Avatar

TransverseCaster

TransverseCaster

About

Username
TransverseCaster
Joined
Visits
478
Last Active

Comments

  • The whole meta is punishing for killers. I rarely see more than one kill a lobby. I often just keep up chases until we run out of time and I get entity'd.

  • @Clevite said:

    Bond is my go to perk, every build. YOu want it, use it, no freebies.

    That's right. Solos need to pull themselves up by their bootstraps

  • @Steel_Eyed said:

    I know why. I just don’t empathize with it.

    No one cares about another player pressing ctrl when they’re winning.

    I think everyone cares but you. It's obviously rude. There's no reason to do it unless you're baiting them on purpose for tactical reasons.

  • @TheRareButter said:

    This seems like an over the top type of thing that people would love, that would be a simple addition. Instead of the mori angle you'd get the actual angle from the POV of the camera, all the players could then view it in the post game chat and download it if they wanted.

    Yeah that'd be easy to do from the programming standpoint too. It only goes down hill from there though. Then you have to add like buttons and subscribe to your favorite Ghostie

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753783#Comment_2753783

    You are free to give conclusive evidence that Nurse overperforms against players of an equal skill level that know how to play versus Nurse.

    Also, that is not an argument. People that don't know how to play against Nurse will do bad against Nurse. That is not a problem, that's a given. If one side doesn't know how to play against the other, that is THEIR problem. They can learn.

    It was supporting evidence. In order for it not to be true, everyone playing Nurse would have to be a vet and no people new to her will be playing but that's self evidently wrong. You don't need statistics to verify that there are new people to Nurse that occasionally try her out or try her again but still at the rookie level.

    In order to provide statistics on veteran Nurse's kill ratios we could only do two things: 1) hope Behaviour keeps statistics on hours of killer and their ratios in matches that do not have DCs and last longer than six minutes, which they have not done, or 2) release a poll. Polls on forums aren't scientific though, so if either of us got the answer we wanted the other could just plead "meme voting" and the results have to be thrown out. In other words, there's no way for either of us to empirically prove we're correct.

    Having said all that, I think it's obvious that the numbers you're using are blatantly wrong since they don't take into account skill level of competitive environment. Simple logic dictates that a Nurse's first blink can be juked, and I personally see that in practice, but the second juke is entirely in the hands of the Nurse with no skill set (other than Dead Hard) able to flip that situation. This is counting only towards getting the survivor slugged- not towards flipping the scenario such as a Decisive Strike proc.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753762#Comment_2753762

    This is objectively incorrect. Good survivors that know how to play against Nurse playing against an equally good Nurse can consistently 2-man escape on average.

    There's nothing objective about that assumption and it disregards people who don't regularly play Nurse and must learn against a high skill curve.

  • @Marigoria said:

    When I get given hatch, if I have an item I'll drop it as an offering to the killer, or I just say "gg thank you" in end game chat. Sorry that you had to deal with a jerk.

    I love item tributing. It represents in game culture and thats just cool.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753750#Comment_2753750

    You and him are objectively incorrect. Chases against Nurse are the killer's mindgames versus yours. Can you fake the better read? Can you make the better read? The better player comes out benefitting. You read it right and you evade the hit. You read it wrong and you get hit. You fake it right and you evade the hit. You fake it wrong and you get hit. If you were correct, she would not consistently 2K average against equally good survivors that know how to play versus Nurse.

    It doesn't matter if you fake right because she gets a second tele and a good nurse will always hit that one.


    The gen average represents new people trying to learn her. If only vets played her she would have the highest ratio by far.

  • @Pandamonium31 said:

    If you and your SWF team has just crushed a killer's hopes and dreams, stunned them with every pallet, and cleansed their totems are the very start of the match, don't sit together at the exit gates and stare at the killer/teabag/emote/heal/etc. Just. Leave. Plain and simple. You earned your escape, well done, but there's no need to rub it in someone's face that they didn't preform well.

    When I preform very well against survivors, I feel bad for them, and consciously avoid tunneling, camping, even something giving survivors extra chances by just downing them, but letting their teammates heal them.

    There just seems to be this consistency in the community that killers who dominate survivors go out of their way to be nice in ways that they can, but when survivors dominate killers they can't wait to hit crouch 4000x times, or stare at you like a group of meerkats. It just leaves a bad taste, and sometimes really infuriates me as killer. You're also not doing your fellow survivors any favours in my next game where I'm going in with the mindset that all survivors are trolls, and decide that I'm not going to do the aforementioned nice things that I could do as killer.

    I understand that the whole David vs. Goliath situation makes a survivor win feel that much more accomplished, but I don't think I'd have to read a history book to know that David didn't teabag Goliath when he killed him.

    This issue has been especially prevalent in the recent Bloodrush event, in that a lot of people seem to be sweating. As I said, I try to extend the game any way I can, like downing and leaving a survivor to be healed, so that we can all get a nice share of BP together. Yet, survivors tend to forget this and prefer to taunt killers to their wit's end, despite having just dominate the trial against them.

    Bottom line, grow up. We're sick of your s***

    Couldn't agree more. We're at the point that people are confused when they go up against someone casual though. There's like an implicit assumption that this has to be a hyper competitive spit-in-their-face game and it doesn't.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753351#Comment_2753351

    The Internet’s a world of knowledge at your fingertips. Go look up guides on playing against Nurse.

    No heS right. Tactically you don't have a say so. The entire chase is dependent on her skill level,not the survivors.

  • @Sludge said:

    Yeah she's horrible but a necessary evil

    Well that's not true.


    She's awful!

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743305#Comment_2743305

    I am now teabagging them back.

    I have started to learn.

    It's a shame it's come to this

    *teabags in unison

  • People are teabagging this man in his own thread ffs

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2732215#Comment_2732215

    Propnight looks like the less mature version of DBD.

    VHS hasn't even established itself as a "game" yet, so I doubt it will have as big of an impact. Not to mention that most people on here seem to not be ok with "bully" simulators which is what that game seems to cater to because you create weapons to go gang up on the killer and kill them.

    Not to mention some of us will be playing some of those games AND DBD because they are vastly different.

    They're direct upgrades to DBD and there's nothing mature about DBD.

  • @Johnny_XMan said:

    Who cares?

    The game isn't going to suffer from one streamer leaving. At this point there are more DBD streamers than there aren't.

    Most everyone I know has already switched to Propnight. I'll admit I have more fun with it. When VHS comes out that could be it fellas.

    inb4 "don't let the door hit you on the way out"

    Behaviour knows something's up, hence the stilted update and early spoilers for Ringu.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/303000/why-are-you-playing-killer

    I'm a horror addict, and I've honestly always identified more with the killers in movies like that. I'm always cheering for the bad guys to win. Chucky and Michael were my heroes as a kid.

    I've honestly always identified more with the killers in movies like that

    Yeah, I'm reporting this forum to FBI tips.

  • @Hannacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720111#Comment_2720111

    Uhhu...i guess we can agree to disagree on this one :) Just because you like it and find it all that some of us dont. It will have the same toxicity in the end you just have to come across them. I played it enough to get bored and if i get bored less than in 2 hours i know i wont like the game.

    Why i brought up the killers being rip off from other games /movies whatever else is because there are games that have gotten issues later on and what happened to the games? Yeah.. But i do hope propnight improves and becomes better i really do. I would like it to be a game i can chill in for an hour here and there.

    Only thing that made me laugh was turning into random items.

    Why i brought up the killers being rip off from other games /movies whatever else is because there are games that have gotten issues later on and what happened to the games?

    Oh yeah I see what you're saying. No sense investing time into something that's going to get sniped by lawyers.

  • @Hannacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720077#Comment_2720077

    Toxic kiddos spamming farts and EZ button. I forgot to mute people so i literally had someone eating their mic and telling us that his friend was going to kill us and he's toxic. Made very weird annoying ear hurting sounds. Bad matchmaking. Janky animations. Killers have been ripped off from other games at least look wise. Once you end up in the chair there is no escaping it you get tunneled back instant. Skill check system is horrible. You can't hear the killer coming until its right next to you. I could go on and on. The game has flaws..a lot of them. Its on alpha stage and shouldnt have been released.

    Is it fun. Sure for an hour. After that it gets stale. Is it good DBD is getting competition. Hell yeah. It forces DBD to improve.

    edit: just for stuff..

    The matchmaking doesn't really matter because the game is more reliant on stealth than dropping obstacles. I mean let's not pretend MMR works in DBD either. Ripoffs don't matter and that's crocodile tears. That's something someone from Behavior corporate would complain about. For gamers it's not our problem, and DBD literally lofts killers from other IPs so you're not complaining about uniqueness, you're complaining about legalism that no one cares about. I'm not convinced they even did that wrong.

    There is far less tunneling and slugging than DBD and everyone has automatic unbreakable and ruin so there's balancing for both sides built in. The lower TR is balanced by the fact you can literally flip a corner and turn into a rock. Skill checks give warnings and reward the player with gold and therefore more useful items. Sprint meter front loads your ability to escape. Also, you can stun the killer with a boop which requires skill most of the time. Gameplay wise, it sounds like you didn't give it a chance.

    The comms make it more fun. Spamming EZ is better than teabagging and it helps you find them. But, since the community is better, they are often just for fun. Once I put a Kate in a chair and she farted - had me rolling I gotta say. Other times survivors just joke with each other. And SWFs are more respectful when they hear a human bean on the other end.

  • @Vampwire said:

    Before you lynch me, hear me out.

    I've been playing Billy for a while now, trying to get better with him, and the overheat mechanic rarely comes into play. I play with no add-ons as well, so I am talking solely about the base overheat.

    All that it does is punish you for spamming your saw. Sometimes it can screw you over with curves, but unless you have double engravings you wont always be able to land certain curves anyways since you don't go fast enough. It also punishes using your saw too early and makes you have to actually position yourself before hand. If you watch a lot of the pro mlg billies before the nerf you'll see that they sit there a while. Just revving until they're in the right spot. Sometimes it would go on for a ridiculous amount of time and I think that's mostly what was trying to be prevented. You're on a real timer to land it instead of getting comfortable and doing it whenever its convenient.

    Another aspect of it was his unlimited mobility before. You didn't really have to worry about committing to chases because you could always abandon them and go across half the map if you realized you screwed up. In a sort of ironic twist this is the same problem with have with Blight now, but that's not what this post is about. You could say that it isn't technically unlimited due to obstacles and limited pathing. But it also isn't hard to get close, even if you don't zoom all the way into the party.

    ANOTHER Another aspect is that it puts pressure into landing your saws. A lot of Billies would put on the crack add-ons and just back rev you to death. Now if you miss its a bigger deal. If you play bad and miss your back revs there's a legitimate punishment. Instead of "oh well I'll just try again" as the survivors 360 in desperation.

    It gives him a real punishment for screwing up. It can be argued that the bump time is the punishment, but that alone doesn't deter you from just saw spamming. It does definitely make him harder and more intimidating to learn. And I don't think that it was an entirely necessary change. But it also didn't kill him. A lot of the time when killers get nerfed people overreact and pull the alarm. And this is just another case of that. I understand why people are mad. Billy is one of the most enjoyable killers to play as and against for a lot of people. But he still has a lot of potential to snowball and keep pressure on survivors.

    Now is the part where I get called a noob survivor main lol

    Just play Igor lol

  • @I_am_Negan said:

    Propnight is the kiddie version of DBD😂

    It has proxy chat, better escape mechanics, diverse killer powers, more balanced maps, higher reward chests and a healthier community. It's just more fun.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716998#Comment_2716998

    So it's ok for survivors to go from having 16 perks to 32 perks against the killers 4 especially vs a killer like trapper who's whole power gets cancelled by comms?

    Not mad just genuinely curious what your opinion is on this

    She's arguing that SWF should be baseline gameplay instead of solo. Obvious survivor main is obvious.

  • Already on Propnight. Proxy chat,auto ruin, fun killerbeans, sprinting and viable hiding- it's so much fun

  • Yeah, really. They're good points and they can't be argued with.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673322#Comment_2673322

    I mean your avatar is Forced Penance so I’ll let that slide.

    I consider my favorite perk F tier because it has a 40 second cool down for no reason (I'm All Ears).

    Furtive Chase would be good too if the obsession dying thing didn't cancel it out. Especially since obsessions change due to DS anyways. It really undermines the perk.

  • @FFirebrandd said:

    So... On the Killer side... honestly I think your C tier is far too populated and F tier is not populated enough. Like, Furtive Chase, Distressing, Hangman's Trick, Cruel Limits, and Doc's anti item perk could all possibly get thrown in F tier. Meanwhile, Agitiation and Oppression are both decent perks but are far better than some of the other perks you've got sharing their tier.

    Like, Furtive Chase, Distressing, Hangman's Trick, Cruel Limits, and Doc's anti item perk could all possibly get thrown in F tier. Meanwhile, Agitiation and Oppression are both decent perks but are far better than some of the other perks you've got sharing their tier.

    Very agreeable!

  • And yet, others are claiming it as well. I think it's easily substantiated. She can lock down kills very quickly in the right hands, which is enough to throw the entire game. The quicker the first person is on the hook, the quicker people have to leave their gens to go get them, the quicker Ruin or Oppression get to work, etc. Nurse can arguably lock down a chase more quickly but it depends on the Nurse. The average Artist is going to take less skill than the average Nurse. That's why I'd rank her at the tippy top.

  • I couldn't agree more. 1300 hours, I'd rank her above Nurse and Spirit. Actually I'd drop Nurse and Spirit down to A, drop everyone else down to a grade, then put her in S by herself.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671888#Comment_2671888

    How am I being disingenious? I was already able to dodge crows multiple times after hearing the audio queue. It's possible. And if you don't manage to dodge, you just move off the gen, and repel crows, it takes 8 seconds. That's how she gains some map pressure. This game doesn't need yet another killer with barely any map pressure and just good anti-looping potential. That's not enough for a killer to be viable at high mmr.

    I can see why people would want a bit more counterplay against her at short range, when looping her. But at long range, she has enough counterplay. It's very hard to hit a moving survivor that is further away and that you have no line of sight on. Survivors can repel crows to not get injured by the next crow swarm. Nerfing her range would just mean holding w would become better against her, while looping her would still be very difficult to do. I don't think most people would want that.

    If anything, her anti loop potential should be toned down a bit by giving survivors a bit of counterplay at loops, even when she has line of sight on the survivor, and her range capabilities should be buffed slightly, so her map pressure would become slightly better and her more skillful and interesting playstyle, hitting survivors at long ranges, would also become a bit more viable, making holding w not quite as strong against her.

    She is not op. This game needs incentives for people to play killer as well. It surely doesn't need less killer players.

    Yeah you're right. You've changed my mind. :)

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671575#Comment_2671575

    Ok well I haven't had the same experience the few times I went against her.

    And there is a clear audio queue everytime she sends her crows flying. So there not being any warning is simply not true. There is enough warning.

    If you and others you know are struggling with countering the Artist at long ranges, then that means you just have to improve against her more. It's also not like it's likely for her to get a follow up hit on you when you are swarmed and are moving around. Plus it only takes 8 seconds to repel a crow, that's it.

    But as far as I can tell, she is not ruining the game for most people. And I am pretty sure the most common complaint about her is how good she can shut down loops, and get guaranteed hits when she has line of sight on a survivor. Not her range.

    There have been a fair amount of survivor teams that won against me, and surely they weren't all swf survivors.

    I am not against further changes to her, but honestly, if anything needs a nerf, it's her ability to shut down loops too well, and that as well is very debateable. Plus any nerf to her would need some compensation buff as well. She is strong, not op. This game needs more strong killers. People that play killer want to have fun as well. Or it will just have less and less people that play killer. I also think that at the moment, this game can afford losing a few survivor players more than it can afford losing killer players.

    You're being disingenuous. Obviously there's a cue while they're flying. That's not a recourse.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670930#Comment_2670930

    To be fair, you can't balance killers around survivors that don't pay attention and what not. I personally think she should just have the notification when she send crows flying, and that's it. Her map pressure is surely not what should be nerfed, if she does need a nerf. It's her anti-loop potential that could maybe need a nerf, but only with a compensation buff as well, making her stronger against holding w.

    You are right that she can at least pressure multiple survivors across the entire map, but she can't actually fight the entire map from anywhere, because using more than one crow means survivors can repel crows before the cooldown of her ability ends again.

    There are a few problems.

    1) Her TR is subtle enough it's basically a free Monitor and Abuse.

    2) She charges unlimited range attacks with no warning. There needs to be a ping or a cue to counter it.

    3) She is literally picking apart every single solo team I've been on by randomly casting crows. I can't even win hatch matches against her.

    So far I've beaten one Artist and lost every single other match badly. I haven't lost this many rounds to a single killer since Twins was all the rage and it wasn't even this bad.

    @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671146#Comment_2671146

    Proof for what? That she needs a nerf?

    If you mean that, then no, not at all. Listening to people crying for nerfs for a certain killer before they try to even learm how to go against that killer is not the way to go.

    She is strong, but certainly not op in my opinion. We need strong killers like her in this game.

    No we really don't. She is single handedly ruining the game for me and many others I know. The playerbase is in the honeymoon phase with her, in two weeks I anticipate a massive decline. I'm thinking about uninstalling again even though the Halloween event roped me back in after a year long hiatus.

  • @TeabaggingGhostface said:

    Shes been out for barely two days and people are already crying for nerfs?

    She takes a bit of time to setup and theyre pretty easy to dodge

    Isn't this just proof it's true?

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671024#Comment_2671024

    If you stand sit and don't repel the swarm, then of course she'll easily down you from across the map. It doesn't take much effort to not be downed by cross map attacks.

    I always try. It's wrong to assume anyone doesn't. The reason you probably think people aren't trying is because if she initiates a chase then you have to take other actions as well and the repel action keep resetting. This tells me you're probably not the one primarily doing gens on your team.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670930#Comment_2670930

    No. She's fine. Stop thinking up nerfs for a Killer that doesn't need them; I already can't find a reason to play her over Nurse as it is.

    The fact she can fight the entire map from anywhere on the map is a good enough reason. Nurse can only fight what's immediately around her.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670960#Comment_2670960

    In the movie yes but if it would have been going by dbd not so much lol.

    Oh lmao troo troo

    They would have been teabagging and ######### his eyes with flashlights after

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670912#Comment_2670912

    the worst part is that she can place 2 to 3 actually to camp the same hook and injured for free someone, and potentially down them, thats ultra dumb, not even considering she can do that aswell with gens, when used certain gen control perks is guaranteed to land hits, tehre is no risk and reward there is only a reward without any risk without almost cooldown at all.

    Actually hold up a minute- how does the Artist even lose the final three gens? She can literally just hold them hostage.

  • @Krimbar said:

    But it's 1v4, 4 humans against 1

    If the killer loses, only one person loses

    If the survivors lose, 4 people can potentially lose

    The problem with this logic is that it isn't considering that the killer is the one getting ganged up on. It's like that seen at the end of Halloween Kills when Myers is getting beat up on by that gang.

  • It doesn't require intelligence, just common sense. The problem is playing with solos is that you can't help people if they're not paying attention. Case in point: The Meg gets unhooked and crouches down under the hook for a heal. I have We'll Make It for double healing, but if we sit under the hook the Artist is just going to crow us again. I wave her on. It's 50/50 shot if she follows me at that point to get out of the way.

    A better counterplay mechanic is to alert the entire map when she sets crows. That way you can predict whether you're a target or not. If you're on a gen or getting an unhook. Maybe put a delay to the alert in, that way they can't just hit the three obvious areas but can still get some hits in if they single crow.

  • @Slickstyles said:

    Because it is survivor sided as is every new map that has come out in the past year and a half.

    https://forum.deadbydaylight.com/en/discussion/comment/2669914#Comment_2669914

    If they're going to make these large thematic maps, they need to give killers more mobility. For example, Let the artist teleport to disturbed crows and doctor teleport to his clones. Trapper can teleport to his traps and pig can teleport to her boxes. Maybe Ghostface can move between lockers? Give the teleport like a 45-90 sec cd. It might not make sense lorewise but it does make sense mechanically.

    This idea would have sounded insane a year ago but you're definitely right. Killers without mobility need a buff to it, and killers that already have mobility often need other buffs to round them out (Billy). The problem would be that killer beans like the Artist are already extremely powerful anti-loopers, so too much mobility in her case would make her too overpowered. It would be hard not to 4k every game playing casually. Killers like Trapper and Ghostface have needed some type of mobility for a long time now, however, and it would allow the devs to make slightly larger maps with less concern for completely breaking them.

  • @Bwsted said:

    Use possessed chains at loops, not to close distance in the open.

    You want to put the gateway almost on top of the survivor and cast the chain right away. Not exactly on top, or you could get juked, but say within a couple of metres of the survivor.

    The box carrier is oblivious. If you get a killer instinct near you, it's better to try to sneak up on them rather than teleport.

    There are also some tips on how to find the spawn points of the Lament Configuration, but for that it's better if you watch a guide on youtube.

    Great advice!

  • I don't know how Trappers or Pigs are supposed to cope.

  • @themirrortwin said:

    It is so obvious that the developers don't care about the killer experience, despite a killer player being required for EVERY GAME.

    The developers constantly talk about killers and killer perks "overperforming," but let me ask, have you every head them use that terminology on any survivors? Boons? It's absurd. Killers are gonna leave this game as soon as a better alternative arrives, which I think is soon.

    VHS beta time???

  • Run at least two stall perks. It seems odd at first, but knowing when to bounce between targets is crucial because if they're all caught injured and a chain hunt begins they lose all momentum.

    Good luck fren.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2669193#Comment_2669193

    As mentioned above, it came with a killer that essentially forces you to hold W anyways. So what's the problem?

    Oh there's nothing wrong with the perk, but you made a blank statement without putting forward a real argument the first time.

  • @GoodBoyKaru said:

    My first impression? She's really ######### boring, dull, annoying, a great example as to why BHVR need to stop designing ######### anti-loop killers, a great example as to why BHVR never listen to their community, and yet another thing pushing me to uninstall for good.

    I feel like the more recent the killer, the more designed it is to force survivors to play directly. Cenobite is a good example: he can teleport to anyone doing box. While I enjoy Cenobite, he can be a bit oppressive at times. The box idea is good and the chains require skill. BUT when we get to Nemesis, I don't understand why he gets two NPCs the whole game and yet has the best anti-pallet/vault ability in the game. Injecting the jab shows location, which is good, but on indoor maps those NPCs make no-win scenarios. It's painful. And they made RPD-his home map- as an example of why it sucks to play against him. On open maps the NPCs seem fair.

  • @Moxie said:

    I just stop playing after 3 games of unfun.

    No counter-play besides hoping she misses. it's impossible to miss setting up around pallets.

    Like Pre nerf Slinger with full MS.

    Looking forward to well deserved nerfs very soon.

    I can't echo this enough. It feels like your survival is in her hands. When she doesn't have a chase she gets a built in BBQ with unlimited range with birds. Birds should have a range of either 32 or 48 meters. 48 meters seems fair.

    The only game I've won against her was against someone who was obviously not good. There are other issues:

    1) When hit by crows for detection and too close to a generator you lose a second of time because you have to be far enough away from the generator to not "repair" but "repel". This makes her good at the opening of a gen chase.

    2) Repel resets if interrupted. This means survivors caught in the terminal phase of a chase have no recourse since the bar has likely reset the longer one is in a chase.

    3) Chase music is too subtle. It's not apparent to me she's near until she's within 16 meters or so. It's like she comes with a built in Monitor and Abuse. I'm hoping this just takes getting used to.

    The perks seem very well balanced and useful. Not one wasted among them. The killer though seems to be able to set birds too quickly and forcing breaks from chases is damaging. The only way to get away is to keep healed up and hope she breaks chase before securing the down because chasing while injured is far too high risk.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2669183#Comment_2669183

    It.. literally just got added today. It’s not going anywhere. Not that soon anyways.

    That's not an excuse as to why it was permitted in the first place or why it shouldn't change.

  • @JawsIsTheNextKiller said:

    If there is more than one Mikaela in my team I bring out my ant-totem build and cleanse them all.

    If I get complaints in the end-game chat I tell them, "I prevented Noed, you're welcome." Even if there wasn't a Noed.

    That's funny. But cruel! You must cease this kind of sinning at once. Countering ones own team is the worst form of treachery.

    @PinkCaffiene said:

    I have a few and some people might hate me for it but im petty when im genuinely ticked off at someone.

    1. I wont take the hit for someone if im on the last hook and they haven't even been hooked yet, regardless if im full health, I will run and leave them behind, you're on your own then because I can't loop well and you stand a better chance than I do. (I also will not stick around and will run rather than heal if the killer is coming right for us. I might take a hit if I didn't get you fully healed and am not on 2nd hook but I expect you to run too to meet up, and heal you elsewhere when we escape the chase.)
    2. I keep a list of names in google docs because If you've been less than pleasant after a round as my teammate (Throwing insults at me for not taking the hit from a killer who sneaks up on us and me not having the time to react Or if you curse me out for #1.) If I get you in another match I won't unhook or heal you, I leave you to die every single time. Don't treat the one whos always healing, unhooking, taking hits and getting you up from being down like disposable shields that you are entitled to.
    3. I'm not always going to take the hit, if you continuously use me as a shield the whole match or never take hits for anyone else especially myself or don't unhook or heal me or others ever, then I will stop taking hits for you and will leave you to die, because you keep leading the killer to me and causing them to stick to me until im downed and hooked or abandon me and quite clearly are not a team player.
    4. If you are a flashlight clicker I either as a survivor leave you to die or as a killer will tunnel, slug and or camp you even if im normally highly against those things, I do this due to the medical problems that flashlight clicking can cause anyone, not just killer but survivor too with epilepsy. Its not funny to me or cool, its not some cute way to troll. Its dangerous and Its a hill I will die on going against especially from a family with a history of epilepsy in the bloodline, with brothers who play with me and friends who play with me who do have epilepsy. Its personal to me and hits close to home.
    5. As a killer if I see you being toxic to your teammates, you will be the only one not leaving the match alive, you'll be leaving on the hook or mori'd
    6. I will wait at the exit gates, not to taunt the killer but in case a teammate needs a save getting out or to thank the killer with a nod, free hit, and my item before leaving if they played fair or gentle with us especially if someone DC'd mid game in a rage quit. It just seems like the right and polite thing to do.

    Six can't even be construed as a sin, but keeping a book of grudges is... Unusual. If someone is getting seizures from flashlight clicks they really shouldn't be playing these kinds of games, or perhaps any games, anyways.

    I'm glad to hear it!

    @Pizzasauce said:

    I once let my entire team die because I fell asleep. I got a rather aggressive message after that one.

    Forgiven! Talk about a sleeper of a match.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667117#Comment_2667117

    what, Twins are great as long as you aren't camping or tunnelling! :/

    also, victor's precious.

    That's the secret: Twins were explicitly designed for camping and tunneling.

    @lkalin91 said:

    I caught a baby dweet today in one of badham rooms in houses that had no window, trying to hide, while playing clown

    I repeatedly tossed bottles at him, mostly purple, until my deviousness was full, then procedeed to hook him and continue on as normal

    Grievous! The new people need to be tutored, not mocked. Recite any of Vigo's journals five times.

    @clowninabout said:

    I played freddy and a survivor dc'd after the first hit. I went on to dominate the match with devour hope and they only got 1 gen done. After I found the last survivor I was carrying them to the hatch but they wouldn't stop wiggling, so I hooked them.

    How you handle a DC is up to you. Personally I turn it into a farming match, and I think that's the general consensus on the appropriate procedure. If you just want to get it over with that's your call.

1 2 3 4 5 … 11