Avatar

TragicSolitude

TragicSolitude

About

Username
TragicSolitude
Joined
Visits
8,306
Last Active

Comments

  • Claudette has a passive camouflage ability that other survivors don't have. It's like a fifth perk to become one with grass and walls; some killers feel like the survivor is giving them the middle finger by using that.

    Am I saying it's okay to target them in a toxic manner? No. But players have been requesting for a long time that the devs fix Claudette so she's not invisible. Personally, I kinda see finding the brown-shirt or P3 Claudette as a challenge, but it can get annoying, and on some maps it's absolutely frustrating.

  • Man, I'm having the opposite problem as killer when I actually go for the sacrifices. I get the third survivor, and either the last survivor finds the hatch first, or I close the hatch and even though I go straight to the exit gate they're at, they manage to open it before I get there.

  • This problem isn't exacerbated by the EGC: there is now a time limit on something that used to be able to go on indefinitely. It's great. They can sit at the exit gate while I get points doing other stuff or searching for the hatch so I can close it for those extra BP, and I know that one way or another the game will end in two minutes.

  • Decisive Strike is the perk you'd want in that situation. We don't need two perks to do practically the same thing.

    It's not like that kobe was earned. It's RNG.

    If I hook the second to last survivor, then hook the last survivor before the previous one is dead, I shouldn't have to deal with both a random kobe and BT. I dealt with multiple second-to-last and last survivor kobes when going for the adept killer achievements. I wasn't camping the hook for those second-to-last survivors, but they kobe'd off so quickly that I was still within TR range of the hook when they did it, so I know BT would've proc'd if it were an option.

    We'll Make It doesn't give the user a boost to self-healing; BT doesn't give a reward for self-unhooking. It's consistent. The perks are meant for altruism.


  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/495901#Comment_495901

    You would know if someone DCed to give hatch, DCed out of rage, map, killer. This would change how I play and how I would treat the rest of survivors.

    Would also give an overall picture about how common that DC bug is atm.

    When I'm playing killer, if someone disconnects early in the game, doesn't matter why, I just leave. I don't want to do a 3v1 but with 5 gens.

    If they disconnect late in the game, then it doesn't make much of a difference.

    That's just me, though. Anyway, I agree with @Sairek: all it would do is have players use other methods than the "Leave" button to disconnect.

  • You know what we need? A sacrifice-to-the-Entity option for the killer. If the killer downs a survivor during the EGC and they don't have the option to Mori, then they could instead have the option to immediately sacrifice the downed surivor to the Entity. It wouldn't fix the issue of killers who are griefing, but if a killer just wants to see the awesome animation then the survivor doesn't have to wait three minutes or whatever bleeding out for it.

    Also, a survivor hiding on the map after the game ended definitely counted as holding the game hostage. They could be anywhere on the map and the killer had no way of finding them because the survivor wasn't working on any objectives and they were moving around the map so they weren't getting afk crows. I think the devs gave some sort of time limit for reporting that, like the survivor had to do it for at least so many minutes before it counted as holding the game hostage; if the devs did give a time it was something like ten minutes, a lot longer than the EGC lasts.

  • I never check players' profiles, but I'm also on PS4. If they only showed names but didn't allow killers to look at players profiles, that seems perfectly fine. On Steam, players can change their name at will, so it'd matter even less there.

    As killer, I often have to dump the lobby because it gets stuck with a three-man team. One survivor leaves, another one takes their place, but it never fills up with four. Dumping the lobby for a fresh one fixes the problem. So yeah, if killers get punished for lobbies being broken, you can bet your lobby wait times will get even worse.

    I think not letting players look at profiles is fine. Hiding the survivor and/or their items, that would make being killer even suckier than it already can be. But you cannot punish players for leaving lobbies when bad pings and broken three-man-lobbies are a thing.


  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/495014#Comment_495014

    Killers can dodge for any reason under the sun.

    Maybe we should deal with the various reasons survivors constantly D/C in-game rather than forcing them to subject themselves to it. /s

    I've actually tried this. On a day where I kept having matches where the first person I downed DC'd, in the rest of the matches I had that day I just wandered around the map as killer and left survivors alone to do gens and leave. I only got a couple messages complaining about it; the rest seemed happy to have a killer-free generator-repair-SIM experience.

  • @Arroz said:

    https://forum.deadbydaylight.com/en/discussion/comment/494979#Comment_494979

    How can a survivor dodge? lol

    Every survivor that leaves the lobby is because they have high ping

    Not true. I've seen multiple players say they don't want certain survivors (usually Claudettes) on their teams. If I recognize a survivor's name as someone who's helped the killer or sandbagged teammates, I'll dodge.

    You know what'll happen if DCing and dodging are both punished? You'll either get fewer players, or you'll see more survivors suiciding on their first hook and killers that stand in a corner rather than interact with the survivors. There's no perfect answer, but at least with lobby dodging you're not forced to play a crap match and possibly de-pip at the end.

  • Repairing generators is boring. Healing, mending, repairing gens, cleansing totems, the survivors spend a lot of their time holding M1. The game needs at least one more mandatory objective, because matches can end way too quickly, but making survivors hold M1 longer isn't the answer.

  • @Aven_Fallen said:

    Pretty sure that Killers would not complain about DCs when they would get their BBQ-Stack. At least I have not seen any Killers complain about Survivors killing themselfes on their first Hook.

    And yes, dodging should have some form of Punishment. Longer Queue-Times. If it is Ping, it should not get any Punishment. But if it is one more or less stupid reason, there should be punishment.

    In the end Killers always claim that they see Survivors to prepare. But if there are 4 Survivors with Items, they will simply dodge and not bring Franklins...

    I hate when survivors kill themselves on their first hook. Lately, when I play killer, I let all the survivors escape. If one suicides on the hook early in the game, then I have to wait for three survivors to finish five gens; it takes forever and it really sucks.

  • The Plague is the first killer I've prestiged. Playing with her can be a lot of fun, especially when getting crazy hits with corrupt purge.

  • Yeah, I always crawl away from teammates if the killer's watching.

  • I love the Pale Man's design. He looks amazing and really creepy.

    I don't really have anything to say beyond that, though. I'd love to see killers that look like him or something out of Silent Hill, but I don't think that's in our future.

  • Love it! You have a great style.

  • @wydyadoit said:

    https://forum.deadbydaylight.com/en/discussion/comment/493509#Comment_493509

    the statement "buff all the others to match this 1" is a bit silly. if the end goal is to create "tough decisions between perks" then buffing the perks to all be overloaded doesn't solve that. It instead makes it so there's no wrong answer. if you're wanting the perks to be tough choices then you have to individualize them around specific game mechanics that actually matter. for example - you mentioned a desire to farm blood points as your primary reason for taking BBQ right? The problem with that rationale is that if that was all you're using it for then you'd just remove it for a better perk and run offerings like survivor pudding and such because "the aura doesn't matter" But we all know that the aura is what's giving you those blood points because without knowing where the survivors are and without actively succeeding at being a killer you're not going to get very many blood points regardless. you have to interact with the survivors to get blood points - whether that be by slowing generator progression, entering and winning chases, successfully hitting your opponent, destroying pallets, and using your ability : if you're not involved with the survivors you're not getting blood points.

    The combination of blood points + aura reading that's outside of the terror radius + having an opponent hooked already creates a lose lose scenario for survivors and combining it with just iron maiden limits the counter-play substantially.

    would you still take BBQ if it didn't provide aura reading at all?

    More often than not, I see no auras with BBQ. I do take it anyway, for the Bloodpoints.

    BBQ is something survivors should want to work, though. There is a helpless survivor on the hook, someone who can do nothing but hang there and wait. They can't do anything to make the killer leave the hook. If the killer doesn't leave the hook, no one can make the save, and that's a lot of altruism points. If the killer sees an aura with BBQ, they're encouraged to leave the hook, giving someone a chance to make that save. The person on the hook can't go anywhere, but the person whose aura was just seen with BBQ is fully mobile. They could juke the killer before they're ever even found, or they could lose the killer after they're found or at least keep the killer busy for a while.

    I know some survivors think, "That person got hooked, they deserve to be on the hook; I don't deserve to be found because of it." But no one's perfect, most survivors will get hooked at some point. And don't forget, a survivor being left on the hook will hurt the entire team's emblem scores.

    Is Iron Maiden suddenly meta or something? I almost never see anyone running Iron Maiden when I play survivor. I haven't even bothered to unlock the teachable, because I don't want it junking up my Bloodwebs.

  • I play solo, so I'm already miserable whenever I play survivor.

  • @[Deleted User] said:

    Ok @Blueberry

    Apologies I accidentally wasn’t clear enough about my point. 

    If survivors knew that every time they are completely infected, that the plague can see their aura periodically, therefore likely to be followed/targeted by plague, would they risk the 6 seconds of stationary vulnerability at a pool if it is likely that is exactly how the plague will catch them and get her down?

    What you're suggesting is that the survivor would spend the entire game running instead of cleansing, working on gens, etc.

  • @imlegion said:

    Ppl dc once they know you have bbq that perk needs a nerf to balance out the d strike change I hear a lot of survivors complain about bbq and how it needs a re-work and I agree it’s too strong it should be more like infectious fright so don’t blame survivors for you needing perks to give their location to you I hate being found in a good hiding spot or getting killed and tunnled just cuz you can see we’re i am so I get it from both sides of view but it doesn’t need a rework

    The number of times I look around the map and don't see anyone with BBQ outweighs the number of times I actually see survivors with it. There are so many ways to avoid it, it's only good for Bloodpoints most of the time. When it works, it's a good way to get the killer farther away from the hook.

    I've also had survivors think I found them because of BBQ when I actually just stumbled into them by accident. Happens more often than you'd expect. What counts as a "good hiding spot," anyway? Unless the killer is super inexperienced and never plays survivor, I don't see how there'd be a spot they'd never think to check.


  • I want the Grudge/Ringu style hair over over her face so badly.


  • @M1ghtyM4x said:

    Also have over 2k hours just on xbox considering i played on pc from beta till about leatherface i have been playing awhile. Anyways here's the problem with the endgame collapse and its easily rectified with a buff to survivors without changing the egc itself. Once a killer knows where the hatch is (and yes it can happen before the end game) then that's essentially game over for the survivor(s) who reach the egc because all the killer has to do is find the hatch before you and close it then just camp the exits till they find you and chase you till times out I had a billy chase me around at the exit game till time ran out and i died (i hadnt been hooked once all game) thats absolutely not fair. This guy thinks he got the kill (which he didnt earn). Either buff survivor once egc happens or instead of giving killers points for kills due to egc make a debuff to the killers speed during the next match. FORCE killers to play the game as intended instead of relying on a gimmicky mechanic thats one sided by design.

    As for slugging if we're going to have a way out for killers so they dont dc give survivors the same thing id rather not spend 90% of the game down and not able to do anything and fear getting in trouble by the entity for dcing. if killers can open exit gates give survivors the ability to die on purpose on the ground. Remove slugging altogether. Eliminate most if not all of the dc's and make the end game more fair.

    I've killed myself on purpose in the EGC multiple times just to watch the cool animation. I've also had survivors do that as killer. I've gone off and ignored survivors once EGC started and still had them die, I assume because they were looking for the hatch or something. Punishing killers in the next round because a survivor killed themselves would not be okay.

  • The killer is supposed to hook survivors, just like survivors are supposed to fix generators. What if the killer could temporarily destroy all but one generator? Would that be fair? With only basement hooks the killer would end up slugging all the survivors and watching them bleed out, just like with only one gen the survivors would immerse around the map and drag out the match forever.

    Not to mention, the killer already has four survivors and seven gens to manage, and with pallets and windows and perks one survivor can extend a chase long enough for the other survivors to finish one gen each, meaning it's possible for three gens to pop in the first 80 seconds of the match without the killer having gotten a single hook, yet, and there are four survivors who take at least two M1 hits to down and could need as many as three hookings each. And we should add not even being able to reach hooks after winning a chase on top of all that? You know the killer isn't an NPC, right?

  • @dnj510 said:

    https://forum.deadbydaylight.com/en/discussion/comment/486105#Comment_486105

    @TragicSolitude I recently made a post about being a solo survivor and whether or not I should be selfish and worry about myself. There's been too many times where I've been let down by my teammates so now I'm starting to just worry about myself and only myself. If my teammates go down too fast or if I determine that they are not worth saving, f*** them, I'm going to get my points and (try) to escape. I'm tired of being nice and helping out randoms only to potentially die in the end.

    You've did the right thing not saving them because if you did, you would have most likely died trying. Sometimes it's beneficial to think about your own self-preservation, especially if you're playing by yourself.

    Sometimes I play selfishly, and sometimes I play altruistically. It depends on my mood and whether or not I have an objective that requires me to survive the match. Both times I mentioned in my post, I had an objective: I got the Adept Jeff achievement for the match with the two guys in the basement, and I escaped with a Vessel during the Lunar event in the NOED match.

    Sometimes I get bored with just playing to survive, and I'll play super-altruistically and throw myself on the sword to get another survivor out. But yeah, in the two matches I mentioned, I'm pretty sure I made the right call.

  • Playing against a Hillbilly, I'm injured and working on a gen next to the exit gate, and two guys get downed and put in the basement. I don't know what the fourth survivor, who's uninjured, is doing, but if someone's going to go for the rescue, it has to be him. Anyway, it turned out he was also working on a gen. Last gen pops, I'm still injured so I go to open the door, and then the other guy gets caught going to rescue the two in the basement. He brings the killer my way, the two in the basement are now so close to death I couldn't save them if I tried, and as soon as the third guy gets hooked, the Hillbilly chases me out the gate.

    After the match, I got a message from one of the guys in the basement.

    Him: Coulda helped us

    Me: I was injured. I thought the uninjured survivor was gonna go for it.

    Him: No he needed gens so we told him to finish the gen then get us but the killer found him

    Me: I couldn't possibly have known that. I was working on a gen, then I opened the exit gate. By the time I saw the other guy get hit, the two in the basement were down to a sliver of life.

    Seriously, what is the correct response to, 'You should have saved us. Also, we told the other guy to finish the gen then get us.'?? Why was it cool for the uninjured guy to work on a gen but not the injured one? Plus, they messaged me after the fact even though they could see that I was working on a gen.

    Considering the second guy was downed going to saving the first guy in the basement, and the Hillbilly didn't interrupt me or the other survivor while we were each working on different gens, that really suggests the killer was camping the basement and any attempt to save those survivors was a suicide mission, but maybe I'm overestimating Billy being able to check more than a single gen in a 30+ second timeframe.

    I've also had a survivor message me after I escaped because I didn't rescue them off the hook when they had Adrenaline (how would I know that?), even though the killer was a Hillbilly with NOED on a wide-open corn map.

  • I think her idle sounds, and hair seemingly flowing upwards are really cool. Especially the eyes. But the rest? Well, concerning clothing it’s an...

    What game is that from?

  • I really feel like they over-nerfed Legion. He definitely needed changes, but they made a lot of changes at once instead of making a couple small changes at a time and seeing how it went from there. Nerfing his FF speed, nerfing his vault speed, AND increasing the fatigue time? Why? They removed his ability to spam the attack and down in FF as well as made it so that his meter has to be completely filled before he can use FF. His meter depletes every time he M1s a survivor, plus it completely empties when he's stunned.

    Does that not seem excessive?

    I dunno, they did bump him up to be a 115 speed killer, which is nice. But nerfing his FF speed and vault speed plus increasing the fatigue time (I mean, they didn't do just one or two of those things; they did all three) really seem unnecessary when all those other handicaps on his power are taken into consideration.

  • Killers have always been able to do this. Back before Decisive Strike was nerfed, if the obsession was the last one left, I'd slug them and let them bleed out rather than have to get DS'd and re-chase them down. Slugging the last survivor has always been an option, and it's never been bannable. Why is it different now that there's an end game collapse? If it's the first time the survivor's been slugged, the EGC is better for them, because that timer is only 3 minutes whereas the bleed out timer is 4 minutes.

  • A Cypress mori in the base kit would be nice. It's not good as an offering; killers seem to rarely get the chance to take advantage of it when they burn it. Since mori'ing survivors is a Daily Ritual, it'd be nice if killers actually had the ability to do it in their base kit. That daily ritual always stresses me out because I'm having to use a mori offering, and most of my killers have two or fewer because I don't see them often in my Bloodweb. I can't even get Rancor to pop up in their Bloodwebs to help me out.

    Being able to mori the last survivor in the base kit wouldn't change the game much if at all. If the killer catches the last survivor, they're almost always dead, anyway.

  • I take it you mean on the PC? Because I find Spirit much easier than Nurse, but I'm on the PS4.

  • If the killer is not nearby, then I'd prefer to heal at the hook. So often, I rescue a survivor from the hook only for them to spend 30+ seconds running to some corner of the map to heal, even though I've been running We'll Make It. Every time I follow to heal them, the killer comes over before we're done, and I die for it. If they'd let me heal them under the hook or at least next to a pallet or something, we'd be fine, but they always run to some dead zone. I've stopped following them at this point. If they'd rather slowly self heal and get downed by the killer before they can finish (true story) instead of letting me take a couple seconds to heal them with WMI, that's their choice.

    Another true story: I rescued a survivor off the hook, healed them with WMI, saw another survivor self-healing nearby, went over so I could heal them with my super-fast WMI healing, and they refused to stop and let me heal them until they were 90% finished.

    I also hate how often I get rescued off the hook only to be ditched and left injured. It really sucks.

  • @SpaceCoconut said:

    They're trying to fix the problem by using the most simple solutions they can, but they don't seem to understand that totems and their cleansing need to be looked at and revamped with a more in-depth solution than just spawning solutions.

    NoED is a better hex perk because you have to cleanse 5 totems to remove the perk. All other hex perks require survivors to cleanse 1 totem to remove the perk. Haunted Grounds was a proposed solution by the community and they sold it to us as another hex perk instead of implementing a version of it as a totem mechanic.

    Most hexes ARE a wasted slot.

    Yeah, hexes feel like a wasted slot usually, so I rarely use them.

    Haunted Ground would be better as a totem mechanic. If the killer is using a hex totem, the survivors can cleanse it with little worry about any negative consequences. It would be better if there were some trade off when cleansing a hex totem, like yeah, you get rid of Ruin, but at least for a short amount of time after cleansing there's this other negative effect.

    They could have at least built the TotH notification into all hex totems. And/or have Haunted Ground apply after any hex totem is cleansed every time one is cleansed. And/or after a hex totem is cleansed, the cleanser's aura is shown to the killer for a certain amount of time. The maps are so big that few killers can properly protect a hex totem. They need something more built into them, plus perks that help protect them/punish cleansing on top of that. "Better hiding spots" are also necessary, but they are by no means a complete solution to the problem.

  • Killer can be fun, though it can also be very frustrating. One of the biggest problems I face is that I either get stomped by the survivors, or I do well and survivors disconnect the first time I down them. For instance, last night I played Leatherface when I noticed two Jakes in my lobby. When I saw him and another survivor healing in the basement, I went down there and downed them both. They each disconnected right upon being hooked, so I doubt that went towards me getting the Jake face. Really sucks.

    Survivor is almost never fun when I play it. The good games where I last long enough to have any fun are really satisfying, but they're so few and far between. Either the killer tunnels me right out of the match or my teammates leave me to die. Yeah, I need to "git gud," but when it's not fun in the least, why bother? I'd rather play killer or a different game entirely. To me, the thing that's attractive about playing survivor is the survival-horror aspect, but that only exists for the first few days of playing the game, then any suspense goes away and it's about learning to loop the killer and stuff. Games like Evil Within and Silent Hill are better options if I'm looking for tense gameplay. If I want to goof off with other people in SWF, that can be fun, but when I'm playing video games I often just want to play solo and not talk to anyone.

  • I love Ash. That's why I bought Ash and both of his outfits. He could have had zero unique perks and I still would have bought him.

  • Mostly, the EGC will have no effect on me when I play survivor. There have been some games, especially NOED games, where the time limit would probably have gotten me killed, because I had to sneak around the killer to make it to the exit gate unseen. Mostly, though, it'll mean I don't have to wait five minutes on tea-bagging teammates or watching a 20 minute hatch standoff to get to see the killer's loadout at the end screen.


  • @NightmareReborn said:

    https://forum.deadbydaylight.com/en/discussion/comment/452459#Comment_452459

    I'm totally aware that there's a skill gap between PC and console, but aren't some console games keyboard compatible? Couldn't they do that with DbD if they wanted to?

    As for the suggested tourney mode, I'm not completely against the idea, but I don't feel like it should be the devs' #1 priority. I'd love if it eventually came, but I'd rather see many of the other listed features first.

    It's not just about the mouse and keyboard. Consoles have a lower FPS, which greatly hurts them. There's also the graphics quality; I'm not sure how much it affects gameplay, but I'm sure it has some effect.

  • I'm barely playing the game at this point. A couple days ago I was playing a 3v1 as The Pig, and one of the survivors suicided on their first hook. I let the other two finish the gens and leave, but it took forever.

    In the following match as The Plague, all four loaded in, but one disconnected and another suicided on the hook. With the majority of gens still unfinished, I just left the match and turned the game off entirely.

    And it's not like those are the only times. That was just the couple games I tried to play that day. I almost never use good offerings or add-ons; every time I do, at least one survivor disconnects, whether in the loading screen or after the match has started. It completely ruins the match and wastes the offerings and add-ons I used. It's beyond frustrating.

    It's one thing when I fail because I suck; it's another when I fail because survivors disconnect or rage quit. There's no way to 'git gud' against that.

  • Zero. I don't like rehooking survivors right after they've been unhooked.

    Once, after a Claudette got unhooked, she kept trying to get in my way as I chased another survivor. I slugged her and ignored her, continuing the chase. On the end screen, I saw she had DS. It amused me that I ruined her plans of stabbing me.

  • I'm buying him. I need Bruce and his Ashy Slashy hand.

  • Her speed needs to be returned to normal when she's holding her vomit. She slows down when she starts charging, she's slow while holding it, and she slows down again after releasing it. If survivors were slowed down, this might make sense, but a survivor's speed isn't affected at all by Vile Purge, and survivors get a speed boost when hit by Corrupt Purge.

    Something needs to make it more dangerous for survivors to stay sick. Maybe slowed down repair speed. Or maybe their aura is revealed to the killer occasionally if they remain sick (like being in Freddy's Dream World, but not constant). She has the pink add-on that reveals a survivor's aura when they vomit, which doesn't really seem like it should be a pink add-on; either survivors aren't using the fountains and it needs to be part of her base kit, or survivors are using fountains and the add-on is nearly useless and shouldn't be rarer than green.

    I got her Adept achievement on the 24th, but I did it on the PS4 at rank 16, and I used her as an M1 killer. I didn't use her power once.

  • @doitagain_ said:

    Evil dead themed killer cosmetics would have been a nice touch. Or maybe a new map since leatherface got one too & he’s a paragraph.

    Feels a little bare bones for just a character when even Bill came with clothes for other survivors.

    A new map would be awesome. I'd love an S-mart map or something.

  • @Kurisataru said:

    https://forum.deadbydaylight.com/en/discussion/comment/388445#Comment_388445

    What rank are you? I use kindred while stuck in the freaking low ranks since I switched over to PC at the time of rank changes and sometimes my team becomes over altruistic, but usually they just keep on gens until they think it's safe to save me. I love to keep it on because I keep facing a lot of trappers lately who are actually really good for their rank assuming they're not in the same boat as me and low rank killers camp like its a religion.

    @Kurisataru I don't remember what rank I was last time I used it. With rank reset, it's so up and down. I was probably somewhere between rank 15 and 8, though. I think I'd given up on it by the time I reached rank 4.

  • I would love this. I keep thinking I'd like to play on PC instead of PS4, but not if I lose my event cosmetics and have to re-purchase the DLC.

  • Happens to everyone. Once, after getting tunneled quickly out of a game where I burned a BPS, one of the other survivors actually messaged me to give her condolences lol.

  • When I use Kindred, I'm way, way more likely to die on my first hook. If I don't use Kindred, I get rescued. I don't know what it is, but that perk is cursed. It has the opposite effect of what you'd expect.


  • @Peanits said:

    I don't think it really needs a massive buff like that. It's already fairly good for tracking survivors. But to add on to it anyway, I think that would be more fair if the pallet broke if a survivor vaulted over it while it is infected. That way there's some counterplay there but you can still use it to your advantage.

    I had been thinking should be a thing, anyway, infected pallets breaking when vaulted over, so I think that'd be a great addition to the add-on.

    I also feel like there should be an add-on that gets rid of the audio cue when Plague gains Corruption. Wraith and Spirit both have something similar, and it'd be a lot less powerful than Spirit's Prayer Beads, so it's a shame Plague doesn't have like a yellow add-on or something for that.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/383775#Comment_383775

    I didn't argue anything about why he posted them. That's irrelevant.

    ... but, you're saying that by posting those screenshots he made his argument that the nerf was bad invalid. So, how does one counter the "git gud" reply and show that the nerf hurt Plague? Can no one ever double pip with her ever? But then no matter who said she needs her speed back, the respond would be "git gud"...

    This feels very cyclical. I'm so confused.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/383763#Comment_383763

    No I can't read, I can only write. Don't ask people on forums if they can read and pretend it's not an insult.

    Not sure where I said Legion or Plague needed a nerf. I just think it's ironic that in your complaint thread you're posting results of games you did ridiculously well at rank 5. "Plague sucks now and the Emblem system is a mess but also here are some games where I get almost all irridescents. I swear it's only because the survivors were potatoes."

    I'm pretty sure he didn't post it to show off, he posted it because the common response to "Plague's nerf was bad" is "git gud." His screenshots were a counter to the "git gud" reply. If that's not the necessary response to "git gud" to get people to actually give your opinion some merit, then what is?

  • @[Deleted User] said:

    It hasn't been about 4k for a while, just merciless killer score. You can use addons and offerings.

    Really? Ten days ago I got a 4k but only Ruthless Killer and still unlocked the Adept Spirit achievement on PS4.

    The killer adept achievements seem very inconsistent, because everyone has a different experience. Are the requirements different on each platform? Has it just always been buggy? I'd love to know what's up with this.

  • @ASurvkillivorer said:

    For me I have always been able to use add on and offerings. The only requirement was it be a 4k and have the three character perks. Same with the survivor versions. I would always bring a medkit.

    Hell I think one time I even got it with somebody DCing.

    Yup, in the past I was able to use items, add-ons, and offerings and still get the adept achievements. When I'd get adept as killer, disconnects counted as kills. As long as no one escaped, I'd get Adept Killer.

    I haven't tried to get an adept achievement since The Plague was released, but if they've changed it at all then that's really dumb. All a survivor has to do is escape. Getting 4k as a killer is hard enough without adding more requirements.

1 … 133 134 135 136 137 … 139