avilmask
avilmask
About
- Username
- avilmask
- Joined
- Visits
- 527
- Last Active
Comments
-
From streams. Didn't take clips. Otzdarava is online now, you can ask him if you wish.
-
Apparently, the huntress not only can shoot multiple people in a line, she also can double hit the same person with one hatchet. Definitely something to work on.
-
It existed and even tested on PTB. Reverted pretty quick. Sorry about that.
-
The huntress can hit multiple people in a line due to new dedicated servers lag :D
-
@SaltyFries said:
https://forum.deadbydaylight.com/en/discussion/comment/666298#Comment_666298
Any change to the other survivor perks?
Second Wind heals you even when you're in TR.
-
Perk that heals after unhook heals you even inside TR. Wooow, that's strong.
-
It's PTB or your making? Add-on or an offering? For killer or a surv? I guess, for a surv.
-
Surge works with PGTW, on all gens, and PGTW doesn't go on CD. I guess, it needs to be fixed :D
-
@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/666198#Comment_666198
People do need a reason to complain about something if they want people to listen to them, otherwise they're just gonna be ignored. I won't lie, instaheals are op and need to be nerfed. As for keys, they're not even that good but I can understand why killer's don't like it. Overall, they have issues of their own but don't compare anywhere near to moris so it shouldn't even be brought it up here in the first place.
Hiding is a strategy other than looping for survivors so I don't see why that's such a big issue. If a survivor thinks that that's the right strategy to play around a mori, then that's fine. Plus, if you're in high ranks and you keep thinking you should hide to play around a mori all game, then you're a bad player period. Flaming on a person for not hiding is just stupid because it's situational. You have to decide which play is the best, depending on the situation, just like any other game. Like I mentioned earlier, if you can play safe and won't hinder the team, then that's what you should do. If you have to play risky to save your team, then do that instead, since getting your whole team killed defeats the purpose of playing around a mori as the one survivor that hasn't gotten hooked.
Lt's not forget that we're talking now a chance to disable killers ability to kill people on second hook. isn't that strong? Ugh, just saying that made me feel disgusted. Gave me the Plague's vibe "survivors decide whenever you're allowed or not to use your ability". Definitely one more reason to virtually yell at people "stop cleansing yourself you idiots!".
-
@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/666167#Comment_666167
If we are talking about real life I would have to agree. But we are talking about a video game.
Aaah, I guess I better not start any controversial discussions by saying "it's never alright" and try to speculate on that argument :P I'll just say that never forget, why you're "allowed" to do that in the game.
-
@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/666176#Comment_666176
Okay but my suggestion would still make moris impactful but a bit harder to use since the mori right now is just bs. Also, a mori isn't cool when its so easy to use for such a ridiculously powerful effect. Explain why some survivors just dc when theres a mori before a game starts or survivors complaining about it over and over again.
People don't need a reason to complain. But any way, let's say for the same reason, why killers complain about insta-heals and keys.
As I said before, your suggestion makes so one survivor will HAVE to hide the whole game. It'll be in a mindset that "you should never show up because it counters mori". It's bad on it's own, yet it'll be justified, and other people gonna be justified to flame on that person for showing themselves. PLUS there still will be a problem "mori basically removes one survivor because they can't do anything but hide to counter mori!". As I said, people don't need much to complain about things.
-
@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/666123#Comment_666123
BBQ is still one of the most used perks in red ranks so I don't know what you're talking about.
2nd, If a survivor decides to hide to prevent a killer from using his mori then that's a strategy the survivor is using to prevent the others from getting killed similar to hiding in a locker to counter BBQ. Also, it really depends on the situation. If that one survivor hasn't been hooked yet and can afford to play safe, then it's best if they do so. If not, then it's better if they take risks to save their teammates from dying since there's no point in trying to prevent a mori if their team is getting destroyed.
50% of the reason why BBQ is so popular is BP bonus. Yes, red ranks also love BP. It's more popular than survivors version because it's easier to do, plus with a nice bonus of vision, but not so bad when it doesn't do it.
When survivors team dies anyway, there is no point in a mori. Mori is cool when it's impactful or isn't hard to do. That's why yellow mori is trash.
-
Killing people is bad. Just saying.
-
@Derp said:
https://forum.deadbydaylight.com/en/discussion/comment/666090#Comment_666090
Yeah and you can say the same for BBQ but do they hide in a locker all the time? No they don't, and even if they do, they're going to get caught eventually so I don't see a problem with this. Mories shouldn't be so easy to use since it has one of the strongest effect in the game therefore it should have a more difficult prerequisite for killers to make it balanced, just like everything else in the game.
The higher in the rank you get, the more often you don't see anybody with BBQ. So yes, they do hide all the time if possible. If not, they try to fake a direction in which they're moving. So they WILL try to deny a mori every time. And it'll be a legit execuse to never help anybody because "I'm the only one not hooked yet". Promotes bad behavior.
-
@Derp said:
Someone suggested that the killer can only mori after hooking all 4 survivors once, similar to bbq and the bloodpoint stack. I think this suggestion is the best since it discourages the killer from tunneling, which I think is the main issue with moris atm. A killer can easily camp or tunnel a survivor and kill them within like 60 seconds.
That only means that one person that never been hooked should hide endlessly to deny a mori. And it'll be a "good play". P3 Claudette dream "I hid the whole game so killer couldn't fish us all quickly!"
-
@Corrupted said:
https://forum.deadbydaylight.com/en/discussion/comment/666027#Comment_666027
I have read the thread but a lot of the arguments for DS simply aren't valid. A DS'er is unhooking someone? Just slug them. If they're on a gen? Slug them. If they're by super safe pallets or a locker then just chase someone else. Let them do super risky nonsense and get downed/punished for it. DS isn't killer immunity, it's hook immunity.
I have played plenty of killer games at red rank and I 3-4K'd and didn't get DS'd when they all had it. I've also played ton of survivor games where my DS was a waste of a perk slot because the killer just slugged me or didn't chase me after unhook. I don't understand why this is hard to comprehend. If you find yourself getting DS'd a lot, then chances are you're tunneling. The only valid argument is it's a safe escape endgame, but it's only the case if you get hooked by a gate.
Yeah, it was actual point of all arguments opposing OP. "It's not an anti-tunneling perk, it's a hook immunity for 60 seconds". Though you seem to disagree about something with me, you admit that one big thing about it.
-
@Corrupted said:
https://forum.deadbydaylight.com/en/discussion/comment/665984#Comment_665984
Reread my statement, you shouldn't be chasing someone that just got unhooked and you shouldn't be standing Infront of a locker to start. They shouldn't be forced to run in a locker to begin with. You do not have to eat DS to keep pressure,that's not true at all. If anything you apply more pressure by going after someone on a gen or the unhooker. PGTW is great, I'm a rank 1 killer btw.
https://forum.deadbydaylight.com/en/discussion/comment/665987#Comment_665987
Agreed but more times than not you likely are. If they leave out of a locker then good, can the person play the game?? If someone with DS hops on a gen then more than likely you can catch them before they get to a locker and if so just leave them on the ground which is pressure.
The whole reason why this thread getting bigger and bigger is people saying "this perk works only if you chase people with DS" and opposing side telling "problem with DS that it works not only when you chase people with DS". And yet there you are, again telling us "just don't tunnel 4head". That's why I said read the thread.
-
@Corrupted said:
Why are people so mad about DS+Locker being a thing. You shouldn't be chasing someone that just got unhooked in the first place - if they go in a locker just leave them be, they aren't doing a gen or anything useful. A valid point is that it's killer immunity but even then just slug the person. It's a free escape in endgame is a bit of an issue, so it's probably smarter to eat the DS earlier.
Read the thread, please. Guy in the locker with DS doesn't do gens only because you're standing in front of the locker, unlike the guy with DS on the ground. You have to eat DS in order to keep pressure. NEVER ignore DSers in a locker, it's a bad play.
-
@Ghost077 said:
https://forum.deadbydaylight.com/en/discussion/comment/665954#Comment_665954
It’s impossible to convey him down to the hook, throwing it off and raising it as before. But you can throw off once and not lift him again. In any case, it works when you grab them interrupt action. In the same way as the survivor may not have time to jump with the active DS if he lies directly under the hook and killer hangs him instantly.
I never wanted to see a video proof more than now. Locker DS issue wouldn't be an issue if it worked.
-
@Sauceman_Tim said:
https://forum.deadbydaylight.com/en/discussion/comment/665961#Comment_665961
I'm not sure what you mean but to clarify I am solo Q
Sure.
SWF group can consist of ANY ranks. And matchmaking makes very weird decisions based on rank of players in SWF. If there is 1 red rank and two yellow/green, they can be grouped with other red ranks, or yellows/greens, survivors or killers.
-
cough swfs cough
-
@Ghost077 said:
https://forum.deadbydaylight.com/en/discussion/comment/665940#Comment_665940
Actually, I wrote that I did it yesterday. As soon as grab-animation end, spam R, until the killer laid him on the ground. He did not jumped down.
So you "did it" or you do it consistently? Are you sure he didn't just miss his DS? I know you have a little room to try and start some action (less than a half second), but when I try to do anything with it any action gets interrupted by DS every time, including dropping animation.
-
@Ghost077 said:
If the killer has a brain - DS is not a problem for him. There are many options to avoid it or benefit from the insolence of the false sense of security of survivors. I have used this many times.
1) Not a tunnel
2) Tunnel, get the DS, and the tunnel further.
3) Leave him on the ground and take advantage of it - it will not be able to repair while lying down, or hit the one who tries to heal him.
4) Survivors with active DS often rely too much on him, which is why they are not healed on time, because of which they can be caught in a wounded state.
In yesterday’s game, the just-rescued survivor with an active DS ran into the basement to save another. I grabbed him and immediately laid on the ground - DS did not have time to activate. As a result, 1 on the hook, 1 lie down nearby, other survivors had to distract from the gens. I easily won this game.
>I grabbed him and immediately laid on the ground - DS did not have time to activate
Are you from the past? It doesn't work any more.
-
I think, corrupt intervantion not supposed to be an informative perk. It was designed exactly to buy time for something that ISN'T a chase. Plague supposed to mark all interactables on the map during this time. That's why it also works for hag and trapper, they use this time for setup.
-
Yeah, I thought ebony could be changed to a token based one: after 2 hooks you can kill survivors at t2, after 4 hooks on t1, after 6 hooks you can just kill anybody anytime.
-
@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/664448#Comment_664448
If the killer chases, downes and hooks another survivor after you got unhooked and you still couldn't manage to go to a safe place and avoid being downed again, the fault is entirely yours, not of the killer. It's not being tunneled, it's being bad.
https://forum.deadbydaylight.com/en/discussion/comment/665620#Comment_665620
I agree. To compensate and make it a bit more coherent with the anti-tunneling aspect the timer could be shortened a bit but slow down/stop during a chase.
>but slow down/stop during a chase.
Because moonwalking/looking to the ground Legion wasn't a thing.
It shouldn't go slower during chases or in TR (killers will try to proxy chase, survivors will abuse TR to have ability for longer), it should go faster when out of TR/healthy/on objective (when it's clear survivor isn't under threat any more or does something that he shouldn't when he's under threat).
-
@Frosty said:
Id jusy like to say that "tunneling" is a made up thing that killers consider the best option. So to even suggest that its a anit-tunneling perks is literally saying its an anti-best choice for the killer perk
Which isn't actually a bad thing. Altering rulesets makes every game different... well, until perks become mandatory. hex: ruin and hex: noed do the same for survivors, they force survivors do something aside from gens. Otherwise they wouldn't have a reason, unless feeling like risking time for extra BP.
-
Sometimes I do really feel gay as a survivor at some points of the game, that I can agree with.
-
@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/664485#Comment_664485
If a survivor plays stupid, emphasis on stupid, and jumps in a locker then leave them in the locker. They're not doing gens. If you really want them that badly then wait them out. No different than waiting for it to wear off if you slug them.
No, that's a bad approach. Slugging lets you switch for a guaranteed amount of time while a slugged person is recovering. Waiting out doesn't let you an option to switch without letting a person in a locker to get back to the objective. If you want to punish person in a locker ALWAYS take a DS hit. It removes DS from them, so they can't use it later, and if you're lucky you can down them again quickly enungh (if they couldn't utilize that 5 secodn stun to make a distance).
-
Yes. Sometimes you die first. And you sometimes you die quick. That sucks. You may die quick even if you're not facecamped.
So probably instead of killing survivors, in order for a killer to finish the game he should make 12 hook stages? :| Now it's fair for everyone, right?
-
The strongest? No, not really. That perk underperforms on most powerful killers, it can't be the strongest if it works the best on weakest killers. Feels necessary? Yeah, and by how overused it is, it's pretty easy to say, which killers are "the strongest", and which are "the rest".
-
Ya, also give us a separate slider for music, too :)
-
@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/664404#Comment_664404
Why are you chasing the guy who was just wasting his life on a hook (tunneling) instead of going after the other guy who unhooked them?
You've automatically assumed he chased him. Despite it was said it's not an anti-tunneling perk and was explained why. On contrary, I can say that only people with bad imagination see that perk as anti-tunneling.
-
I also think that downed survivors should pick up themselves automatically when out of killer's TR. And of course, in case if killers just stand near, after 60 seconds survivor should stand up with endurance effect, to punish killers for doing nothing.
-
You should suggest those killers to read a rulebook. Obviously they're just misguided and don't know, how to play properly (according to a guideline). You can't tell if they know the rules if you don't ask. So, don't be shy to tell killers learn, how to play.
-
Hex: Ruin is a fun perk! - no killer ever.
Seriously, no killer uses it because it's fun. And it's popular for completely different reason.
-
As other people said, it's not quite an anti-tunneling perk, it's a perk that also helps against tunneling.
Because killer can be hit with it even if there was no tunneling, survivor is healed and doing some objective.
Plus many survivors feel that if you don't get to hit with DS, it's a waste of a perk, so they put themselves in danger as much as possible in order for a perk to be useful, worst thing about that it actually doesn't involve any trade off / risk.
So it's more of "immunity to being hooked for one minute" than anti-tunneling perk.
-
Point of the whole killer design is that you don't have a clue, ######### is she doing at each point of the chase.
Sorry that it makes you uncomfortable.
-
@Bludge23 said:
https://forum.deadbydaylight.com/en/discussion/comment/660033#Comment_660033
It's rewarding survivors for getting gens done. Should've hooked the survivor when you could.
Well, there's a couple of things about it:
- survivors're rewarded for doing something they should do anyway. Do they really need even more encouragement for it?
- this perk discourages other objectives: healing (no need if you do gens fast enough), doing totems (ain't no time for that, faster you do gens, faster you get adrenaline), search chests (waste of time, you should've brought an item with you);
- people that did badly also rewarded (ex.: people literally on the hook).
This perk encourages something that doesn't need to be encouraged, and discourages everything else, hence it has a bad influence on the game, forcing opposite side to use quick to react killers.
Design of new perks at least encourages something that's healthy for the game (aside from quick-healing part, of course): escaping after a hook and doing bones. Altough, their design promotes tunneling gameplay for the killer. From my point of view, adrenaline is just badly designed perk.
-
After pig "consistency" fix, it would be only logical for speed boost to not activate if you're exhausted (because no other 150% boost perk can do the same).
Healing aspect is a whole another story. Seeing, how even more auto-healing perks are added, something must be done about m1 killers, not about adrenaline.
-
Was suggested since Freddy rework. But I agree none the less.
-
I've disabled comments in my profile. So they came to my screenshots, from a different game.
-
So in order for this to be okay you must run nurse with mori every game? :@
-
It's a game concluding mechanic. It would be bad if there was no way to smoke out the last survivor.
-
@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/653311#Comment_653311
While true in most games ranked in this game is really just a form of progression and a way to try and match people with those of equal skill. It is the only mode so to say it is competative is not actually true as it's subjective to what each player thinks it is.
Some play competatively and some play casually and just want to have fun and grind characters. You get what you want out of it.
In theory If SWF was truly a major issue and ultimately OP then no killers should ever be able to make it to rank 1 let alone stay there. What this says is the killers who can do well reach a state of play others wish to be at but aren't able to.
Skill and knowledge has a huge factor in this game but unlike other games people seem to think they should be able to compete with all players regardless of how good they are. This is why you will see those end game chats calling them out for being SWF even if its a team of solo as they just don't want to admit to themselves that they got bested by better players.
Most people who are say in silver league really won't be able to compete with those in diamond in some other games so why is that same logic not applied in this game?
This all points to the matchmaking being the issue not how people play. The fact you are matched with players much better than your play level is what makes people frustrated.
>In theory If SWF was truly a major issue and ultimately OP then no killers should ever be able to make it to rank 1 let alone stay there. What this says is the killers who can do well reach a state of play others wish to be at but aren't able to.
You people keep forgetting to mention, which killers are that.
There's a hard skill cap on killers. Different killers have a different one.
Also another reason, why losing killers call winning survivors a SWF is because they can't tell if they're not.
-
Oh.
Leatherface tosses a charged up chainsaw. And it downs everyone on it's way.
Nice.
-
I would love it to be removed just so I can't accidentally hit them when they're getting saved. Happens way more often than I would like.
-
- No. Watch where you're stepping and DH when it's safe to do so. Hard to see traps when you look behind you, huh?
- Don't use "I want to be seen all the time" perk with "I don't want to be seen" ones.
- I have a counter proposal: what if this ability cooled down faster when healed / out of TR?
-
I always for changes that make solo closer to swf. As a killer, I also often would like to know, whom I'm chasing. Little hook icons near surv portraits also would be nice, for easier reminder, what hook stage it is.