Avatar

darktrix

darktrix

About

Username
darktrix
Joined
Visits
1,947
Last Active

Comments

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1050771#Comment_1050771

    https://forum.deadbydaylight.com/en/discussion/comment/1051197#Comment_1051197

    https://forum.deadbydaylight.com/en/discussion/comment/1051189#Comment_1051189

    Dont take my no mither away !

    It's a full counter to two ENTIRE killers and my best anti slug build.

    Why you wanna take my no mither ?

    Plague? Haha no heals no problem.

    Oni ? No blood from me vampire, no power for youu.

    Uh huh, but like 99% of your No Mither buddies go down in the first 30 seconds then DC.

  • The guy on the hook is in the unique position to make the call if he's being sent to struggle phase because of bad luck or because other survivors are inept.

    If I get put in the basement and I can hear the TR - I don't expect a save anytime soon or at all, so I won't let go at struggle. Same if everyone was across the map when I got hooked and someone is making an effort to get to me...I'll hang on.

    But if I'm on hook, the killer leaves and I look around seeing two people UE around the map with the third in a corner self caring, all with five gens still go and no one working on anything except one of the UE'ers who was slowly crawling my way decides that breaking a dull totem they happened across was more important...I might be tempted to slip when I go into struggle.

  • Killer

    -Infectious Fright

    Survivor

    -No Mither

  • I only know of one instance that killer was threatened with ban - and that was the Legion infinite mend bug with certain the add-on combination. And this was only after it was warned in a big splash screen when you started the game and yet people did it anyway that risked ban.

    When Tinkerer was broken where the TR could vanish the entire game there was no threat of bans. In fact I don't know of any perks where ban was threatened for using them.

    Now they will ban on blatant exploiting regardless of survivor or killer, but some sort of video evidence would be needed or the accumulation of many reports over many games by many players.

    Do you have other examples - cause like I mentioned, the perk Tinkerer was not banned, but I am fairly certain that any video evidence of a survivor exploiting Dead Hard would of been acted on. Have you got any proof this did not happen?

  • @MegMain98 said:

    I like it a lot. I dunno why. I just do. There have been FAR uglier cosmetics released.

    We're looking at you Meg. That poor girl does deserve better.

  • I was looking forward to the twintails look, but after seeing what it looked like in game...gah. I don't know why they like giving her platinum blonde hair all the time. She looks much better with the blonde or light blonde color from her original heads, and the make-up is just bad.

    The top is nice, the cowboy hat on the back I would prefer to not be a pink, but I get it's a showgirl look of some sort, but damn - if it was a darker color would be nice. Still, it can work in with a good number of mash-ups.

    The pants I don't see how I can work with at all. Besides looking trashy they only go with the top in the same outfit and not very well in my opinion.

    I am pretty surprised they offered it for shards, which was cool. I expected it to be auric only.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1049599#Comment_1049599

    No it’s not but killing yourself on hook is still selfish. Maybe they are potatoes, maybe not. Are they to blame for being relatively new to the game or is it matchmaking pairing you up with them?

    So? If they don't have basic competency why should they have to suffer through ineptitude for people that probably don't even give a care about letting someone go to struggle phase on first hook when there was no need for it. They have responsibility to at least make the attempt at being a good teammate themselves.

  • When I look down at the HUD and realize one or more of the survivors are running No Mither.

  • I'm usually the magnet at the end. Suddenly the killer stops worrying about the guy on the hook, the one they just hit to scare them off from the guy on the hook, and any semblance of stopping the nearby exit gate from being opened. They will chase me to the opposite corner of the map giving the other three a free pass, and it's not even to complete a bbq/chili stack.

    I think it's the Nea I use, the purple hair is like a bullfighter's cloak or something.

    Honestly, the best way to avoid the killer is to think like one.

  • I'm fairly certain that means you're pregnant.

    Probably a bug - I don't recall when they changed around a lot of his add-on awhile back if they shifted any rarity on them. Maybe it did not take when it comes to the blood web and it still thinks it is a green or yellow.

  • @Scytere said:

    I think the reason why is subconsciously the devs think of the Survivors as victims and the good guys and the killers are the evil guys. So psychologically they want the good guys to win.

    Yeah you're all going to hell, especially you Kate killers. What has that girl ever done?

  • So it's like Tuesday?

    Like that whenever Ruin was usually destroyed in under 60 seconds anyway. Now they can actually look at the problem without having a perk band-aid things up.

    At least the really cheese tactics like camping is less likely to have enough time to get more than one victim.

    Survivors do fly through gens - besides there being nothing else to really do, a killer can snowball at any time, so not getting enough gens done at a good pace is an eventual death sentence. Why they are end up rushed. About the only kind of survivor that has the luxury of screwing around is the 4 person SWF.

  • @NullEXE said:

    Inner Strength is better, and all the good players know that.

    Until everyone is taking Inner Strength only to realize there are only five totems on the map that you need to search for.

  • You killed their parent survivors - so they never learned.

  • I would like a middle finger salute with both hands while on the hook and being camped.

  • If they don't recover, they stay slugged.


  • @wisdomwielder said:

    Tunneling.

    The sooner I can get at least one of you guys out of the game, the sooner that gen speeds drop by 25%. With ruin, I was able to be a little bit more lenient when chasing survivors. In the past, if I had a choice between two survivors I would usually go for the one with zero hooks or who was uninjured. Genrushing was already an issue before this patch, but without ruin, it's just exacerbated it amazingly and forcing me to play dirty or like an ######### if I don't want my games to end in 4 minutes. Best I can probably do is simultaneously tunnel two people, but no guarantees, especially when it comes to toolbox squads or swf.

    Tunneling it is.

    Good - it'll teach survivors to loop well and carry DS, while the remaining survivors will gen rush even harder since they know where you will be at all times now - near the guy on the hook or chasing him.

  • @thesuicidefox said:

    Dead Hard is a garbage perk. Half the time it doesn't work. Half the time the killer just waits. If you are lucky you can get the killer to whiff once. If you use it for distance you might as well just play it safer and drop the pallet 1 loop earlier.

    Agreed - Dead Hard is too sluggish, especially with dedicated servers now you have to activate it way before you need it - sometimes it does not activate in time yet you still get the exhausted status saying it did.

  • Well with the new rank reset not nearly as severe as before, every two weeks would be a great idea.

  • Spine Chill is better - Premonition is okay until you learn how to use Spine Chill.

  • @KaiDBD said:

    I’m red ranks survivor and when I solo queue I mostly depip or black pip, meaning I don’t rank up. I don’t know how my team can be so lost of common sense. We are against a huntress, and I get chased. 1: My teams following me when they have no flashlights or firecrackers and that means no gens done 2: When I finally get downed and put on the hook, she finds all of them, though they end up putting me in struggle by staying in the area. When I get saved, the guy doesn’t have BT and I get downed. I use my DS and after running her for a whole 3 minutes, still no gens done and we all died. I later saw that they was rank 16’s, one rank 6, and I’m a rank 3. The huntress is a rank 2. Fix matchmaking and solo queue will be better.

    The worst thing I could ever see while on the hook - not one of the other three survivors on a gen.

  • You don't win DBD, you survive...and since you are not a survivor, you can never win.

  • So you got owned playing a killer you never played with no perks...wow, that is completely surprising, you should of 4k'ed easily. Coincidentally enough, that is about the average length of a game when the killer is afk.

  • Um...

    Great now you got me assessing my recent life choices - thanks a lot...

  • Don't worry they got the solution - they'll hide the ranks, so you don't know they were reds.

  • Ruin was potent not because you had to make great skill checks. When you did make great skill checks you did not get a progress bonus and if you made a good skill check, progress was not only regressed 5%, but stopped altogether for a few seconds because it counted as a failure (without the big kaboom). So it did like three things and they could of tweaked any one of those to make it more palatable - but they went with a total overhaul. Weird - even though I never used it when killing, I feel like I will miss it as survivor since I got good at making great checks.

    That's another thing - all those survivors trained on Ruin are going to pump out great skill checks like no business and now get rewarded for them in progress bonus.

  • Gen Jockey isn't derogatory - it's just a term for someone who just finds themselves on gen repairing duty most of the game, either on purpose or through the way the game plays out.

  • Playing solo survivor.

  • I not see a difference as most of these killers tunneled before Ruin was changed anyway and the rest are good at the game.

  • More power to them if they run this combo - it is half their perks and obvious when you touch the first gen they have it. Surveillance makes gen repair so loud and Ruin still being a hex can be destroyed like usual in the first 60 seconds.

    I'm find myself neither for nor against this Ruin change - but I think there are other areas that needed improvement before this.

  • Kindred - you get a read on who is going for the hook or if it should be you. Also detects camping - I mean if the killer is searching the immediate area hard for other survivors. Also, the most important to me, it gives you a read on the killer and their next heading. Also helps you if you are the one on the hook - other survivors have no excuse for planning out a save now.

    Kindred hands down - I would call it the solo survivor's best friend right now.

    Bond would be second place as it can help you avoid from becoming an obstacle in an oncoming chase or prevent you from 'accidentally' bringing the killer to other survivors working on a gen. Plus it works all the time, but range is limited.

    Empathy is map wide but it is third place - really only useful if for some reason you want to expose yourself and them to you seeking them out to heal them wherever they are, otherwise I skip.

  • Point being all survivors play bad when they start, but the game over the years created it's own barrier to keeping them as players, especially if they play solo. Thinking there is an unlimited supply of gamers who are like us and willing to slog through this learning curve to get good (and even if you do there is so much cheese and rng in the game it is maddening) is a mistake.

    That said - they have bigger problems to address to attract and keep players for growth. I'm not sure a particular perk was a good path to pursue at this time.

  • @AAAAA said:

    So one thing I've seen a lot when a killer complains about getting DSed (whether a legitimate complaint or not) is there will always be someone who says "just don't tunnel lol". So my question is, should killers just tunnel and say "just bring DS lol" if anyone complains?

    People should bring DS anyway - even if you don't tunnel as a killer there are a dozen others I come across in a night that do.

  • If you can't fix a problem, hide it.

  • @beatddb said:

    I hate people complaining about adrenaline using NOED as an argument. Unlike killers, survivors CAN afford ""wasting"" (quoatation marks because it's not always a waste) a perk slot. There are 4 survivors with 4 perks each; even if all of them had adrenaline it still wouldnt be wasting a perk slot because there are other 12 perks in game during the match. As opposed to the 3 killer perks if they use noed.

    Adrenaline is OP because it can happen during a chase and it has a 5 second sprint, like #########? they could -and perhaps, should- remove the sprint and it still would be a good perk even if it activates with the killer right behind your back.

    Added to this, it can be kept on hold if you're on a hook, which is simply annoying.

    Obviously it is a one time use so it should be somewhat strong, and thats why I say the sprint should be removed completely.

    Yeah well most of the time adrenaline doesn't even help. You are often healthy and not even chased when the last gen is done - so all you get is a brief speed boost to the exit switch. Many times it doesn't even get that far with gens not getting powered and if killer starts EGC by slamming the hatch, odds are you are screwed anyway healthy or not. When you do need it however it is amazing, but such is when you are playing with just three other perk slots for most of the game.

    Problem like most things is when everyone has it and can time the trigger - such as in, I dunno, SWF. The perk doesn't need a nerf, by the time the exit gates are powered as a killer you are pretty much through with that game anyway unless you got an end game build...or plan on just camping your last hook, which is kind of embarrassing for everyone.

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/968623#Comment_968623

    no, believe me

    tunnelers never just go away. Getting DSed just makes them even more eager to tunnel you, thank you, I know what I'm talking about, even if I run them for 4 gens and a DS they still want me.

    I'll just disagree then - it's been my experience after I DS a killer, more often than not they give up on me. It has saved my life numerous times. If you ran them for 4 gens they know they pretty much lost the game at that point and that is why they keep chasing you, to get some measure of satisfaction return on their investment - not because you DS'ed them.


  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/117467/we-need-more-anti-tunneling-perks-decisive-strike-is-not-enough

    I think anti-camping perks would be better.

    Decisive Strike does its job, more anti-tunneling perks would just make the killer want to tunnel you even more

    That makes no sense. Killers with the tendency to tunnel are going to tunnel to the best of their ability anyway (regardless of perks) - they have already expressed their want to tunnel you. I will counter by saying that if the tunneled is proving to be more trouble than anticipated a killer will actually change their mind about tunneling that target. They generally want easy targets to tunnel.

  • @Dr_doom_j2 said:

    99ing is never the correct call. GTFO of my realm already.

    Then you open the gate. You can do that now.

  • I've been using this perk more and more - so far haven't noticed any bugs or problems with it.

    PC.

  • There's a time for 99-ing the gates and a time to just open it - entirely situational and just like tunneling and camping are 'strategies', so too is 99-ing a gate. As a Blood Warden precaution, 99-ing was always the smart move and if someone gets downed from across the map it would be a dick move to just open the gate while there are other survivors still in play for the save. If you do so, you better be leaving immediately and not just hanging around the gate being useless.

    Acting as gatekeeper is also smart as the last thing someone wants to see while the killer is just a few steps behind is three red lights on a closed gate and absolutely no one else in sight near it. Besides, they may also need a body block if they come to that gate.

    Just make sure you do a proper 99, not a 95.

  • If anything Yui's Lucky Break perk should be buffed to always work - that perk is basically useless after the first encounter.

  • Weird, I think these types of games as a killer are hilarious. You take yourselves and this game far too seriously - instead of whining and running from SWF, make your own fun of it. If teabagging triggers you, that is especially laughable - does that actually hinder you in some way besides bruising little feelings? Getting tougher and dealing with these issues is part of the game.

    Like it has been said already, it's not just survivors who are toxic - you obviously haven't been camped on the hook while a killer just hits you over and over again until you die just because they can; or get body blocked by the killer for 20 minutes in the basement; or left to slug for 4 minutes while the killer just revs their chainsaw over you. And these are not in response to anything the survivor did besides getting caught; since that is the first reaction of most killers is to blame survivors for everything. Killers are supposedly just helpless little victims just trying to eliminate people from the game - no they were just toxic.

    And the thing is removing SWF is not an answer - it will just turn off a large portion of the player base. You think everyone has the fortitude to put up with the solo experience? It takes a special kind of masochist for that.

  • This would just buff camping, giving camping killers all the time they need to 4k. They probabably would not even need to camp me in the first game. I'll just want to die anyway followed by an uninstall.

  • I like my protection against idiot survivor plays as much as against tunneling killers, which I come across so often DS is mandatory now. Stop thinking the killer is the only one that can suffer from other survivors, unless you are endorsing all survivors should only play swf.

  • @Xerge said:

    I think he also mentioned the fact that you can get to keep the key after the match, but killers can't keep their moris.

    They also don't have to spend 6-7k to get their base power to risk losing it when they don't survive either, and overall get paid more bloodpoints per match.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/964099#Comment_964099

    I do. All the time. Best perk combo out there. My base build is always slippery meat, hope, prove thyself, and I bring in resilience for the big finale.

    You have much to teach us.

  • @Jason_cx said:

    Yeah you can, which is realistically impossible considering he doesn't have eyeballs.

    He's just photophobic.

1 … 9 10 11 12 13 … 34