Yung_Slug
Yung_Slug
About
- Username
- Yung_Slug
- Joined
- Visits
- 2,034
- Last Active
Comments
-
Negate Attack? What does that do?
-
@Tactless_Ninja said:
I thought Jake was some sort of Native American. Has cowboy hats, and has inner peace and birds love him an stuff.
Not sure why a Native American would wear a cowboy hat...
-
Necessary? I haven't used an exhaustion perk in months and I'm still drifting towards rank 1 every season with little effort.
-
It's meant to counter sabo plays, it wasn't supposed to be one of the best information perks in the game.
-
Infectious Fright, Corrupt Intervention, and Pop Goes the Weasel are some of the best perks in the game.
-
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1147065#Comment_1147065
Plague is getting an apple as base kit. Staying broken will hurt them in the long run now.
It seems we'll continue to disagree on this.
So since Plague is getting fixed so that situation doesn't happen, why would they do the opposite for Oni?
-
4 people could run no mither and turn Oni into an M1 killer with no power.
Run that with Resilience, Dead Hard, and Spine Chill/DS, and Oni's not catching anyone anytime soon.
-
@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1146413#Comment_1146413
It sucks as both killer/survivor to see a survivor kill themself on first hook but it’s apples to oranges. You can keep playing with 3 survivors but not without a killer.
But you're wasting your time with a 3 survivor game at that point.
-
Not sure if MMR is coming this patch, but you'll certainly have better queues for about a week while people try out the new killer.
-
@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145936#Comment_1145936
Why? That ruins the game and offers no competitive value other than giving whiny killers a free “avoid DC penalty” card.
Survivors get one of those though, and it ruins most of my killer games. So if we don't add something for killer, we should do something about survivor suicides.
-
@kamisen said:
@Yung_Slug The first one is my favorite for sure. Old but spicey!
That's what I usually use. The second one's the closest I can get to a cowboy (for the new chapter, of course) and the third I don't use as much unless I want to change things up.
-
-
Spine Chill increases action speeds, including vault speeds. As for the light, I'm trained to notice it instantly at this point.
-
@Steve0333 said:
It's called cheating.
https://forum.deadbydaylight.com/en/discussion/comment/1141682#Comment_1141682
It's called cheating. And yes cheaters are frowned upon. While not typically illegal it can be if done for money. In which case it would be a form of fraud.
I was saying the analogy to a heist doesn't really work. If you're doing a heist, you're breaking the law from the start. While you are still taking advantage of someone who shouldn't be helping you but is, the thing you're being helped with is already illegal. A killer, meanwhile, is supposed to kill. So comparing killing in the Entity's realm to an activity that's already illegal isn't a great comparison.
Edit: Also, the last bit doesn't make sense either. In @ThisGuuy83 's scenario, the thief says no one should be punished because the accomplice was a cop. According to OP's argument, the survivor (cop) should be punished, but not the killer.
-
@Sherry said:
Please don't do this. I never run decisive, so I hate it when the killer just leaves me slugged. Maybe I should put it in my username... "no, I don't have decisive".
Then people will do this but actually bring DS and go "haha, get baited baby killer turn bot difficulty up"
-
@ThisGuuy83 said:
That's like pulling off a heist with a cop and then getting busted and saying "it was okay, because he's a police officer".
Not really, since the Killer is supposed to (and is encouraged to) kill. Heists are generally frowned upon in the mortal world.
-
If you Kobe, the killer has to down you and wait 60 seconds in case of DS and then wait another 60 seconds for you to die.
If you don't attempt escape, the killer has to sit in front of you for 2 minutes.
-
My first 10 (or more) games were all Huntresses and it was extremely boring and annoying. I still hate Huntress to this day.
-
@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/1141377#Comment_1141377
What about Open Handed + OoO ? I haven't tried that yet, but I think that will be a bit crazy lol.
I don't use Object, but I think the range is already huge so 8 extra meters might not be so significant.
-
@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1141255#Comment_1141255
Each to their own I suppose, but I think he’s great at ending chases. He’s not as weak as some people seem to think. He can take so much power away from survivors. Plus did I mention cute fluffy pink elephant? 🐘
He's great in 1v1, but not so much in 1v4. With a lack of mobility he's pretty map dependent. Fixing the larger maps would certainly do a lot for his consistency.
-
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1141167#Comment_1141167
So it's not 6 seconds of a cooldown. Its 3 seconds of fatigue, which you got before the changes ANYWAY, and then 2 or 3 of a cooldown.
I play nurse as well as the rest. Which is why I know it's not a 6bsecond cooldown. You're counting 3 seconds that existed before the cooldown was even added.
Also the immense amount of 😆😆😆😂😂😂😆 tells me you dont have an actual response.
https://forum.deadbydaylight.com/en/discussion/comment/1141171#Comment_1141171
I can tell you assume what people do and dont play.
I do play nurse, as well as everyone else. And it's not a 6 second cooldown. It's a 3 or 3.5 stun, which she ALWAYS GOT, and a 2 or 3 second cooldown in which you're already gaining your first blink back ANYWAY.
Also, if you have survivors knowing where you're going to teleport, you're doing it wrong. I know because while I'm not a GOOD nurse, I do understand how she works, and have SEEN AND LOST to good nurses.
Your "handy dandy image" is there and helpful for .5 seconds. Nice side argument though.
https://forum.deadbydaylight.com/en/discussion/comment/1141173#Comment_1141173
What an impressive addition to the conversation. Oh wait. It's not. It's you two being an echo chamber because you want to say that 3 seconds of fatigue (which isnt new) + 3 seconds of cooldown (which you have two charges) = 6 second cooldown on every blink.
I cant explain logic to people who just want to argue for the sake of it.
Enjoy your broken logic sweeties. I can see why this community is so full of misinformation now.
You literally put emojis in your original comment, does that mean you didn't have anything of value to say either?
-
Can who figure out which player was the second killer? I wouldn't report the original killer because they are usually unaware that they're going into a 2 killer match.
-
@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1141333#Comment_1141333
Then i must learn how to do it properly. What are the most important factors that decides whether you ll succeed or not. I think i can easily get close to kiler face at the moment he picks survivor up but the issue im having is that i never able to blind killer when he does that. What is the best advice would you have for me? Now hat killers are not able to dodge lobbies punishing survivors its time to learn flashlights power )
You just need to get a feel for the timing. I'd recommend watching some of Ayrun's videos, since he almost always uses a flashlight. You should be able to get a good idea of how to time your flashlight by watching other survivors like him do it.
-
@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1141377#Comment_1141377
To add to this. Open Handed + Bond is pretty great too.
Yeah, it's just a good perk in general. I run it with Kindred and Bond every game. In my opinion, having that much information as a solo survivor is better than any exhaustion perk. Not to mention it buffs your entire team's aura ranges, allowing them to play more effectively.
-
Open Handed + Kindred
Seeing the killer at a range of 24 meters from the hook is amazing. Even if they're not camping, you know exactly which way they're going.
-
"Since killers have no skill checks and no precision button pushing and no lag in their gameplay..."
We have to juggle 4 survivors. Our "skill check" is if we can split our attention in several directions at once. And we get cucked by lag plenty of times with whiffs and failed grabs due to dedicated servers.
I personally have never had too much of an issue with skill checks since dedicated servers. Are you playing on Console? Do they not have dedicated servers there yet?
-
The add-ons other than batteries/filament don't do much. All flashlights are pretty much the same other than how long they last.
With a yellow flashlight and no extra durability, instead of being able to blind the killer several times in a chase, you'd probably have to stick with saving it for flashlight saves.
Still absolutely viable though.
-
Making triangles on the floor is a universal sign of aggression and should be illegal.
-
Leatherface already has good chase potential (particularly with PWYF + Nemesis), but much like Clown that doesn't always translate to being a good killer. He has no good mobility in a game where many maps are absolutely massive.
Honestly, the maps getting fixed would help a lot of killers. Most top-tier killers are high-mobility because some maps are so big. If map size was more consistent, the weaker killers would also be more consistent.
-
I think the chain breaking makes Survivors lose collision since it inflicts Deep Wounds and therefore probably counts as them taking a hit. However, cancelling it with M1 without hitting the Survivor could work.
I don't know how you could drag a Survivor into a corner though.
-
Plague has Infectious Fright and Corrupt Intervention, both of which are amazing on certain killers (Particularly my main, Myers), as well as Dark Devotion which can be fun to use.
Myers has some of the best meme builds, but Ghostface has good meme potential as well. I'm glad stealth killers are Undetectable now but I sometimes miss being able to teabag at the Object of Obsession from across the map.
Edit: Just remembered Ghostface is licensed, so I guess you can't use shards for him. So I guess go Plagg
-
The most annoying part is that it doesn't autocancel into an attack on a failure so the survivor could get away without taking a hit while you're in the grab animation.
If I can't vibe check them at least let me get an attack in.
-
@ALostPuppy said:
We're reaching new levels of pettiness here that I didn't think we're possible
Welcome to Dead by Daylight, where pettiness and toxicity transcends all planes of existence.
-
Perhaps we could get a former survivor who was corrupted by the Entity (maybe Vigo?).
-
@PrettyFaceKate said:
It's not the flashlight clicks, tbags or moonwalks that make the game survivor-sided. Just sayin'.
They're allowed to do stuff like that because they know they can afford to waste their time and still get an "ez game"
-
It depends on the map and survivors, but it's mostly weaker killers (killers that aren't A-S tier), so if you play Billy you're not gonna see it as much.
-
If this is a thing, I doubt it's allowed. Unless your current FOV is much less than normal for some reason.
-
@BeardedMenace said:
https://forum.deadbydaylight.com/en/discussion/comment/1138568#Comment_1138568
Absolutely hate slugging or getting slugged. Starting to think that this slugging is a necessity sometimes... I understand doing it if they're being Gen rushed. But there is countless amount of times I've saw a Killer just start slugging from the beginning and it's dumb. Appreciate the info though, definitely going to try that build later. I'll try anything, literally. I have people calling me stupid for the builds I use. I'm just like hey, Idk ######### I'm even doing. I'm trying to learn... But you survivors want to make fun a of a killer because he didn't know what build to use??? Then you guys cry because the game takes forever to find a match... Toxic survivors are making Killers not want to even play.
The slugging part isn't absolutely necessary. I actually don't do it for most of my games unless there's multiple survivors right next to each other. I only use it in the most dire situations where I really need to slow the game down.
-
Myers Main here.
My usual build is Corrupt Intervention, Infectious Fright, Monitor & Abuse, and BBQ.
Corrupt gives me time to stalk.
Infectious Fright is great with Tier 3 and M&A.
BBQ is mainly for BPs.
My usual add-ons are dead rabbit and either J Myers memorial or memorial flower.
Get to tier 2 asap, and try to 99% to tier 3 and use it when you need it. If gens go too fast, pop tier 3 and slug to stop their momentum.
-
@Mister_xD said:
Leatherface wearing a claudette face and acting like one.
yeah i cant remember when i saw
BubbaClaudette the last time...Claudetteface indicates that you are a true intellectual and should be feared. It is the superior Bubba cosmetic.
-
@Might_Oakk said:
The 6% is basically useless. If the killer is afk in front of you doing a gen it is going to take 75.2sec instead of 80. Realistically you may get 1 or 2 sec out of it in a trial at most.
As far as the alert it's good vs a couple killers on certain maps but for the most part you should be able to spot a wraith, pig, ghost face etc. coming.
I think you're forgetting that the boost applies to vault speeds, healing, and every other action. Getting a whiff at a vault because the killer doesn't realize that you vault faster is really good, especially with Resilience.
Edit: Also, what kind of dumb stealth killers do you face that just let you see them coming and don't even try to hide or approach from an unexpected angle?
-
@mithrios said:
At the best spine chill is a 3/5 a normal perk
oblivius ? Who cares!
stealth ? Just look around and see if the killer is coming
6% boost ? Nice but can’t be the reason to use 1 perk slot
moral of the story ? Just use DS, DH , adrenaline and unbreakable
"Just look around to see who's coming."
Any stealth killer with half a brain cell isn't gonna approach you from where you can see them clearly.
-
If I'm ever making a build and I have an extra slot, I always put spine chill.
It gives great information, helps you repair gens, and helps you in chase with the increased vault speed. It may not seem like much, but the difference between a killer hitting you at a window and hitting the wall instead is huge.
-
@toxcitynacl said:
https://forum.deadbydaylight.com/en/discussion/comment/1138039#Comment_1138039
And making it so I can't use a key to escape from the killer as I am being chased ruins the key as well. If you are going to nerf keys, moris get nerfed as well.
I never said mori's shouldn't be nerfed, but your suggestion makes them practically useless.
Keys can:
Free the entire team early
Free 3 survivors before the last gen is complete, if a survivor dies
Re-open the hatch in a last-survivor situation
Note that none of these require that you be able to open the hatch instantly. Being able to open the hatch in the killer's face is only one thing a key can currently do, and it's not a very good use of it unless you're the last survivor.
-
@toxcitynacl said:
https://forum.deadbydaylight.com/en/discussion/comment/1137977#Comment_1137977
I don't think either should be reworked really but sure. If you are going to rework one or remove one you should rework or remove both. I don't expect them to remove either though too much effort into their mori animations--I could see say only one person can use a key (no two and three man hatch escapes) and no insta-escape...say there is like a few seconds animation so you can't escape if the killer is 2 feet behind you and in exchange the moris could only be used after hooking the survivor twice.
Making all moris only work when survivors are hooked twice ruins the whole point of the mori, though I agree with the hatch opening animation and only opening for one survivor for the keys.
-
You know that keys are a thing, right?
If one gets reworked, so should the other.
-
Being able to stun the killer would have to vary depending on the animation. For instance, once the chainsaw goes through the Meg's back it wouldn't make much sense for someone to drop a pallet and have everything be fine. Or for animations like the Clown or Hag, it wouldn't make sense for the victim's body parts to be sucked back into them because the killer got blinded.
-
@Tactless_Ninja said:
Maybe have two Mori animations? First one breaks the survivor, second actually kills them. Many people have stated they want it to be a two hook thing.
Having it activate after two hooks kinda ruins the whole point of the mori.
-
I honestly think it would be more fun to make a script to play the game for you than actually playing killer right now.
