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ahandfulofrain

ahandfulofrain

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ahandfulofrain
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  • @GrootDude said:

    So I recently got some headphones, I wanted to see if all you needed for her was headphones but I learned that this is 100% false, they help but they aren’t all you need. Spirit does require skill and although I don’t think she has much counter play, she is balanced.

    No. She doesn't. I went from rank 10 to rank 1 playing nothing but spirit with standard build, yellow add-ons, and earbuds. She is ridiculous.

  • @Alice_pbg said:

    You unhook a survivor while I'm around without bt? I'll slug him to deny your points and you're going on the hook.

    This! I'll purposefully try to motion to the other 2 to heal the farmed guy up too. I know how unfun being on the other end of being farmed is like, so I usually have pity.

  • @AetherBytes said:

    Basically what nice things do you do to the survivors? For example not tunnelling, not camping for any reason, or not slugging or the like, and what things do survivors do that makes you break the code?

    I usually don't tunnel unless it's the only survivor i can find, and I also try not to slug for the 4k (I'll slug and just leave you to either bleedout or let the other guy help you up and find hatch in that time). If you teabag, I will down you and hook you. Chain META perks and then teabag at pallet? The other survivors can go; as long as you die I'm happy.

    If they're not toxic, I won't tunnel.... (unless there's like 1 gen left) and I won't BM like shaking my head. Normally if I down the last survivor after the hatch is open I'll let him have it, but if I'm tryharding (trying to rank up) I'll kill them all.

    TL;DR - if they aren't toxic neither am I

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/696131#Comment_696131

    Maybe on console?..... I've never seen a bad ass nurse while playing.. I've been here since pig

    I've seen some on console. PC is way different ofc but ya get some good players on PS4 every now and then.

  • @Riseaus said:

    To all Killers out there, do you ever play Killer without BBQ? I understand many people either won't have it or don't care about points, but this question is directed at people who have it unlocked on the Killer they are playing, need bloodpoints and choose NOT to use it. If you're one of those people, WHY do you not use it?

    I simply cannot play without it purely for the double bloodpoints every game lol.. It sucks when there's so many better perks to put in that slot but I just cannot bring myself to remove it.

    Yep. I play Trapper more than any other killer and he just... doesn't benefit much from it. Sure, you'll get a general idea of where everyone was at the time of hooking the survivor, but his mobility is too limited to make use of the information (assuming they're smart enough to move away). Additionally, not only does whispers offer better tracking but it lets you know if someone might be watching you put down a sneaky trap.

  • @picigu9 said:

    This is a joke, right? I run circles around nurses, to the point where I might as well be yelling scout quotes provided they have vc.

    Please tell me this is bait

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/678190#Comment_678190

    If two Survivors escape, the Killer will almost always de pip.

    I play at red ranks and depip even with 4 kills... and I don't camp or tunnel, kick gens a lot, chase a lot, etc. Ranking system is ridiculous.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/677269#Comment_677269

    Clown, Wraith and Legion are stronger than Leatherface? Based on what factors?

    I may say that Wraith is actually worse, I'm not sure. But Leatherface is just... bad. He feels like Legion where you're punished for trying to use your power unless the survivors are actual potatoes.

  • @OGOzSnowChimp said:

    Putting a victim on a hook and waiting just a bit off in the distance for one or more of it's team mates to come to the rescue. Then rushing in to injure a new one before chasing down the first one I hooked.

    But if you hit the rescuer... why not go after him instead of the poor schmuck who just got saved?

  • 1.) Hellraiser - Pinhead and Kirsty!

    2.) Silent Hill - Pyramidhead!

    3.) Alien - Xenomorph and Ellen

  • @Tensor said:

    What do people think the odds are of ever seeing Jason in DBD?

    For this, I am going to ignore the similarity with the trapper ((As we have Leatherface and Billy) the same would apply if we got Pennywise as we have the Clown).

    F13 the game has all the legal ***** that happened. But perhaps Behavior could get an arrangement with both parties involved?

    If so, what would you like to see as powers/perks (They do not need to match the F13th the game ones)

    He's never going to be in DbD. The owners are too greedy for it.

  • @GODQueenEvy said:

    1. This map is awful for killer
    2. Don’t pick clown and complain about “genrushing” when you are not able to put pressure on the map. And btw, survivors are just doing their objective. :)
    3. Posting clips of only 1 game is just useless.. Sometimes you have bad games/sometimes good games. You can’t win every single game..

    Did Tru3 evn used pop once in that clip? Anyways, ggs only friends :) <3

    Clown is nowhere near the worst killer. Leatherface then Wraith, then Legion THEN maybe Clown.

  • @ABannedCat said:

    Nurse.

    I like to be rewarded for my skill.

    Uh...

  • I don't really, but it's still frustrating to lose them because of... the game? The devs? Nothing at all? You get the idea.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/673740#Comment_673740

    I camp at red ranks literally every game. Wiping out plenty of full rank 1-2 lobbies of survivors. I bounce between rank 1 and rank 2 depending on how the entity feels.

    If someone goes in the basement early they are dead, simple. I have no problem sacrificing 2-3 gens to secure a kill once someone goes down early game. It is easily the best strategy to secure wins in this game. There is no time to go chase to chase when the games last 5 minutes. Either they trade for the unhook or the survivor on the hook dies.

    I run NOED in case things go south, since there's always like 3-4 adrenaline I never feel bad about it. If you don't think camping works you are not doing it right.

    So basically you're saying that you suck at killer lol

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/84691/map-design

    Trapper is low tier. Don't expect much playing as Trapper. Just play nurse and you will be good mate

    Hit rank 1 playing Trapper. The killer isn't the problem.

  • My favorite thing to do against locker-happy DS players is putting a bear trap right in front of the locker and slugging them when they jump into it. Even better if you have honing stone because you can just go do your thing.

  • @Riseaus said:

    Thanks everyone for your advice! I'll definitely start using Enduring more and will try it out with Spirit Fury and maybe throw in Bamboozle if I'm losing too much time to windows. I appreciate all your input. <3 :)

    If you're using Wraith like your prof picture suggests, I recommend the Brutal Strength and Save the Best for Last.

  • I wouldn't say you should remove it, but I feel like the rarity of Tuning Guide should definitely be increased to at least purple... especially since his purple add-ons do nothing.

  • Thanks for all the positive responses, guys! I gotta say that I expected to see someone complaining.

  • Jungle gyms* lololol I'm an idiot

  • @DBD_Pinhead said:

    The Doc is fun to play outside of the timing between Treatment/Punishment. He's one of the few you can play without Ruin and not get bullied.

    Uh... no lol. Doc is one of the worst killers right now.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/651304#Comment_651304

    Survivors should have items, similar to having a class or power from other games, because as of right now the 4K rates are over 50% and this game is supposed to be balanced around 2K. Killers have it too easy, way too easy.

    Man, you must be really bad if you actually feel this way.

  • @Pulsar said:

    The disparity between SWF and Solo's is massive. The game wasn't designed with verbal communication in mind. That's on the devs, but, Killers right now, only Nurse and Spirit can deal with a good SWF. All the other Killers get turned into fodder.

    I destroy SWF with Trapper usually. Usually being key word.

  • @remember_me88 said:

    Every Killer has it.

    Or at least there should not be affected all survivors.

    Oof. Imagine wanting to nerf the only perk that gives killers a chance. What rank are you, OP?

  • @JawKnight said:

    I’ll go first. Kenny from Telltale’s The Walking Dead.

    Ellie from The Last of Us.

    Now if we're talking full DLC's I'm still waiting on Hellraiser. Give me Pinhead and Kirsty, you cowards!!

    An Alien and/or Predator one would be cool too.

  • @Atrushan88 said:

    @FishFry247 This is mainly just to counter the arguments of people saying that moris are rare so they're fine. They're not fine and they're not rare when people have that many stocked up. I've heard of people having 50+ on one character, and seeing 3 on one bloodweb.

    Pretty sure Monto said he has like 200 on his Myers alone.

  • Found the salty Doc main. What part of this is crying, bud? I'm asking a simple question. You're probably upset cause this is how you play, huh?

  • @immortalls96 said:

    Your facing bad doctors take it from me

    Oh, I already knew that haha

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/652862#Comment_652862

    No killer should ever have a 100 percent counter, so as I see it they have the tools..not even situational ones...so they have no room to gripe

    I mean... how do you explain Trapper and Clown especially? The hardest counter to them is not running into their traps/gas areas. They're very loopable otherwise.

  • @xnes_galax said:

    Well, i think ruin makes the game more boring for survivors and less challenging for killers, as well as teching bad habits to who use it (not putting pressure because a perk do it for you).

    I don't disagree but it's like... killers can't do anything without it. That's the issue.

  • @mnpqraven said:

    https://forum.deadbydaylight.com/en/discussion/comment/649633#Comment_649633

    High risk yes, high reward ? The strongest 2 hexes are arguably Ruin and Devour Ass, both get cleansed in the first 30 seconds of the game, and literally the remaining hex perks are literal garbage.

    Totems take time to find most of the time which is around 10 seconds because it's right next to shack or a gen or any notable tile

    Haunted is good too.

  • @Richter_Cade said:

    Killer main of about 100 hours and decided to try survivor out. Threw some BP into David and Laurie. My experiences.

    Camped.

    Tunnelled and camped.

    Nobody came, died on first hook. Happened several times. They weren't doing gens either, at least half were just crouching middle of nowhere.

    Tunnelled more.

    Camped more.

    Looped killer for 3 gens, spent 2 mins with him slapping me on the hook. Everybody else finished up and left.

    Tunnelled more.

    Random LF approaches with the power of unholy lag and insidious. Mayhem ensued.

    There were a few good games but my Lord, it's hard being competent (I think I'm competent) down in yellow and I'm happy that I'll soon be out of this hellhole. When do I start seeing the survivors I have to deal with who do gens and things? When will I find killers like me who understand that not camping might get you more points?

    Rant over, and my sympathies to all new survivor players.

    Man... I wish I played against survivors like this instead of the ones drenched in sweat.

  • @KillermainBTWm8 said:

    A lot of killers it's a skill problem in your case imo. For the very few it might not be.

    Uh... what? Reiterate please?

  • @LegendCZ said:

    https://forum.deadbydaylight.com/en/discussion/comment/649685#Comment_649685

    I play both sides too.

    I feel killer get rewarded much less for being good and successful compared to survivors.

    And its not that hard to open the gates, its WAY harder to keep totem up.

    In a way, I agree. I know how hard it is to do well with how fast gens go, especially when you're playing against SWF. The very idea of the perk is what I mentioned - though maybe not in such a harsh way.

  • @RetroPancake said:

    On what Killers (and builds) would you rather run Corrupt over Ruin? Feel like Corrupt isn't as strong as Ruin so I don't run it. To me the perk ia useless once the time runs up while Ruin can potentially stay up for longer. Sometimes it doesn't even pop because survivors try to push through it or can't find it. What do you guys think?

    I run Corrupt and Ruin both on my Trapper and woo BABY does it give you so much more time to set up traps, especially if you're on something like a Coldwind map and your not-blocked gens are on the pig tree/killer shack side.

  • @LegendCZ said:

    https://forum.deadbydaylight.com/en/discussion/comment/649596#Comment_649596

    NOED weak! RNG perk vs uncounterable Adrenaline.

    Change my mind.

    But the difference is simple. Adrenaline rewards survivors for doing their objective; noed is a perk that rewards the killer not doing their objective effectively enough.

    Yes, I play both sides.

  • @kamisen said:

    I second this. If ruin goes early, you've basically lost the game.

    Even worse in my case because I've been trying to do adepts. Other than Nurse (and Hag, obviously) 2 gens are usually done by the time I get a couple hooks.

  • @[Deleted User] said:

    In addition to rank reset, try using your power to slug 2-3 people over the course of the game. It'll increase your chaser, devious and gatekeeper emblems. I got adept cannibal, shape, and Ghost face in the space of 90 minutes this way.

    #########, man. I've given up with Leatherface. That man gets looped so much I was struggling getting more than 2-3 hooks all game!

    It probably doesn't help that I've got up to rank 7 since I purchased him (up from rank 15.)

    Idk, I just like having trophies haha.

  • @NoShinyPony said:

    If the trophy is that important to you, you will probably have to wait for rank reset. If you play against brown or maybe yellow ranks, you have a chance pulling this off without Ruin.

    That's what I was thinking. It's weird to me because I did it with Trapper (a not-very-good-at-the-moment killer) against a 4 man SWF? It was on Haddonfield so that kind of helped but I guess I just played out of my mind lol.

    Also I'd feel bad destroying rank reset players lolol

  • @FishFry247 said:

    yea gen rush is rough even when you apply good pressure gens pop fast

    Been trying for adept nurse for 3 days in a row. Got one emblem point off multiple times... guess what category? Gatekeeper, of course.

  • Sorry for typos. It's almost 3 in the morning.

  • @Shad03 said:

    Hatch is fine, it's the complimentary prize for survivors who sucked that game. Just enjoy the 3k, or quit complaining, non-issue here.

    Killer main btw.

    For survivors who sucked? Ok pal. 🤣

  • @xEa said:

    Hello

    Survivor escape rate on Rank 1: 80% !

    Proof?

    https://us.v-cdn.net/6030815/uploads/549/1FNHLQVJCK9P.jpg

    So much about Killer are overpowered.

    Hahahahahahah this is so bullshit

  • So... you all forgetting about Pinhead huh



    Rip :(

  • @Acesthetiic said:

    BUFF 1-

    Trappers base traps now start out at 2. Traps that aren’t set will generate into your trap count, unless you have the maximum capacity or all traps are set (in which the timer won’t start). Time to regenerate traps is 30 seconds per trap. 

    BUFF 2-

    Players caught in a trap will now be presented with two separate skill checks at the same time (two skill checks in the same circle). Skill checks will have increased speeds than normal and appear consecutively while trapped unless a skill check is missed. In such case, the survivors struggle out is reduced by 25% (explained below) and time in between a missed skill check temporarily stuns the player. Survivors have a choice between two skill checks: Good (easier to hit) and Great (harder to hit). Good skill checks increase the escape bar by 25% and Great skill checks increase the bar by 50%.

    Good skill checks resemble regular skill checks that would appear on a generator, just a bit smaller. Great skills resemble an *overcharge tier 3*. Like said above, these skill checks are separate from each other. Good skill checks from a rescuing survivor are 50% and greats are 100%.

    Trappers Add on Changes-

    Iridescent Stone- Reduces trap regeneration timer (15 seconds from 30 seconds). A random trap will become set every 30 seconds.

    Fastening Tools- Increased Setting Speed (CONSIDERABLY). Adds Increased time to get out from bear trap (Good Skill checks = 20% Great skill checks = 33.4%) Rescue not included.

    Honing Stone- Survivors no longer have great skill checks as an option when trying to escape a bear trap. Increases rescue time to get out from bear trap. (Good Skill Checks = 20% Great = 40%). Increases time to get out from bear trap by yourself. (Good skill checks = 16.7%). Good skill check zones are slightly reduced.

    Stitched bag- Reduces trap regeneration timer. (15 seconds from 30.) Start the trial with 4 traps.

    Setting tools- Increases Setting Speed. (MODERATELY). Adds Increased time to get out of bear trap (Good skill checks = 25% Great = 40%). Good skill check zones are slightly reduced.

    Wax Brick- Skill checks speed time increased. Skill checks appear in different locations. (Doctor skill checks without the static.)

    Serrated Jaws- *NEW STATUS EFFECT*. Survivors Gain The “Blackout” status effect when escaping the bear trap for 30 seconds. (Explained below)

    Trapper Bag- Reduces trap regeneration timer. (20 seconds from 30). Start the trial with 3 traps.

    Trap Setters- Adds increased time to get out of bear trap. (Good skill checks = 25% Great = 40%)

    Trapper Sack- Reduces trap regeneration timer. (25 seconds from 30). Able to carry 3 traps. Start the trial with 2.

    Trapper Gloves- Moderately Increasingly Setting Speed.

    Trappers other Add ons stay the same.

    Blackout status effect- Every 3 seconds Survivors screens will slowly turn to dark, for a duration of 3 seconds.

    Note- think of like a long blink in your eyes.

    Critique as you may! (:

    EDIT: Added blackout status effect that I forgot to add before.

    Too much. Give him two traps to start and make the traps spawn closer to the middle. Otherwise, maybe increase setting speed a little bit. He's good after that.

  • @OldManGloom said:

    I honestly see Nea as more of the "b-girl" since she's a tagger (which I think is a great inclusion to the roster). I'm more along the lines of a proper goth chick - spends all her time listening to the Cure and Depeche Mode, fills poster boards with Sylvia Plath quotes, hair like an electroshock patient inducted via high charge ink - that kind of thing.

    Depeche Mode is not a goth band. But I do like the idea nonetheless.

  • Add BT and Ruin to the surv/killer base kits.

  • Wraith needs to be handled separately. He needs buffs and QOL changes to make him anywhere near good. For example, he should have his green windstorm speed, I think, by default when cloaked. Maybe his uncloak could be a small bit faster too.

    Otherwise, Bubba is the same way. He is basically punished for using the saw.

    Legion and Plague are not nearly as bad as people say. Plague is good, just has a bit harder time handling loops.

    Piggy is... okay?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/633321#Comment_633321

    Exposed effects scare off newbie survivors. Good survivors aren't scared off, especially when they know pallets are nearby and they know they can outlast the exposed effect even in a chase. Watch any good rank 1 survivor play; they play like exposed means nothing and play 80% of the match injured anyways.

    Ruin is very RNG based, and can be countered by just doing great skill checks. I've had games where my Ruin lasted all game, but gens were still done in about 5 minutes.

    Corrupt doesn't stop generators from being done. If anything, it only encourages the survivors to spread out to the other generators, which can be even worse.

    Huntress Lullaby doesn't slow anything down directly -- it just makes skill checks more difficult and legit does nothing at the start of the game. The same can be said for Unnerving Presence.

    Thanatophobia slows the game down a laughably small amount even in the best case scenario, which is countered by even a brown tool box. Even if everyone you were playing against ran No Mither and had -14% repair speed on all 5 generators and had no tool boxes, no Prove Thyself, no Resilience -- the gens could still be finished in a little more than 5 minutes.

    Discordance, Surveillance, and Thrilling do not slow the game down. They are tracking perks.

    Sloppy Butcher and Nurses don't do anything to slow down gen rush. They make damage more sticky, but most good survivors don't even bother healing and just use adrenaline after pushing said generators and using Dead Hard as effectively another health state, making them both basically dead perks.

    Pop does help the gen pressure a little bit, but the problem with it is that you sacrifice pressure to go out of your way to find and kick a generator that has 25% or more progress on it, which usually you'll find a survivor on said generator and the best course of action is to chase the survivor in that case instead of letting them go scottfree to kick the generator -- and if you can't get a hook or apply any pressure to snowball, it does basically nothing. Reducing generator progress by 25% is nothing if 3 other survivors are still able to do generators. That's effectively only making generators last 6.5 seconds -- some of those seconds you spent walking to and kicking the generator in the first place.

    The only part I directly disagree with is the end. You do know you can kick a gen with Pop and still have time to track the scratch marks right?

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