ZFennecFox
ZFennecFox
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- ZFennecFox
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Comments
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I honestly love the Random aspect it keeps the game fresh instead of everyone just running to the safe loops.
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I think the Banshee might be a good Killer. Its ability could add a reverse effect to Survivors caught within a vocal blast reversing their controls.
One of her perks could be to reverse her Terror Radius. Maybe even imitate the Hatch Sound effect.
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Time for Blood Favor to become a permanent staple of Killers perk line up.
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I would rather hear the TR than nothing at all. Its those quiet moments that make you panic.
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I would do a Christmas event in which instead of Gens survivors have to find 15 presents scattered around the map. The Killer has to hook a survivor to make them drop their presents.
I was thinking about a switch up how about for every two gens done a circuit breaker flips on a wall somewhere in the map maybe 2 or three and in order to continue the Survivors need to fix the breakers to continue gens. I figure once the circuit breaker is active its only visible to survivors. So the Killer can't camp it.
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I hit rank 1 and I die a majority of my games. I'm usually camped to oblivion because I have to run the Killer otherwise nothing gets done but its not that hard just tiresome playing one pip games.
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@Yords said:
Sometimes I will actually chuckle if I see that, but if the killer was being a douche I will be a little upset.
I run solo survivor for the horror aspect so mainly that means I either loop the Killer for X amount or I loop the Killer you would think there would be a middle ground but no. I had a game earlier that made me lose it laughing. I was running the Pyramid head around The Game so at the last gen he hits me I throw the pallet stuns him and right after he looks up my Adrenaline goes off and I see him steamroll to me passing by a gate with two of my teammates around it smacks me I go down and I fall out of my chair laughing. I sat on the hook having a staring contest with him while he holds his ability.
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@TragicSolitude said:
Every once in a while I laugh at NOED. I'm more likely to laugh if I'm cleansing the totem as the last gen pops and then boom, hex explosion.
My favorite gut-buster in this game is when a survivor dies after the exit gates are open because they do something dumb instead of, you know, leaving. Whether I'm playing survivor or killer, I find that hilarious. (My favorite was a Dwight who was being kind of a dick while I was playing nice and just messing around a bit. At the end he's running towards the open exit and I guess as an extra bit of "eff you" he timed it so that me hitting him would propel him right through that gate to freedom at the last second... I didn't hit him, and he died to the EGC just a few steps away. Kids, don't assume that a nice killer is a stupid killer.)
I love it.
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@GingerbreadHouse said:
I don't laugh. I just regret the lack of a totem counter. Sometimes I lose track of how many totems I cleansed.
Well there are only 5 on the map. I keep count of how many I pass, where I pass them and if I cleansed them. Just remember 5.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1690840#Comment_1690840
ok couldn't they just drop it or leave it in a chest until they need it? This also makes hatch only usable for keys, which is #########
Hold on, i never said the hatch wouldn't spawn open the Key change I talked about was only if the Killer closes the hatch before you found it.
I didn't say to change that.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1690823#Comment_1690823
Also couldn't they just drop the item next to the hatch? Whats the counterplay
If the hatch doesn't spawn until the last survivor is alive like I specified above they couldn't place it next to the hatch. There would be no point to.
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@CrustyCake said:
The key showing the survivor aura, is 6 meters from killer? Not the hatch, correct?
Yes that would be the point I tried making.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1690805#Comment_1690805
Do you not realize how small 6 meters is? Think of michael's terror radius with dead rabbit and monitor, thats hella small literally a weak nerf to an op item
I just used 6 meters as an example.
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@musefan said:
https://forum.deadbydaylight.com/en/discussion/comment/1690805#Comment_1690805
Wait... are you saying the aura is revealed when you are within 6m of the killer??
I thought you meant within 6m of hatch.
No 6 meters of the Killer. The number of meters is just give a small detail.
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@musefan said:
https://forum.deadbydaylight.com/en/discussion/comment/1690783#Comment_1690783
What's the difference?
It still shows that a person with a key is standing by the hatch.
Doesn't matter which aura you show, it's still the same thing.
Your only thinking of endgame. Think more about about mid game. If your aura is shown the Killer becomes aura of which Key is in play and can act accordingly.
If the Killer can see your aura during chase it benefits the Killer so that Key will become a detriment to staying alive. And after that if you collect the key from a body you still have to maintain a certain distance from the Killer without him seeing your aura.
Now I'm not saying your point has no merit sure if the Survivor knows where the hatch is and collects the key sure they could bring you to it and teabag but no solution is going to be perfect.
But throw Franklin's demise into the Mix and someone will have to collect that Key or its gone.
If its a Purple Key you can at least add the Hatch into the patrol of the doors. Increase the Hatch opening time to 10 seconds and there you have some counterplay.
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@MasterGrit said:
Key, lock the locker killer can't open the locker and grab you.
Mori, 200% sacrifice points and can mori at dead hook.
LUL
. . . . what?
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@musefan said:
What would be the point in moris if you had to do all that? Just stick them on the nearest hook at that point.
And aura reveals for hatch is actually a buff. Most survivors WANT the killer to come watch them escape.
I feel like you didn't understand the Skeleton Key change would reveal the One with the Key's aura when in a certain radius not the Hatch.
And Mori's I find difficult to change because I never really minded them to begin with.
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1686981#Comment_1686981
What a lovely thing to do!! Even when I die, sometimes I spectate and laugh my arse off when the killer and survivor become friends and just look for the hatch or play around! Good luck in future matches and have fun :)!
GG my friend.
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I would love to see the statistics personally but seeing as BHVR have yet to release any info. I only have my personal experience to go by and I can say that it very rarely reaches 85% most of the time they get the trap off right at the first box but let's say that your right increase the Timer to 3 minutes and 30 seconds and for Rule Set shave off 30 seconds. That gives people plenty of time to scour most of the maps.
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My rules for DBD Nec
Ver chase the unhooked and always let the last survivor out.
That last one is just because it always comes around. I had a Killer remember me once so he let me live to repay the favor.
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The only thing that scares me in this game is The Trapper. You never know where he put on of those traps.
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I play on ps4 I see the dips and the bugs. I watch this game in my spare time, I play this game whenever I can. Getting spun is a result of either your own hardware which is not on DBD to fix. Or your over eagerness to hit a survivor which is also not on DBD to fix. Like I said before let them spin in front of you.
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@tylxr_jay said:
https://forum.deadbydaylight.com/en/discussion/comment/1685557#Comment_1685557
not being able to see the boxes at all would be completely gamebreaking. especially if you just got unhooked ands your injured running around the map with an active bear rtap. it would just be running around guessing where to go and on larger maps it would be physically impossible.
Although however i do believe the boxes should only be shown to survivors once the traps are active. so basically rule set no. 2 at basekit.
she def needs an addon rework aswell
Okay and as a killer you want people to have a chance to get fully healed and ping pong between your boxes. No thinking about it logically you want to install as much fear in survivors as possible its how they make mistakes. 2 minutes is more than enough time if your focused on what you have to do to remove the bear trap and you the Killer gain the bonus of having other survivors trying to help them locate the boxes that it slows gen progression even more.
Killers right now lack that fear aspect only a few Killers have the ability to terrify survivors into making mistakes. I honestly believe that removing the white aura's from them won't effect highly skilled players and SWF The only people this will hurt is the solo survivors and not even by that much the boxes have white faced doll sitting on them there not that hard to miss.
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its not its just a joke to lighten the mood. honestly if it bothers you try bating out the 360 get up close and let them spin in front of you or get up right on their character and do a basic attack not a swing. The basic attack is quicker to recover as well all in all there doesn't need to be a perk to counter getting spun. Its all on you.
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I believe he is fine. I think they should add more tells on him though. I would like to know if I'm running from and endless tier 3 Myers or not.
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- Scrapped Tape its a green add on. Shock Therapy's Area of Effect becomes a ring, placed 8 metres in front of The Doctor, with an outer radius of 4.2 metres and an inner radius of 3 metres.
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If I remember correctly The Doctor has an add on that turns his shock into a ring does that help?
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To be honest just remove the survivors ability to see Jigsaw boxes. I find its more of a nuisance that after the trap is on their head they can just ping pong between boxes while you focus on gens.
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@Adriang14 said:
Yeah I’ve had that happen, it’s most likely latency
Latency has gotten me smacked about 4 times now.
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Twisted Game - Any time a survivor is hooked all survivors suffer from the exposed status effect until the survivor is unhooked.
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I know that's the only way you can bring it on to the same level as SWF's. That or you could add a layer to the lobby that let's survivors see each others perks.
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The only way I would consider adding comms is only if its proximity based. I.e the person talking gets louder the closer you get to them and so on. As well as making it so the Killer can hear as well.
Other than that there isn't a whole lot you can do besides allowing each survivor in the lobby to see each others perk load out.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1443480#Comment_1443480
I'm asking you for your argument because it is your idea. I can't debunk an argument that either doesn't exist or wasn't presented.
Going back and re-reading the posts I believe I specified why they should be able to "Counter Slugging For The 4K" that seems to be an issue.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1443453#Comment_1443453
Nice try. You made the argument, so the burden is on you to make the case for it.
So you have no argument as to why they shouldn't then why say anything at all. If a survivor on the floor can completely fill their bar before the Killer picks them up and they get up its the Killer's fault for not hooking the survivors.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1443394#Comment_1443394
My logic behind this is that leaving survivors should be punishable not by a large margin but should at least have more counter play than a perk that gets you up once and a "Tunnel me" Perk.
That's not logic, that's your opinion. What's the logic behind that opinion? Why should survivors be able to pick themselves up indefinitely without the use of a perk?
To OP, if you don't want to do something, you don't have to do it. Also, holding the game hostage has nothing to do with slugging.
Why not? I would like to hear your argument on why they shouldn't be able too. If their left on the floor long enough to fill their bar completely its the Killer's loss.
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I bring a cake when I feel like I should or I want too. Its entirely up to me what I bring into the match regardless of what others want.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/1443374#Comment_1443374
Spoken like a true survivor main
Saying "Just don't slug" to a red rank killer basically means "just lose the game"
I play both sides Killer currently rank 3 and Survivor currently rank 8. I just hook and go as Killer I never go for the one unhooked unless they get in my way and I still hit red each season.
My logic behind this is that leaving survivors should be punishable not by a large margin but should at least have more counter play than a perk that gets you up once and a "Tunnel me" Perk.
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Unpopular opinion change Unbreakable and No Mither and allow Survivors to pick themselves up if their bar is full without a perk. Its honestly the Killer's fault if they allow the bar to fill up completely any way. This eliminates the Slugging aspect of the game that everybody hates.
Change Unbreakable so that it effects the speed in which the bar fills, and No Mither to the same.
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How about keeping the original concept but adding in a feature that blocks hooks around depending on level. For instance Level 1 blocks the closest hook for 10 seconds, Level 2 blocks the two closest hooks for 20 seconds, and Level 3 blocks the three closest hooks for 25 seconds. The basement hooks are not effected by this perk.
I figure this change will give Killers an Ultimatum to either leave you on the ground to pick your self up while he goes for others. Risk trying to get you to a further hook or just camping over you until you pick your self up and in that instance the perk resets and blocks the hooks again.
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@Aven_Fallen said:
Its still there. But it has the normal rate by now, meaning it is quite rare to get there because there are quite a bunch of Realms.
Same goes for the Map Offering.
I have been playing survivor to get the event Items and I have only played on it 3 times and all was as killer. I have yet to play Midwich but I have played swamp 6 times now 2 times in a row.
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Cleanse totems = no Noed.
Survivor = naw I'm about to gen rush then teabag the Killer near the exit gate.
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I lost all faith in the devs the moment I read the notes concerning the Ruin change. I only get the chance to play 4 to five survivor games before the que time goes into the double digits and most of the game is over in 7 to 8 minutes.
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Always get as many survivors tier 3 as you can. If your facing a swat team use your blast before picking someone up.
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@finitethrills said:
https://forum.deadbydaylight.com/en/discussion/comment/1298341#Comment_1298341
If the killer is hard camping, what is a kobe supposed to do for you?
https://forum.deadbydaylight.com/en/discussion/154867/one-solution-against-campers
As with just about 99% of suggestions that involve some effect on the killer, it's easily abused by the remaining Survivors, constantly running the killer back to the hook and looping the area to cause the effect on a killer that's not actually camping. Same thing that happened with the pausing hook time.
There is no solution to camping that isn't either a) unfairly punishing to a killer who isn't "camping for effect" but being forced or encouraged to be at the hook by Survivors, b) easily avoidable due to some mitigating mechanic designed to make it not punish "a", or c) will be completely ignored by the hard Campers because they don't care about indirect punishments like losing bps.
The only way to STOP hook camping is making Survivors die on the first hook. And then you'll need to spend another several months trying to find a solution for "slug camping"
Assuming you run DS like 80% of the playerbase you get a stun to stun the Killer. Combo that with DeadHard they can't insta throw you on the hook. If your lucky with DeadHard.
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I play a whole range of Killers even my Wraith that has all yellow perks. Its different people who have the mentality that they need to win each game will gravitate towards Killers that give them the advantage. Spirit can literally still sneak up on people, Billy can cross the map and Insta-down, Doc can shut down teams pretty effectively.
Its all in who is playing my guy.
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I play all day and I see the new map once. I get Badham like 10 times. I don't even get Lery's but once a day.
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How about a boost to luck for the Kobe. Increase the luck from 3% up 2% for each second the Killer is within a couple of meters for the hook.
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I play bubba not P3 but I do have all the perks on him. I don't specifically camp but I can only imagine that a lot of it has to do with the usual Swat teams.
Or maybe Bubba is just lost in thought about how delicious you'll be as chili.
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To be completely fair I think the recent changes have essentially skewed the player base enough that Killers are in short demand.
On console I am red rank in both and I honestly go up against more green and brown Killers then I should.
However I think the game just throws people who have been waiting in the first lobby that has an opening be it Killer or Survivor.
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The only time I really hate Proxy campers is with Hag players who set 5 traps around the hook.
Other than that its whatever just learn to live with it. I usually walk a good bit from the hook and try to go after the one who unhooked.
Another bit of advice if the Killer knows that more than 1 survivor is around the hook he isn't going to leave. So if your playing with your team tell them to leave or if your playing solo just resign yourself.