Yung_Slug
Yung_Slug
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- Yung_Slug
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@QwQw said:
No loops would be pretty killer sided, though I don't care. I want that map to burn in hell for all the pain it's brought me.
it takes killers 4-5 minutes to reach a gen from spawn at normal speed. just hide in the corn when they approach yours.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1785447#Comment_1785447
There are many other things you could be doing in that situation. Why don't you go pop a gen or push the other two off gens instead of complaining gens go too fast? Or you could go for the unhooker? You don't HAVE to go for the unhooked person everytime.
I didn't say I would be going after the unhooked in that situation. But if I walk back there and I can't find anyone else (which happens often in my experience, a lot of unhookers go hide immediately afterwards) except this guy who starts repairing a gen in front of my face, you think I'm supposed to ignore them? Or even if the unhooker is found, the fact that there's a survivor just sitting there repairing a gen because you'll lose pressure by going after them for the next 60 seconds is kinda stupid.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1783090#Comment_1783090
Are you trying to say that old ds had counters but new ds doesn't? Seriously? Did you ever play a game against decent survivors with ds? Would basically take away ANY benefit or advantage or pressure you might have had. Old ds gives you a MINIMUM 4 hooks where you don't have to worry about it at all. If someone sits on a gen infront of you slug them. Sure they'll use their unbreakable but during that time they can't do anything, teamamtes will mostly likely jump of gens to potentially help out, you've got pressure from a slug AND they are going to use it meaning they can't use it ever again. Oh and if ur running into someone with a ds sitting on a gen infront of you, what were you doing going near them as they were getting unhooked anyways?
So if I haven't found any other survivors and someone goes for an unhook less than 20 seconds after I hooked them, I'm just supposed to ignore that and keep walking away?
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1779228#Comment_1779228
They literally nerfed and reworked ds multiple times after people complained about it. You can't nerf unbreakable because how you would nerf that without making it garbage.
You could avoid it before the rework. Remember juggling? Now survivors can force it to activate. They can sit on a gen in front of you and you're in a lose/lose situation. Either you leave them on the gen, down them and let them unbreakable, or pick them up and get stunned. All they need to do is find a way to make DS actually counter tunneling instead of allowing survivors to be cocky and toxic. Maybe shorten the timer but pause it during chase/while slugged or something, so as an actually tunneled survivor you're not punished for being able to loop the killer for 60 seconds or more.
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@coppersly said:
I really don't understand the problem people have with it. It feels more like a 'win more' combo than it does one that helps you.
It does nothing if you can't apply pressure, and if you could apply pressure you probably didn't need the undying to get similar or same value
one of the perks literally just reveals those close to totems and recycles a hex with a 50% chance
If 50% of a killers loadout to have a 50% chance to have 1 hex perk stay longer than normal is OP boy do I have a lot of survivor perk combos to ban for you.
To be fair, the other hex perk is guaranteed to last at least one totem longer.
Still, pretty annoying that devs consistently nerf perk synergy on killers but DS + Unbreakable is fine.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1777759#Comment_1777759
Just pack a shroud of secrecy... They're the type that'll assume it's an ebony mori and rage quit before match start. Plus it'll add to the dc penalty timer I'm sure the have plenty lol.
I was more concerned about when I play survivor actually
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@Sluzzy said:
Not needed at all. Huge mistake. Every rework makes them too overpowered and less fun to verse so he will become the new killer to suicide with.
Remind me to dodge you if we get the same lobby.
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@M4dBoOmr said:
Maybe they are bots, bhvr's little secret to get lobbies filled🤣
The dbd mobile bots actually do gens, I'd rather have them than most of the randoms I see on PC.
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Essentially, this is a game of time management. The side who is most effective with their time is generally the side who wins. If survivors just needed to stall for time, stealth might be a good strategy. But they have an objective, to repair generators before the killer kills them all. So they need to be aggressive. It's similar to Town of Salem, where a passive town is a dead town.
The main problem with stealth is that it only wastes the killer's time in certain situations. However, if the killer isn't looking for you specifically, he'll just find someone else instead. I've had plenty of games where a survivor died off early because I legitimately could not find anyone else to chase, as they ducked away into cover after unhooking, leaving the injured survivor to be found again. That's just sandbagging those survivors.
You might think that the game should be more stealth centric, but that's pretty boring as a game concept. If you spent most of your time as killer looking for survivors, who are spending most of their time hiding in lockers or bushes, nothing is really happening. Neither side would have much fun that way, and the games would often be extremely long.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1768980#Comment_1768980
As I've said in the post, I see more bad console players than bad PC players.
Could just be confirmation bias but if you say so.
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Plenty of garbage players on both platforms, only difference is now you have something new to blame.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/207168/the-stats-for-no-bloodlust-may-be-skewed
Thats why you should play normal. Like, lets get those extreme Scenarios:
Every Killer plays Nurse during that weekend. The Devs see that Killers win a lot even without Bloodlust, so it gets removed. And now we have a bunch of M1-Killers who might suffer (I dont think so to be honest, I play mostly M1-Killers and I rarely need to get to BL1).
Or, the other scenario:
Survivors all run the best Toolboxes, play Builds which let them do Gens as fast as possible and on top, only skilled 4 man SWFs play. Killers will lose a lot of games, so BHVR might think that Bloodlust needs to stay and maybe buff it.
Sure, unrealistic, but it should show that the way how players treat this test might be important. So I will just play the usual Killers and the same Survivor Build as always.
Would be ideal if everyone played normally, but that just isn't gonna happen.
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On, I'm not trying to sit for 5 hours waiting for a match.
Edit: Also, regardless of what either side thinks, I have come to the conclusion than console randoms and PC randoms are equally stupid.
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Some killers tunnel, that's just how it is. You can always take hits for the tunneled survivor so they can get to a loop safely. Then do gens. If the survivor is any good it should be an easy escape, at least for everyone else.
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We'll Make It cannot stack with the same instance of itself on one survivor (so if you unhook 2 survivors within the 90 seconds you don't get +200% heal speed). It was never unable to stack with other perks. Also, two survivors with we'll make it can each use their perks, as they are their own individual healing speeds. That's always been the case.
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It confuses me how so many people still think these stats are accurate even though it has been confirmed otherwise in the same threads. Guess people don't like reading. No, the survival rate isn't 11%. That would be ridiculous.
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They're working on the MMR system which tracks killers individually. They used it for some time but it apparently needs more work before it's ready. Once it is working though, you should be matched up with easier survivors when you play a killer you're not good at.
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/1686761#Comment_1686761
Here we go again. Killers will ignore these stats when it doesnt fit their, "agenda." Lol.
Except these stats are literally confirmed to be wildly misleading.
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1674971#Comment_1674971
That's why I said "fundamentally change". Maybe the Gates shouldn't be visible from the start of the trial at all; that frees them up to be placed as they become powered.
That sounds incredibly laggy. People can get frozen just from being hit with debuffs, having two entire structures spawn in sounds awful.
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@APoipleTurtle said:
I really wish they'd fundamentally change how the gates are placed. Everything else is procedurally generated, so why couldn't Exit Gates be changed to have their distance apart dynamically affected by which side is considered to be "winning" when they are powered?
- Survivors are winning (Gates powered with 3+ survivors alive): Gates spawn closer together, possibly on the same wall, so that killer can more easily pressure both and have a better chance of extending the match during the endgame.
- Killer is winning (Gates powered with only 1 survivor remaining): Gates spawn further apart on separate walls so that the survivor has a realistic chance of being able to carefully open a gate, provided the killer doesn't see them doing it.
- Equal Footing (Gates powered when only 2 survivors are left): Middle ground between the above two possibilities. Gates may spawn on separate walls or the same wall depending on map.
In addition, there would always be a minimum and maximum distance apart that the Gates could ever be in order to prevent this system from going overboard with the more extreme options.
The gates are visible from the start of the game though
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Long story short, almost all of my first games were against huntresses and even now when I go against them they often tunnel me to death.
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Huntress
Huntress
Huntress
Runner ups are Trapper, Hag (I don't like being paranoid about stepping in traps all game), and Huntress.
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@pseudechis said:
Yeah neat idea but not really thematic in a dbd sense.
Clowns are up there with death spiders, sharks and public speaking on people’s phobia lists. The fact he’s a bit of a dark creepy twisted fiend kinda works.
What are death spiders and how can I get as far away from them as possible?
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1665118#Comment_1665118
lmao
I've seen people think these killers are overpowered:
- Doctor
- Trapper
- Blight
- Myers
- Pig
Also I was playing survivor and I like saw a Wrath and I stood still because I saw some grass and Wraith hit me but I liked the grass so I stayed then he hit me again and downed me
He downed me in TWO HITS
So yes Wraith is overpowered af
Yeah someone once complained post-game about the stalk speed add-ons for Myers. I think he didn't understand that I was just 99%ing my tier 3 and genuinely thought double stalk add-ons made it instant.
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No one will hate you for it, as long as you're not using it to be toxic (such as jumping into a locker in a killer's face or slow vaulting to try to make them grab you).
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I've been watching michi's videos lately and they've been helping my hag out quite a bit.
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@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/comment/1659673#Comment_1659673
I actually gave up on Second Wind literally because of Self-Care.. I would unhook someone and I would follow them like a puppy to the super safe corners of the map only to watch them start self caring in my face and ruining any hopes I had of filling up Second Wind.. true story lol. And the countless times a someone had come to rescue me from the hook only to tank a hit and immediately start self caring unintentionally leading to them being knocked down or grabbed as I’m still dying on my meat hook😂
Funny though because years ago I levelled up Claudette specifically for SC but I can’t even imagine running it now.
Yeah I got self care early on too because everybody was saying it was the best perk. How times have changed.
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@Starr43 said:
I have been running botany/desperate measures and honestly I’m all for Sloppy Butcher getting a thick buff. If wglf gets the buff from the ptb you can legitimately heal in the face of sloppy and coulro no problem..
Sloppy could use a little buff to its numbers, though I wouldn't go too far. WGLF is pretty situational and depends on the actions of the killer. From my experience as a survivor, I'm afraid of how much longer certain players will be self-caring at the corner of the map.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1659417#Comment_1659417
Lol me too XD My Ace build this prestige has been WGLF, Bond, Open Handed, Distortion. 44m of Bond is so darned good.
I know the effects kinda overlap but I use Bond and Kindred with Open Handed. Being able to see where the killer is going, where they set their traps, etc. at a range of 24 meters from the hook is nuts.
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@Leachy_Jr said:
Ace is full crutch guaranteed. It's either a baby ace or a sweaty one, no in between.
*Cries in aura build*
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@Smashen said:
Imagine Well Make It and the upcoming anti slug WGLF +100% heal speed on people on the ground, dayum
Yeah I've tried it in the PTB and it's pretty nuts. Can't wait until it goes live because right now killers aren't slugging very often since they know survivors are gonna be using the new WGLF.
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I started playing the game specifically to spook people with Myers, and I have not been too disappointed.
My favorite killer to play against is Nurse.
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It's basically the same but much slower. You get 1 perk per level at the beginning, then you pick 1 from 2 (Exactly the same as the bloodweb before they let you pick 2 per level from 40 onward). You still choose which perk you want. The main reason you don't see perks like DS is because not many people are willing to spend money on the game, especially when they can just grind cells to get licensed characters for free (which is how I got Myers). Since this takes a long time, less players are going to have access to it.
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@PatWesker said:
The video shows that the brown, yellow and purple medkits self heal the same speed as the green.
The green is supposed to self heal faster but has 1 segment healing only... that vid doesn't work.
Or I don't get it
This was before medkits were reworked.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657720#Comment_1657720
Which people like you can help to correct, but choose not to.
I don't have an account and I don't know the first thing about proper wiki formatting and such.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657642#Comment_1657642
They list it as such because that's what the description indicated. It's unreasonable to expect them to test every single perk, item, and add-on combination to see if they perform as advertised, especially since if it doesn't, it's most likely a bug.
I understand that, but it's still spreading false information, intentional or otherwise.
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@Orion said:
From what I understand, the wiki was simply going off of what the perk description says. If you want to blame someone for this gaffe, blame whoever wrote it. Also, the 4.0.2 thing is because the offending line was removed from the perk.
Yes, but they listed it as an undocumented buff, and described it as such. I believe the perk description changes are accurate, but the effect changes are not. They should really change it to something like "perk description updated".
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Good concept, but the numbers could be higher. Even 15 seconds (possibly more) wouldn't be that game-breaking, and you could bring the killer's side to 5 seconds (I wouldn't go higher than 5 for that one though).
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@Clockso said:
That is very useful, i always thought there was a speed cap, now i can run botany + desperate measures + we'll make it + new WGLF for an insane healing speed
Anti-slug gang rise up.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657469#Comment_1657469
How was that proven?
The healing speed cap was just people misinterpreting the description of We'll Make It, which was nerfed to not stack with itself for insane healing speeds from one perk. This description has since been changed. If you use we'll make it, botany knowledge, desperate measures, etc. together you will notice the difference from just we'll make it. There are also plenty of "max healing speed" videos out there that once again prove the myth wrong.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657458#Comment_1657458
If I'm not mistaken, healing speed is capped at +100% for each individual healer (that part is very important).
That is a myth. Healing speed has been proven time and again to not be capped at 100%.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657436#Comment_1657436
Depends on the type of buff. Even I don't know them by heart.
Okay but which buffs are capped? Surely you know at least one example.
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@Tactless_Ninja said:
The exhaustion appears but does nothing. Also got hit mid animation one time which is supposed to be impossible?
That's latency. You'll notice that the exhaustion disappears a few seconds after you get downed. When you press the dead hard button, you send a signal to the server. The killer also sends a signal when they go for a hit, which doesn't reach your screen until the server also sends that hit signal back to you. So while from your perspective the killer hasn't swung yet, from the server's perspective you've already been hit before you could use your dead hard.
The exhaustion appearing is a visual bug caused by this. When you activate dead hard, your game assumes you're exhausted before the server tells it whether the dead hard worked, so it puts the exhaustion icon on the screen (even though according to the server you're not actually exhausted). Once your game realizes that your dead hard didn't activate, it removes the exhaustion icon.
That system worked before dedicated servers since the signals went directly between you and the killer with no middle man. But now we use servers, they should update the exhaustion effect to only show up once your game gets the signal from the server that you actually got exhausted.
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What are the caps? I was not aware of the caps to speed buffs.
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Just take away the cooldown and it could be a decent perk. Or at least extend the range so it actually does something more often.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1651049#Comment_1651049
A while ago a Shape put up Lery's for this build but got Red Forrest of all places, and no Surv had a map offering, so it was that tiny rng % at work. They stayed and fought it out (much respect for doing so) and they got a few hooks but no kills.
I used to tough it out like that but at this point I have 50 mirrors and half the time my map offerings get cancelled out, so I'm a bit tired of going through that suffering.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1650900#Comment_1650900
But Clown on lead vocals? Ew.
It would be like Candace from Phineas and Ferb when her allergies were acting up
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@bm33 said:
Did the game disconnect you?
No, I used my last hawkins offering but I got Yamaoka.
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I don't think he needs to be able to walk through walls. His main problem is that he is very add-on dependent. He is not a bad killer at all, but only because his add-ons help him a lot. Perhaps they could tweak his movement speed and action speed and reduce the effectiveness of those add-ons to compensate. Making him less visible when he's far away could also help.
Edit: Making his bone clapper base kit would also really help, but that might be a little much.
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@MusicNerd_TC said:
Because he's literally the worst killer in the game, that's right, worse than clown.
If you're against an OoO SWF or you just don't know how to play Trapper, sure. But the same could be said for Hag. Absolutely not worse than clown if you know where and when to use your traps.