sac'd. Doesn't always work out that way, but I try.
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Hex: Devour Hope is one of the more aggressive perks.
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I don't know about PC, but I think she definitely needs something to help with aim on console.
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Is it just me, or does it feel like other SWF groups are:
"Red-1, I see Myers headed in your direction. If you leave through the northwest window you should be able to stay unseen."
"This is Red-3. I'm at T-wall alpha, in need of healing."
"Myers is currently in pursuit, chasing me on the east side of the map. Generator bravo-3 is 92% complete. Make sure to wait until he hits me to pop it for maximum Adrenaline pwnage."
Then I play SWF, and I'm like:
"I saw the hatch! It's between these two walls, kind of near the carnival area. Not like right near it, but in that area of the map. I think it's on the left side, maybe by a T-wall structure." (He was not able to find the hatch from that description and was sacrificed.)
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Yeah, it'd be nice if KYF allowed you to have multiple killers. It'd make sense, all in good fun messing around with your friends. It'd also be nice if players could open a KYF match with just themself, that way they could explore a map alone if they wanted.
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She can phase through walls but no longer hears the sound of injured survivors.
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I play on PS4. Usually I get nice messages, but even if I get toxic ones, I just reply politely. Never take it personally, never reply in anger: they want a reaction. If the message contains profanity or racism, report it. That's about all you can do.
When playing the game is getting to me, I start memeing and screwing around. Not taking it seriously helps keep it all in perspective. My friend had a great time pretending to work on gens, chasing survivors while crouched as Pig, spamming her roar.
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Thanks for the detailed answer. :) Very much appreciated. I always see people talking about using her power to get the second hit, but I struggle when using it to catch up in a chase. Between the the survivor's injured speed burst, Spirit's successful attack cooldown, and the phase activation charge time, it feels like there's this huge gap to make up for, but I guess that's just in-the-heat-of-the-moment perception.
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Can Spirit without add-ons catch up to a survivor in a chase?
If I hit a survivor, then phase to chase after them and get the second hit, when I get out of phase they always seem to still be well out of range. It's also possible I'm just not phasing quickly enough after the successful attack cooldown finishes, but I don't know. Every video I watch of other people playing Spirit, they use add-ons, so I don't have a comparison. I'm really curious about this, though.
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This happened to me yesterday (on PS4) I think. The match was almost over, and suddenly three survivors disconnected all at once. I received a message from one because I guess to them it looked like I (the killer) disconnected. It definitely wasn't me, though: there was still one survivor left, and I let them escape.
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Scratch marks still seem bad on Ormond, too. Or is that just me?
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John Carpenter's The Thing scared me when I was younger. One of the only movies that ever did. I still think it's one of the best movies ever made.
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I only burn BPS as survivor if I'm playing with friends, that way there's a smaller chance I'll be immediately tunneled out of the game, and even if I am tunneled out at least hopefully people I know and like will get some benefit from the offering. I normally play solo survivor, though, so I rarely burn BPS.
If I burn BPS as killer, it's with the knowledge that the survivors will probably get more benefit from it than I will, so I have to be feeling super generous at the time. I'm more likely to trash BPS than actually use them when I prestige.
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@vampire_toothy said:
https://forum.deadbydaylight.com/en/discussion/comment/527447#Comment_527447
Not necessarily useless as you can also hear the grass move, that being said though if she isn't consistently making grass or corn move then that should definitely be looked at.
I know crows flying away have alerted survivors when I'm phasing, as well. I'm pretty sure I've been told survivors can hear The Spirit's footsteps, too, but I don't know that for certain because my headphones suck.
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Do people forget that the killer is not an NPC?
There's an actual person playing killer. They have to deal with four survivors, each who can finish a gen in 80 seconds, each who can use perks and pallet loops to extend a chase to infinity. The killer is fighting a losing battle against time, especially if they're trying to three-hook all four survivors. If the survivors heal each time they're unhooked, and the killer wins each chase, that's six hits per survivor to hook them three times, for a total of twenty-four hits and twelve hooks. Don't forget that the first hit also gives the survivor a speed burst to help them reach the next loop. And on top of all that, after the killer manages to win the chase and down a survivor, we should punish the killer by making it easier for survivors to escape off their shoulder? Why? Playing killer, especially if you try to play nice and not tunnel/camp survivors, can already be extremely frustrating.
The change you're suggesting would mean even more frustration and could lead to fewer people playing killer, and the ones who do remain are going to be the ones who tunnel, camp, and slug, making the wiggle-free-timer buff irrelevant.
Edit: Also, Flip-Flop exists. It's kind of memey, but I have managed to escape off the killer's shoulder using it.
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The add-ons to use are the two ultra-rares: Judith's Tombstone and Fragrant Tuft of Hair. I used Ruin, Whispers, and Play With Your Food. (My fourth perk was Dying Light, to try to slow the game down even more, but it didn't actually help me. A better fourth perk would be Monitor and Abuse, but I don't have it on Myers, yet.) I never hooked anyone; I only stalked until I reached EW3, then I started killing.
I achieved Evil Incarnate on The Game map. Seems like a good map for it, because there's half the normal area where the hatch can spawn, making it easier to find it and close it to start the End Game Collapse. If you have Whispers, then you should be able to find the survivor at whichever Exit Gate they choose and kill them before they open it.
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I've seen killers slug for the 4k. I had a killer slug me and the two other people left when one survivor DC'd. Only once have I had a killer (a Leatherface) slug all four survivors and then leave us to bleed out; I think that was because someone brought a key.
I've been slugging survivors because I'm not trying to sacrifice anyone, but I also don't want the match to be over in five minutes. I try to always have two survivors on their feet. If a survivor stays slugged for too long, then I'll get them back on their feet myself if I can find them. If they let a survivor bleed out, though, then I get mad and sacrifice everyone.
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@Cyno said:
As killer getting a lot of gen rushing try hards when i bring in bps. I only want my 4 stack BBQ and I chill but hard to get with swf sweatys.
Oh man, I get gen rushed so hard if I bring in BPS. I almost never burn those anymore. Survivor Puddings are the way to go.
I get really sad if a survivor burns BPS when I use a Survivor Pudding, 'cause I still usually total less than I would have if no offerings had been burnt.
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Got the Evil Incarnate achievement while I was using up Myers' add-ons so I could P3 him. That was cool. Otherwise, I've been getting the BBQ 4 stack and just letting everyone go. Sometimes I get nice thank you messages, sometimes I get "lol u suck." You'd think running Distressing, BBQ, and Beast of Prey would get across that I'm only playing for BP, but eh, some people just don't pay attention.
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Depends on how many gens are left and how long the match has been going. If it becomes a 3v1 early on, I just leave the match. Otherwise, I may try to farm with them or I may stand in a corner and wait for the survivors to do the gens and leave.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/519571#Comment_519571
I wish that it was just hit 100 survivors with axes. You have to put them in the dying state from at least 24 meters away 100 times. This challenge is just dumb. 5 or 10 times would be reasonable. 100 times..... uggg.
You have to put survivors in the dying state? Man, that's messed up. I suck with Huntress, trying to aim her hatchets on the PS4 is a nightmare. I'm not sure I'll ever manage to earn this achievement.
God, 100 times. #########.
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@SpaceCoconut said:
The achievement is doable. I almost did it once but messed up at the end.
The problem is the state of DCs and how they will automatically cause you to fail the achievement and lose the ULTRA RARE addons.
Not sure what could be done, but hopefully when the new DC regulations get put into place, they'll be tough enough to make these DC's a thing of the past.
Survivors might still sac themselves on the hook, but that shouldn't impact this achievement.
Not losing add-ons and offerings when there's a DC during the match would be so nice. That would make the DC problem a lot more bearable. I really wish this had been implemented by now. Not starting 3v1 games is great, but the disconnect problem goes way beyond that.
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I stopped burning BPS because it's always bad luck. If I or a survivor burn BPS when I'm playing killer, 90% of the time I get seriously gen rushed and end with fewer points total than I would've gotten had I not burned the offering.
If I burn BPS as a survivor, 99% of the time I get immediately tunneled out of the match. The offering is just super bad luck for me. I've even been trashing them when I prestige, now. Not worth using them.
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Yup, I'm having this problem, too. And if a survivor leaves the lobby, rarely does a new survivor pop in to take their place: I have to dump the lobby and start anew.
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@Redd said:
Because it’s more than two years old, and everyone who’s gotten it has a sense of accomplishment they don’t want trivialized by making it easier since it doesn’t unlock anything.
Yeah, I respect that. It's one of the reasons I don't really think changing the achievement itself is the right answer.
I think Judith's Tombstone needs to be looked at. It's an Ultra Rare add-on with numerous downsides already. On top of those downsides, survivors can counter it by jumping in a locker, and the killer has no way to counter that. The killer can try to carry them off, but the stun from them wiggling off the shoulder is no small thing, and because the add-on also slows Myers down, he's unlikely to catch up before they jump back in a locker.
That the survivors can disconnect to deny it sucks, too, but that's a problem with more than just the Tombstone add-on: disconnects mess up BBQ stacks, PWYF and STBF stacks, and normal Memento Mori offerings.
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@Redd said:
https://forum.deadbydaylight.com/en/discussion/comment/525479#Comment_525479
carry them far enough away that you can catch them before that.
I tried that. First one disconnected right after she wiggled off my shoulder and I started to mori her. Second one still managed to get to a locker, then DC'd rather than step out when he realized I wasn't going to pull him out of it. Temple of Purgation has lockers everywhere, and Myers is still slow even with PWYF.
I don't necessarily think it's the achievement that needs changing. I don't know, maybe it does. The problem isn't "oh man, the achievement is hard." It's the way survivors will disconnect rather than let themselves be mori'd. The way being in the dying state and/or jumping in a locker can basically be uncounterable in many instances. It's just a mess. Most achievements that need to be completed in one match can be completely ruined by a survivor disconnecting. When there are four survivors to contend with, that's really not fair on the killer. The killer can play perfectly and still lose out because one of four survivors decides to be spiteful.
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Sometimes, the gates spawn too close together and the last survivor has little if any chance to escape. That's RNG. A lot of stuff in this game is RNG. Some RNG is in the killer's favor, some is in the survivor's favor. Having the exit gate open quicker would not be a good solution, because it would hurt the killer when the exit gate spawn locations are in the survivor's favor. The exit gates need some minimum distance between them to keep the RNG from being so all-over-the-place.
I managed to open an exit gate and escape yesterday after a killer closed the hatch, so it's not always impossible. It's just a matter of the exit gate spawns not being right on top of each other.
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Evil Incarnate. The survivors like to jump in lockers and DC.
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I've P3'd two survivors, and I used Bloodpoints I earned playing killer to do so. I'm awful at survivor and die way more often than I escape. Prestige doesn't necessarily mean anything.
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@ABannedCat said:
I am pretty sure, its a way to keep people in the game. The grind is addicting to many people. And putting a cap on the BPs you have, prevents people from just playing and playing and playing without spending anything. You are in a perpedular circle of playing, and spending.
I can live with them having a cap. I just wish the cap were higher. Even having it at 2 million Bloodpoints would be better. The grind is crazy, and 1 million Bloodpoints doesn't really get you that far.
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"The Ghost Face" is a terrible name, and it breaks the game's naming convention. "Ghost Face" is better but still breaks the game's naming convention.
"The Ghost" sounds better and fits the game's naming convention. "The Phantom" and "The Mask" sound good, too. (I'd like to think that if they use the name "The Reaper" it'll go to a much better killer. If they have the proper robe and scythe, all the better.) Really, anything other than "The ----- Face."
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I've been using Beast of Prey (and Distressing) for Bloodpoints.
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A second objective is very necessary. Something to make matches last longer, something that's more fun than holding M1.
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Money was already spent to pay the people working on this killer. Some randoms on a forum completely stopping the release of a killer that people worked months to create? This isn't a democracy. BHVR is a business, and consumers vote with their money. If you don't like the new killer, don't buy him.
The problem is that BHVR needs people who recognize whether or not the team should spend months creating a killer who works a certain way, that way they don't waste resources and lose money. I don't expect everyone at BHVR to be experts at playing their game, but they could save time and money if they employed a few people who are actual players. Still, we're talking employees or consultants who can work with the team, not some randoms on the internet complaining or voting in a poll.
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@Mochan said:
This would just encourage more DCing as Survivors see it as their divine right to help other survivors avoid Tombstones, Iridescent Axes, Iridescent Kings, Mother Daughter Ring and other broken add-ons. You would see survivors DCing the moment they see these add-ons just to prevent killers from keeping them.
Many Add-ons are already broken as #########, we don't need them being permanent fixtures in every game.
I don't think a killer should keep their add-ons for killing survivors.
I do think a killer should keep their add-ons and offering if any survivor disconnects. Survivors disconnect precisely to keep a killer from getting use out of their add-ons and/or offering. It's scummy, and they shouldn't have that kind of power.
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A good game where I get to down people with Corrupt Purge is fun.
A game where I mostly act as an M1 killer and/or get looped to hell... not fun.
I love her design, and she ended up being the first killer I P3'd, but I've gotten frustrated with playing The Plague. I often stop wanting to play in the middle of a match, and even with Distressing equipped I have trouble getting Deviousness points with her.
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Spirit. I like that I can surprise survivors. I've had some survivors tell me that I actually scared them at moments because they thought I was preoccupied elsewhere. That's satisfying.
Grabbing survivors off gens and chests is super fun. I also enjoy the mind games and the added challenge of trying to track survivors by sound and moving grass. It's more rewarding than just a straightforward chase. One day the audio will be fixed (I hope) and I'll finally find out if I can actually track survivors by sound; that'll be nifty.
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@zach3734 said:
They do need to tweak the penalty for letting a survivor out of your grasp but besides that ds isn’t much of a problem anymore. Less people are running it because it’s now situational, and for an unsafe unhook just down the survivor who got unhooked (unless they have borrowed time) then chase the survivor who unhooked them that way you can have three survivors occupied with something other than gens one downed one reviving and one being chased.
The problem with this is the number of survivors who use DS as a shield to do things like perform unsafe unhooks. I go after the unhooker rather than the survivor who was just unhooked but can still get DS'd by the unhooker. Killers have to keep track of a lot of stuff, so knowing whether or not it's been 60 seconds since the unhooker was unhooked is not something I'm going to automatically be aware of. I'm not saying "Ohmigod, get rid of DS!" because DS has its place, but a killer's emblem score shouldn't be penalized for it.
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She could have a perk called "Weapons of Mass Distraction."
While I'd love playing as her, I think her hair might break the game.
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... but, we already have The Wraith, who shimmers when he goes invisible and carries around a skull and spine.
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MoM hurts already weak killers while not really affecting strong killers. That's not a good thing. That's the opposite of good. There are a lot of perks that already extend chases, and this one stacks on top of them. There are exhaustion perks, there's BT, there's DS, do we really need Mom on top of that? Should we just give killers wiffle bats and be done with it?
If a perk hurts weak killers and pushes players towards using Hillbilly to get around it, then it's a poorly designed perk. Besides, I thought survivors were tired of facing Hillbillies.
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Crossplay between like Xbox One and PS4 would be fine, but crossplay between consoles and PC might be too unbalanced. What I really want is just to have one DbD profile that is shared across all platforms. Buying the game again is fine, but the grind is ridiculous, and I'll never make the switch from PS4 to PC if I have to re-purchase all the DLC. That's just too much.
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Using a killer decked out with BBQ, Beast of Prey, and Distressing with BP offerings, I was able to P3 another killer in a matter of days. That'll depend on how much you can farm off the survivors in each match, though.
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You can change some of the buttons, but unfortunately the interactions are still grouped together, so you can't change healing, vaulting, escaping through the hatch, etc. separately.
I changed it so actions like vaulting and dropping a pallet (the first category of actions) are the Square button, while healing, using items, repairing, and escaping through the hatch (the second category of actions) are still R1.
Sucks, because the main problem I was trying to fix at the time was that, in the dying state, I'd press R1 to escape through the hatch, but the game would try to Recover, instead, even if I was maxed out on Recovery. Those actions are grouped together, though, so I can't bind them to separate buttons.
At least healing and throwing down pallets are separate buttons, so I no longer have to worry about that.
I would definitely prefer it if I could bind each action separately, though. It gets confusing to have vaulting as a survivor be the Square button but vaulting as a killer be R1.
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Watch for moving grass, watch for birds flying away. When you're inside her terror radius, you can't hear her phase. When you're outside of her terror radius, you can hear her phase (unless she's using an add-on), so listen for that vacuum/whoosh sound.
You can also try equipping Spine Chill. It's the perk a lot of survivors use to avoid being surprised by The Spirit.
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The hatch exists because otherwise the last survivor could hold the game hostage indefinitely. That's the hatch's purpose. That's why the hatch now spawns when there's only one survivor left even if no gens have been done. That's why the EGC exists. That's why the killer can close the hatch and start the EGC, and that's why the killer can open an exit gate and start the EGC. It's all about avoiding hostage situations.
The hatch is a second-to-last ditch chance (now that closing it powers the exit gates) for the survivor to escape, that way it's not an automatic "you're screwed" when they're the last one left. It already screws the killer a bit by giving the survivor an easier option than doing the original objective, but it's the trade off for not being able to be held hostage indefinitely. There's no reason to screw the killer more by making the hatch even easier for survivors. It's not supposed to be a guaranteed escape; it's just a hail Mary.
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My PS4 Pro has this issue; the poor console sounds like a dying jet engine when playing DbD. It happens regularly while playing the game, but it always especially happens on that loading screen with the clouds.
It's not an issue with other games, only DbD.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/497760#Comment_497760
Anyways ds is not an anti-tunnel perk
Tell me what stop the killer from chasing that guy?
a 5 seconds stun that can be decreased by enduring? Seriously?
They're updating Enduring so it only affects pallet stuns. It will no longer decrease the stun time for DS.
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Once the totem is cleansed, the killer is down a perk for the rest of the match. It's already difficult for low-mobility killers to protect totems. It would be pretty much impossible to keep a hex totem standing for any length of time if progress were saved.