Trex_Crazy
Trex_Crazy
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- Trex_Crazy
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Ahhh mate it's been like that for like 3 or 4 months
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@DorkianBae said:
Thing I always thought was really random even if I like the idea is the Wraith being stunned when you flashlight him in invis... Like he's not nearly strong enough to randomly give this debuff to him lol
I think it's kind of odd for some killers to just have a flashlight counter slapped on them. It's really odd, especially because in my nurse games I have never been lightburned, don't even know why she can be.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2694408#Comment_2694408
I'm a certified Hag man, and what I'll usually try to do vs this is:
- 'Hide' traps around corners, on stairs, under vaults and in areas where they won't see them until they trigger.
- Rely heavily on multi-trapping hooked survivors.
Flashlights aren't too bad (honestly, Wraith has it so much worse against souped up multi-flashlight SWFs) and they'll run out of juice pretty fast unless there are 3. CoH is way more of an embuggerance when I play Hag.
Granted, I'm probably not facing quite as high quality SWFs as you are though.
I get that I do the same, I refer to when the survivors start harassing you on the get go so you literally can't put traps down without them being destroyed.
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@Fantasy said:
Franklin's Demise or dodge flashlight lobbies?
But then I have to adapt my build which is ok I guess but then I can't meme build as effectively, and last minute switches prevent that but I've never been one to dodge. I never really had a problem with the mechanic until stuff like that happened.
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Thx
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/299577/as-a-killer-if-you-think-about-it
Great mindset to have....you play better when you dont care about losing (at least i do). I play to win with double digit hooks and what i did was if i dont get a 3k or better I get to change my outfit. Win stay in the winning outfit lose get some new drip. Im sitting here hoping i lose because i have been on same outfit for days. Team i just played almost pulled it off but that one survivor just had to cleanse her plaything totem.
Love the outfit thing, when I play blight I switch between cosmetics depending on if I lost or won too lol.
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I do the same, you hit the search for game button and thereby claimed your readiness for a match. If you show up afk because something happened then you'll play next match. It isn't my fault/problem. I used to just ignore them but then I got games where survivors were afk the whole game.
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I found him really interesting to play when he first came out, he was weak but I had fun playing him and his kit was really inspired. Now he is strong but I just find his ability uninteresting.
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While I share the sentiment of quite a few maps being survivor sided, I don't understand how this clip shows that or even how you out played the ace...
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@VikingDragonXii said:
If the killer wants to slug me I WILL crawl and hide somewhere and let myself bleed out. He was to Slug they will have to either find me or wait for the match to end........I'm kinda vindictive that way.
I get that, I am the same way as survivor. But I don't complain that I wasn't hooked lol.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2686771#Comment_2686771
Online video games do be bringing the pettiness out of people :p
https://forum.deadbydaylight.com/en/discussion/comment/2686773#Comment_2686773
I don't think I've had experiences with survivors complaining about bleeding out. It would be hypocritical for that survivor to be complaining at all bc I think their plan was to (like above) be petty and it was their choice. I'm assuming you've had survivors complain to you?
All the time and I am so confused like "What did you expect?"
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Any way congrats
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I only did it once and I had to "accidentally" show the survivors my last hex totem and like walk into a corner of the map so they'd break it lol.
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@Mazoobi said:
I think at that point, that survivor most likely doesn't want you to hook them at all.
They'd rather bleed out than give that extra 500 hook points.
Which is all well and good, but then you can't complain in the chat after about how the killer didn't pick you up.
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She is much weaker, however I still find her fun to play. Her addons eh, and her mind games have changed because sometimes you can activate your ability and they'll panic into you but I think they should've kept the husk suppressing the noise.
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Just do breakables or my personal favorite as trapper, hag, blight, artist, etc. is to be close enough to the gate that they can see me and just farm points with my power setting a trap picking it up setting it, going in circles setting traps, running into a wall, throwing crows out randomly. My experience has been that Survivors who bm don't want you to get more blood points and will leave if they see you not caring about their bm and farming. In the end I don't really care I play to have fun so I lose nothing but time farming with my power
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2685674#Comment_2685674
If the survivors aren't concerned with you finding them you've identified the real problem - you're not a threat. Start being one. Don't worry, you'll get better with a few thousand hours under your belt and then you'll understand what I mean. Right now you don't want to learn because you're trying to win an argument and be right, but you'll come around when you have experience and figure out that wasting Survivor time is the second-best thing you can do aside from killing them.
Uhhhhhhhhh ok? I've been playing this game from release lol. I have a few thousand hours under my belt. That was a little, to put it lightly, condescending. Just because I view the affects of a perk differently doesn't mean I am new to the game.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2685641#Comment_2685641
I mean, Trapper has to waste 2-3 generators worth of time picking up and setting traps. This is the same principle, except survivors can remove these forever.
Trapper should definitely start with all his traps, or something going across the map to get them is an issue. Especially when they spawn outside of the trial lol.
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You want ds basekit? give killers permanent old ruin and you've got a deal.
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And I don't think its bad per se just nit that good.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2685623#Comment_2685623
So you're saying that it's a bad perk and everything I said is wrong despite the fact that I'm using it right now and it's working? Amazing, I must be hallucinating. I guess after 3,800 hours I finally went off the deep end. To the mental hospital I go!
That was sarcasm, by the way. Everything you said is ...not wrong, but you are undervaluing the time and risk it takes to potentially cross the map, not doing gens or other objectives, to search for a single totem and risk getting caught by the Killer while doing so. Any time Survivors aren't on gens is a net gain for the Killer.
I was actually worried you were serious with the top part lol, I was like dang what happened to this poor individual. I see your point but also raise you that 95% of survivors at high ranks aren't too concerned with the risk of being found by the killer. While I agree that I love having survivors off totems I just, personally as everyone has their own view, don't think it buys 'enough' time to be worth taking. I think a way to make it a time waster would to make it so you HAVE to cleanse the most recently rekindled totem and cleanse them in order while the other rekindled ones are blocked. While in solo q itd buy more time than swf they would have to rotate around the spots they were told by their friends to find the recent one. (Though I can foresee issues with that idea as well) I think even without boons it needs a little more ooomph in terms of being cleansed.
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@Adjatha said:
Pentimento should be able to be used on dull/boon totems (but if it gets cleansed, the totem is gone forever), or freely reused on totems that the survivors nuked. You can add a 'charging' time to it, if you want.
I agree with boons but I feel like if it was dull totems too I would just try to light every totem as the match starts to get permanent debuffs on survivors. (which as someone who mainly plays killer I have no issue with something broken in my favor however I don't think it would be a good Idea overall)
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@DeadByStreetlight said:
Do you think the there would be less camping and tunneling with DS and Pop as Basekit?
Maybe we would also see more fun perks?
Maybe, but also a lot more people just hanging out in lockers for 60 seconds lol
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/299012/even-without-boons-pentimento-is-a-poor-perk
You just stated yourself why it isn't bad. Someone going to snuff a totem isn't doing a gen.
Now as for the rest, get creative. I have builds on these forums that make use of it and I bet if you try you can come up with a fvew perk combos, too. Remember it isn't an individual perk that makes a build.
Doing bones doesn't take long, when you already know where it is. It does work very well with plaything and thrill, however most of the time I use it, which is a lot because even though it hasn't been very useful I so want it to be, it gets cleansed like 10 seconds after I rekindle it making it not useful. The nice thing about hexes is when they're in some bizarre corner of the map, usually the swamp, where noone can find it. But with this they already know where it is (and if its a swf then everyone knows where it is bat that's its own issue)
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/298581/what-s-a-killer-you-are-very-good-with
-Nurse
-I was tired of being looped
-Tough to say, but I would guess 1000 hours or so.
-I am in the top percentile of killers.
same on the killer and reasoning, got bored losing/running in circles all day so I decided to play nurse and win instead.
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I find it very boring prestiging or leveling up a new killer, especially with how many perks there are now you never really get any of the perks you want. So much so that I see no real point in prestiging anymore because the cosmetics don't even look good most of the time.
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@Bwsted said:
Same as before. You either injure someone and commit. Or you injure and rotate.
When you get your power, you slug.
Coh has very little impact on Oni.
I see, I seldom play him and was hesitant to do more after a rather poor performance when everyone had CoH. Thanks!
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My main problem is just the boon mechanic in general however not the question that was asked I suppose. I personally think its a bit broken, not as bad as CoH, just because it very much affects slugging. While I don't advocate for slugging every match till you win as it isn't really fun sometimes slugging can get you out of a tough situation. I don't have an issue with unbreakable (a personal favorite of mine) or no mither (though who in their right mind slugs a no mither?) or soulgaurd because unbreakable punishes the tactic though only once, nomither I already said, and soulguard is niche but nice when it works Though all these perks have in common that they're personal and take up a fouth of your build. With exponential everyone gets a 5th perk, save you, of an unbreakable on crack. (I personally haven't run into the perk being useful because I don't slug much plus I haven't played much since the update) I think the perk needs some tweaking (like your perk has x tokens and when a survivor uses the boon to recover a token is consumed) but at the end of the day it isn't something I dread being in my match.
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@Kiikii said:
Any thing that helps killers in any real legitimate way won't be implemented sorry.
One can hope though
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While I like the weather idea I despise the maps with sunlight, the game is literally "dead by daylight" why is the sun in the maps? (also it makes it ridiculously easy to see survivors kinda boring.
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@jesterkind said:
I have had this idea for a little while now, but I really would like to see Monstrous Shrine become the Scourge Hook equivalent of something like Thrill or Undying; more intended to prop up and strengthen other perks while still doing something on its own. Here's my suggestion:
- Basement hooks now count as Scourge Hooks.
- All Scourge Hooks have the current Monstrous Shrine's self-unhook and entity progression debuffs.
- No Scourge Hooks can be sabotaged.
Now that is an excellent Idea, not too powerful and probably not meta either. Just right.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2632122#Comment_2632122
I really hate RNG things, I want to be able to predict outcomes.
It would be hard to tell if I can make another loop, when I trip for some reason....
Bloodlust helps m1 killers, yes killer powers remove Bloodlust, but those powers usually help you to down survivors.
There is no reason to bring mechanic to nerf chases, there are other ways to help killers without any major punishment to survivors.
I want to down survivors because I was better there, not because they tripped at bad time.
Valid points and I do agree to the m1 argument and about wanting to down them for being better but I personally like RNG with some things. I find it boring if I can predict that I can make it to a loop or if I can just dead hard for distance to the pallet/window. In Ft13 I liked it because it didn't blatantly make you lose most of the time, it caused you to need to prepare for it and to recalculate the situation. I think, most of the time but not always, a better player would be able to adapt to it and change the plan according to the situation.
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No I don't think so, I mean it's a perk that I could bring something better in and it's not that big a deal.
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@ThiccBudhha said:
I mean... Honestly, doesn't bloodlust just serve this purpose?
Not really no, at least in my experience, because when it comes to killers like PHead, Huntress, wraith or other killers who use abilities in a chase then using it blocks bloodlust. Plus breaking or being stunned by a pallet kills your bloodlust. (edit here) [And to that point bloodlust rarely, for me, ever actually builds up.]
@Dino7281 said:
This would be super annoying and make soloQ even worse.
I love long chases, that's the best thing about survivors. So mechanic that makes you lose chases faster and there is nothing you can do about it, no.
Bloodlust can help with that, but survivors can actually play around bloodlust.
I wouldn't say to make it so strong that it'd make it impossible to have a long chase, just a little boost to make chases not as boring and slightly more unpredictable. It'd also help with just holding W on maps like Midwitch so over time if its frequent they keep getting chased they get a little less distance so you aren't just running in a straight line forever.
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@C3Tooth said:
Laugh in Trapper. That map is the strongest map for him.
True it is actually fun to play him on on that map
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2603681#Comment_2603681
Me, looking at Fractured Cowshed....
Do I just not chase anyone?
Either that or learn to play nurse I guess.
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@Clueless said:
They need to remove the holes in the walls imo. The back wall of shack is just a Haddonfield fence that you can't hit over.
True, mind games would be a lot easier if you were deprived of that. And if that were the case I would still like a breakable wall but I don't think it'd be as much of a call for it.
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Honestly 2k is win ish 3+ is a win, though if players weren't as toxic and were at least decent in endgame chat and didn't decide to teabag because they're so good at the game I'd consider all games a win.
as a survivor simply having a good time and not getting camped is a good time.
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@brokedownpalace said:
It always amazes me how people can take the most basic mechanic in a game where a killer chases a victim (running) and come up with some absolutely inane phrase (W warrior) to make it sound like some kind of exploit.
It's like watching someone play Sonic and calling them a ring rusher.
But anyway, the map is mediocre at best.
It's not an exploit it's just a running style. Depending on the killer it's easier to catch someone looping rather than holding down W. I'm am not saying it's wrong to play that way I am simply saying It wastes my time as killer more on midwitch, which is the point considering that's what I do as survivor on midwitch.
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@ThiccBudhha said:
Apparently the speed is the same. The animation or sound is bugged right now. So it just feels like trash, it is not actually as bad as it feels.
Interesting, thanks
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@Frontdoor6 said:
What do you guys think of the window loop in the killer shack? Its been around for ages and survivors are very dependent on it when it comes to looping
The Dead Dog shack has a breakable wall, why doesn't the other? I can't bring Bamboozle for every killer just to deal with this one window
Do you guys think something should be done? Like add a breakable wall to the shacks or something?
I think they should add a breakable wall to it. I mean it'd be a different story if shack was the only good loop but considering most maps have 2 or three additional set or randomly generated strong loops at the very least it's a problem.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2226745#Comment_2226745
Your opinion doesn't extend to the intentions of the development team. Which is why you are conclusively wrong. And I was being polite, which is why I said sorry. Didn't want to hurt your feelings, I know that it can be hard being told that you're wrong, even if it's true.
In regards to not extending to the intentions of the dev's; There have been many changes they've made that the community, who didn't like the intentions the dev's had gave feedback and it got changed. It is sometimes good to have more than the dev's weighing in. So does that make the community that wanted change wrong because it didn't fit the dev's intentions?
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2226745#Comment_2226745
Your opinion doesn't extend to the intentions of the development team. Which is why you are conclusively wrong. And I was being polite, which is why I said sorry. Didn't want to hurt your feelings, I know that it can be hard being told that you're wrong, even if it's true.
Well firstly saying sorry doesn't make something polite, secondly as I've said opinions are subjective, and thirdly if we all followed that logic that makes about 95% of the discussions on the forum "wrong"
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@ShamelessPigMain said:
It's meant to cause a definite end for the game. If there's a glitch where somebody's stuck or the survivors just refuse to leave because they're either really good or hacking, the endgame collapse is meant to put a definite end to the game to save some time, especially since the DC penalty was put into effect.
Of course, it's really stupid and doesn't even do anything because survivors can 99 exit gates. What I think should happen is that the timer should be doubled (because 2 minutes is unnecessarily forgiving), and whenever the killer is in chase, the progression speed should be halved. That way, if the killer does nothing, meaning they want the game to be over, it'll be over. If they do something, meaning the endgame collapse is not really necessary, the onus is lifted and the survivors can play somewhat normally.
I think it's three minutes and I really do agree with 99 making it useless pretty much. And I kind of like your Idea for changes.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2226059#Comment_2226059
I think we can conclusively say that you're just in the wrong here. Sorry bud.
Uh ok? You do realize its an opinion right? So it can't be conclusively anything, Unanimously would've fit better (though would've been incorrect due to at least one other person agreeing with me to some degree.). In addition to that it is common educate to be polite, if you notice one of my previous comments I acknowledged someone else's point of view and stated that I disagreed rather than outright saying they were wrong. Because as mentioned beforehand opinions are subjective and cannot be incorrect. While they can be morally wrong I doubt my EGC opinion is morally wrong.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/251259/endgame-collapse-is-pointless
End Game Collapse is doing exactly what it's supposed to do - end the game. The whole point of EGC being implemented was to prevent the game from being taken hostage from either side, this is why killers have the ability to open the gates.
It's not meant to to be killer or survivor sided, it's not meant to help killers get kills in a match - it's a means to end the game, nothing more.
Like I said earlier though it was also "marketed" to have tensions running high while survivors "race against the clock to save their friends from the entity while evading the killer." If you want to make the argument that it's "to prevent the game from being taken hostage" that's fine but that's not what the reveal said it would be.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/251259/endgame-collapse-is-pointless
In all your time playing? What is that exactly? :)
Well I've been playing since release and with my job and such I've racked up 6,500 hours (not including time I've also played on console) and probably 2000ish is with End Game Collapse implemented. :)
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While I think you're entitled to your opinions I must respectfully disagree. It makes little sense to open the exit gate yourself at any point (especially if you have blood warden because you just tip them off at that point) In its "trailer", if you want to call it that, it literally says it wants to force hard decisions, I have seen nor made any hard decisions due to a game mechanic that does little to nothing in my experience (except for BW memes). Plus even if you want to make the argument that it isn't pointless, and that it's not supposed to benefit either, It makes sense both lore wise and gameplay wise for the entity to lean favor towards the killer plus it would be wayyyy cooler if it actually did something other than force the tea bagging survivors out of the trial.
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@ShamelessPigMain said:
PTB music was so much more of a banger. The serialist-esque percussion bell things were a lot more eerie than the guitar.
A fellow of culture I see
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@TapeKnot said:
I liked the PTB chase music more, but apparently the current chase music fits Silent Hill 2 more so I'd rather have it.
A fair point
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https://www.youtube.com/watch?v=cVsQLlk-T0s Also this is literally me listening to it