darktrix
darktrix
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- darktrix
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@averycoolname said:
https://forum.deadbydaylight.com/en/discussion/comment/1359283#Comment_1359283
If a Survivor cant get to the opposite side of the map in the time someone who is Tormented is downed and sent there then you sat on your ass next to the Killer the whole time
Again a solo problem you wouldn't understand.
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That's pretty much the operating procedure from most Pyramid Heads I see. They cage someone, then race straight across the map to it in order to tunnel free and clear. Most of the time they get there before survivors can.
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@brokedownpalace said:
Also Repressed Alliance is better, don't @ me
I'm liking Repressed Alliance - it is far more likely for a killer to interrupt me at a gen almost done where I can just lock it down so he cannot pop it, over waiting to get slugged with a curse ongoing.
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It hasn't come in handy in any matches of mine either. It would be clutch in those situations where the killer is bearing down on you just as someone is getting you up - or if killer decides to go slugging with noed up, but how often does that happen.
Slot is better used for something else that will help keep you off the ground in the first place and be useful most matches.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1354806#Comment_1354806
It's rare for the gates to spawn close together. Even rarely to also have the NOED right next to them for easy protection.
Your argument is based off the killer having insane rng and the survivors not doing totems.
It happens more often than you think if you play survivor enough. The point still stands that this would basically punish survivors for completing gens and eliminate what is probably the most interesting part of the game...the period between gens done and exit gate opened when the most exciting saves are done or at least attempted.
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Whoever thought it would be a great idea to create a killer that made every chase just a guessing game loaded in killer's favor...I just have no words. I hate spirits with a passion. Every game with them is a tedious bore, I may as well just flip a coin, at least that would be more interactive.
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With the way gates spawn so close together any killer with noed could just patrol back and forth and keep people off the gate until the Entity takes them.
So you basically want to punish survivors for finishing gens.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1354544#Comment_1354544
True, you can moonwalk or even crabwalk to try to get the drop on people if you think they're running it. But this only proves my point that the perk is way too strong.
If the killer is forced to adapt their movement just to counter a single perk, (at the cost of potentially missing survivors they don't see), then the perk should be nerfed or at the very least changed.
'Forced to adapt their movement' you mean like survivors always have to do vs. BBQ/chili.
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It's 16 seconds and the feedback is that we should have the ability to use these items even after a medkit is depleted.
Used to not matter before the nerf if you depleted charges then the medkit just vanished, that has changed now.
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@pepperoninipples said:
It is called light born. A perk that even two survivors trying to blind you cant while you picking up a survivor
This, lightborn makes you practically immune to blinds. They would need a very high powered flashlight and add-ons to even have a chance...and even then it's a small chance.
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Burning or pallet stunning a Wraith - the low roar of pain he makes is so satisfying to my ears.
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I have one build where I use Botany and Self Care - usually I will bring a medkit to make full use of the efficiency. Self Care is there for those times I just run short of charges for a full heal. Botany does help with healing others significantly without any requirements.
But I don't prioritize self care, I think that is the difference from most other self care users. If I'm isolated on the other side of the map and we are in a good spot with generators/saves, I might self care so I'm not an easy M1 hit or to make it easier to just walk out the exit gate. Otherwise it is saving or doing gens no matter what condition I am in.
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I am fairly certain that the weird floating hook effect where a survivor gets hooked and looks like their are either floating beside the hook or hooked in wrong places, like through the head, are a direct result of adding the charm options to the hooks. Mainly because these visual defects began the same time they introduced charms and they have not been fixed yet going on months now.
Now that detracts from the game for me.
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Yeah, if they learn you don't have DS it's like open season.
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Green keys exist to get you tunneled by the killer.
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They probably didn't dc to give the other guy the hatch, they probably dc'ed cause they got bored laying on the floor for 4 minutes.
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I wouldn't dodge them - cause 90% of the time they do stupid crap that gets everyone killed.
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I disagree, and so does Freddy.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1325712#Comment_1325712
A safety pip is not a red pip. I talked about this Claudette scenario a few posts up already.
Doesn't matter if it is safety or red pip, my opinion is unchanged.
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No - I don't want some blendette who did nothing but hide all game, leaving others to do the heavy lifting getting a pip because she found the hatch.
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I would like running electricity and a tv in mine...oh and a sofa. You know, so I have some where to chill while I wait for all the gens to get rushed.
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Groan. Where's that vote down button?
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Seriously been months - do they plan to fix these visual defects someday? Takes a lot away from the game - just looks sloppy.
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Yes, few posts about it already, It happens with any vault followed by a fall while in Frenzy.
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This sluggish turning and movement happens every time I get unhooked. Movement returns to normal after I interact with anything. (platform PC)
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I will add as Legion there are some windows I cannot vault while in Frenzy. I encountered one such window in the main building of Asylum (the one in the part that looks like it has greenhouse windows). I did not get stuck, just looked like I was going to vault for a second, then animation stopped and I was still on the same side I started.
When I ended Frenzy I could vault the window normally.
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I would put this in bug reporting - looks unintentional, even her lipstick is gone.
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He's not but you got to admit those skirts could use some work...
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@Peanits said:
I'm not sure, but my vote is on Birdy McBirdface.
That would make me just want to kill it twice as much.
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I think it is something along the same lines of Deliverance when it first came out. Can be a game changer, but only in the right circumstances and easily foiled otherwise.
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Well it's also that Laurie is not free, so they are not delivering everything that people paid for.
It would be nice to at least hear this is on a to do list somewhere.
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Kick some walls out - done.
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I think it probably does - since the key is not 'consumed' yet, you can still use it to open a hatch.
Hm, that brings up another thought since add-ons are lost after a match anyway are Weaved Ring and Milky Glass even worth using anymore?
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It's been broken (on PC at least) since Oni update. I have not seen any official recognition of the problem. There are a few threads from players in Bugs discussion.
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I heard his name was Alfred.
It's only for the next month and a half...
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Well look at the bright side ... since you ran a killer for four gens there's likely not to be much altruism so nobody will pip.
I know if I run a killer for 2-3 gens I consider taking a dive...cause I don't want to be the last one he chases when all the gens pop and I want a shot at doing something else that will make me pip.
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Maybe fix the ability of survivors to sprint toward the nearest gen as soon as unhooked and resume rushing for a start.
The sweet spot seems to be 3.5v1 ...four survivors are often too many without some good RNG on your side and three survivors are too few cause we all notice the game gets significantly easier with that first kill. Tunnelers pick up on this...so I can see they see the need to tunnel.
Nice guys finish last...which holds true for this game.
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Less than an hour and I already want to kill it....that pecking sound is even more annoying to me.
...how long must we? A month and a half...? <shudder>
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Normally eat them cause they get far less cocky about things after it's gone and DS is stronger end game...unless they're on last hook, then you probably want to slug them.
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@Exerlin said:
I prefer old Hangman's Trick. At least that perk had some utility by making hooks respawn super fast, even if someone was sacrificed on them. It was dogshit, but fun to see survivors be super confused when the hook their buddy died on respawned
Agreed. That unique ability to repair hooks that a survivor was sacrificed on, usually those remain broken for the rest of game was cool. I don't need aura to know someone is near a hook. I would prefer they buffed the repair speed to repair a hook in 2.5 seconds...now that would be something. Instead they just removed it...it was niche before, even more so now.
Maybe they can move the repair ability to Monstrous Shrine a few year from now when they get around to it.
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Old story - matchmaking sucks right now. With tomorrow's update maybe it will suck less, maybe not.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1146113#Comment_1146113
I use Jane and let me tell you: injured survivor runs anywhere near you and the killer spots you they will switch to you even though you are healthy.
They definitely chasing the booty. Jane also arguably makes the most interesting...sounds.
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@Tactless_Ninja said:
Totems are already an endangered species.
We must do something to stem the tide of the Poacher Nancies, or else Totems will go extinct....forever.
Donate now to the Totem Wildlife Protection fund.
Your contribution matters.
True. I do my part whenever I see a Nancy lip hugging a totem to yank her off it and put her on a hook. Gotta keep the garden clear of weeds.
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It's better than corn.
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Inner Strength is fine...until all survivors in a match have it.
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1145456#Comment_1145456
I have no idea what did the devs do but Nancy's ponytail is SO GOOD. Like when she fixes a gen it smoothly goes from side to side, it's just satisfying to watch.
That's one of the main reasons I got her - the ponytail is good and I like ponytails. Too bad Kate did not get the same treatment.
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There's just some games you get that RNG so bad you know quickly that you are screwed, especially if they brought toolboxes and keys (I don't dodge lobbies by habit). At that point I just go meme and admire the moonlight on a hill or stare out a window until the gens are done ignoring survivors - usually just takes a few minutes. I've been playing jump scare Susie lately with Insidious (for mind games, not camping hooks) which adds another dimension to Legion for me, and happens to also comes in handy if I'm done with a game. I can just go sulk somewhere and they cannot find me to bother me. Then when the last gen is done I just open the gates, best is when I find someone trying to open a gate I will chase them off and do it myself, then leave the area. Couple minutes later - match is over.
As I get more and more skilled I find I am able to hang better with the bad situations handed me, but that needs to come in stages - just throwing yourself against a brick wall doesn't teach you anything but frustration. I'm afraid that is what the game does to new killers now.
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Blendettes of course is not a welcome sight as you know they will be playing immersed all game. If you find one you are almost at an obligation to eliminate her immediately because you may not see her again. Yui's to a certain degree because every one I see seems to have Sprint Burst now.
Survivors I like to see? Steves for some reason (probably the hair) and Davids cause they're good looking and dumb as rocks. Aces and Ashes are nice to see because they are usually cocky to a fault.
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@whyareyoutunnelingme said:
I always thought an easy way to increase survivor enjoyment without hindering killer objectives was to allow a "ghost" type spectate once killed. You can roam the map, but can't interact with any objectives. Maybe you could place a marker like the map to let those remaining know chests, totems, gens, etc. to give more motivation to stay and help your team. Something similar to what White Noise does.
I was an avid White Noise 2 player for awhile - and that was very ingenious feature. Even if you were 'eliminated' as a ghost you could become a very important source of help. I don't think it works so well for DBD though - people can just join another game (SWF is out of luck but such is the price of having improved intel I guess) and a ghost's usefulness would be very limited here.
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