Avatar

darktrix

darktrix

About

Username
darktrix
Joined
Visits
1,947
Last Active

Comments

  • As a survivor I took Plunderer's Instinct...if you find a key hide it somewhere on the map (away from exit gates) or give it to some poor schmuk, I mean fellow survivor, and get it off his corpse later when you can use it. Though that can backfire on you it is better than making yourself a target from the start by bringing a key.

    Or if you can try to make friends with the killer, that is usually the easiest way if it works. I once had all four survivors bring keys, I kid you not. I ended up just making friends (cause what else is there to do in that situation at least two have a high chance of escaping). We messed around awhile then I let them have the hatch shutting it between escapes.

    Otherwise just patience, keep doing matches until the conditions are right.

  • It's surprisingly fun -- if they slug you that is. Most people prefer to take perks that keep them off the ground.

  • IF works. I did it just using Iron Maiden - there's usually that one guy that learns you have it then jumps in and out of lockers constantly to get your attention. Done in one.

  • That would be a stylishly awesome feature for that killer - drag them toward the hook or away from pallets. It would have to be hardened against exploit like continually dragging them around the map so they could not get picked up. Maybe any struggling they do counts toward their wiggle timer.

  • 20200308143453_1.jpg 20200308143053_1.jpg 20200308143222_1.jpg 20200308142917_1.jpg

    Though for The Pig - the default is actually my favorite, this is a close second.

  • I've been maining Legion for the past several days and reached rank 1 using just Legion.

    About as weak as most m1 killers are these days. Gens fly by is the usual problem and if there are good loopers forget about it.

    Biggest gripe I have about the Feral Frenzy is it feels like I'm getting DS'ed every time it ends. It's weird welcoming pallet stuns as your best friend.

    The add-ons need a rework - since the first rework from Legion 1.0, most of the add-ons became outright worthless or do so little that you might as well not use them.

    Another thing I would change is the blips during Killer Instinct give no indication of distance...they could be around the corner or across the map, extended detection add-ons can become a liability if you are trying to chain reasonable hits. I also hate not being able to see regular gen auras while it is active.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141005#Comment_1141005

    "Should I pay for their mistakes?"

    Yes. Like it or not, you are a team. You win together, you get uncorked together.

    I'm hearing advisement to 'only play in full SWF' here...

  • @Satelit said:

    I just wish it would stop having perks from free characters

    This is a big deal. Too many times trainable perks pop up for characters you already have unlocked from the beginning.

    And the bloodpoint trade for perks you already have is paltry.

    As for the OP don't get rid of the Shrine - it's one of only two things to spend shards on.

    Expanding it to say...six perks is appealing though.

  • For starts I would just like it if they did not spawn survivors right next to gens. They don't spawn survivors next to killers (except for that rare bug they fixed awhile back). Worst cases is when they spawn either all four survivors right next to a gen so it gets knocked out before the killer made it halfway across the map, or they spawn two survivors next to two gens which they start working on less than a second after the match starts. Having one survivor spawn at four different gens is less of a bother even though it is more efficient because killer will often run into a survivor much sooner after match start which the chase could lead to another gen that is being done.

    That little travel time to a gen can make a big difference - if they want to rush and run, they leave a trail, if they take it slow then killer still has a chance to at least take inventory on the gens before they pop. Right now you have to be somewhat lucky to guess the right gen (sucks even more as killer making that choice if you spawn in the middle of map) - and hope to reach it before they finish the gen to get some action going. Cause after they finish that gen they just scatter like roaches to other ones.

    The shrouds could be redone to actually do something useful in these cases, both for killers and survivors determining their distance to their first gen as well as the killer.

    And I don't know if they do this already, but they should have a set number of gens that limit the amount of survivors that can work on it. Maybe one that all four can work on and should be in a central or most unsafe area of the map, two three can work on, three that two can work on, one that only one can work on. I don't think this is consistent between maps and it definitely is not consistent with how other gens as a whole are spawned with their RNG as it is. A lot of maps end up having all the gens where 3-4 can work on them.

  • @Reborn2020 said:

    Potatoes? Thats irrelevant.

    Mori yes i agrree.

    Yes it happens that killer may get 0 kills when played good but he would definitely pip in that case.

    It's really unlikely to pip with 0 kills - unless you farmed or completely dominated to the point that hardly any gens got done, then decided to just mess with the survivors and let them go. Killers need to trade their loss in Gatekeeper for Devout at a strong pace. Zero kills mean Bronze at best for Devout I believe.

  • The five+ minute wait times for a lobby is doing it in for me. I enjoy just doing memes on killer lately - at least those games are instant.

  • @Reborn2020 said:

    Kills doesnt tell anything about how good you were unless its 3 kills or 4 kills which is win.

    That still says nothing - killer could of gone against a pack of potatoes and 4k or just cheesed an ebony mori, or by the same token they could of hooked everyone twice against a crack SWF team applying good pressure all the way and get 0k.

  • Cause devs don't take into account your Gatekeeper emblem getting destroyed by gen rush in the meantime.

  • As a survivor, since the Ruin nerf change I find myself not so upset anymore when NOED pops up at the end.

  • @BigTimeGamer said:

    Knowing these forums, I can't tell if this is ironic or not

    Yes, this is dripping with it.

  • That's a rookie mistake - everyone knows you should not play this game when you're in a good mood.

  • If they are giving you a free grab, just yank them out of the locker and get it out of the way. You don't want those DS around in end game anyway.

  • @Spooky13 said:

    Devs have an extra week. If Sabo changes go live the way they are in the PTB I will eat my own pants.

    We will demand video of this.

  • @Alice_pbg said:

    I do like it better than what we currently have.

    https://forum.deadbydaylight.com/en/discussion/comment/1137563#Comment_1137563

    I mean... that's still camping... just a generator instead of a hooked survivor

    Look at it this way - he's just protecting that poor gen from getting tunneled.

  • Insidious has a bad rep for camping hooks and yeah killers who take it almost always have that in mind. But I've been having fun with it for mind games like chasing someone off a gen (like a blendette that just hides when they hear the terror radius) then just waiting for them to come back (usually not a very long wait), surprising them at exit gates, just parking it along a probable avenue of approach between gens, wait around a wall for someone you know is going to Head On you from a locker, counter strong line of sight blocking jungle gyms, etc. I usually get several good opportunities to play with it during a match.

    But I never stereotype and camp a hook with it.

  • @Kycer said:

    I only struggle against those who do gens while injured.. I believe that the whole gen rush problem would be fixed if injured survivors had a penalty to their gen preparing speed.

    Why they make tunneling very attractive - soon as they get yanked off the hook those survivors are running to the nearest gen. Now you got two problems instead of one for that gen.

    PGTW has been very invaluable especially when they like to tap the gen to stop regression.

  • I'd like I first step to be...not spawn survivors directly next to gens. Why did devs design that in? My Discordance often shows two or more survivors starting a gen (sometimes two different gens), on the opposite side of a map less than a few seconds after the match starts. Majority of killers cannot even reach the locations before they are nearly complete. No wonder Corrupt Intervention is the new go to after Ruin's fall.

  • Well it's hard to stay in red ranks when the gens get destroyed in minutes and everyone is a looping god. Not all games are like that mind you, but enough to keep most killers from pipping or keeping pips.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134324#Comment_1134324

    You don't see the aura while they are searching the box. You see the aura AFTER they remove the Trap.

    This add-on is garbage and one of the worst in the entire game. I wouldn't run it if it were a common.

    I never tried the add-on and the description looks misleading 'Auras of Survivors removing a Reverse Bear Trap are revealed to The Pig for 6 seconds.'

    That sounds like while they are trying to remove not after they removed it. Could be a bug - or if that is design then it does make it even more worthless.

  • Killer emblems have a serious flaw in that their Gatekeeper is often destroyed fast due to rushing gens, which also shortens the time they have to hook and sacrifice therefore far less opportunity for Devout. Clean killers who try to play fair are even more punished by this because the first thing a survivor does when off the hook is often head to the nearest gen to knock it out. Unless they completely dominate the match, at best they are looking at a safety pip and often a de-pip that keeps them out of red ranks.

  • It might be good for determining which box they will go next (assuming they don't get it off on the first try as usual) since you see their aura while they trying to remove it. Might be good with the add ons that slow down box searching - but still you probably either are too busy to notice the aura or too far away to do anything about it.

    Most of her add-ons are just terrible and generic. How about add-ons for crouched movement speed or maybe an ultra rare that cuts her ambush roar?

    Instead she get add-ons that give survivors more frequent opportunities for great skill successes and modify ambush miss cooldown -- I don't think anyone uses ambush beyond maybe a couple times at most during a match to scare people from loops.

  • This game has a very fine balance, far too fine, and in most games that balance is out of whack for one side or the other. There tends to be too many variables for the killer - from map choice, to gen placement, to powers that are not always reliable (like Pig's rbt).

    The time that makes and breaks it for killers is the first few minutes - they have to locate, chase, down, then hook a survivor to get some momentum going...while survivors usually spawn right next to one of their objectives. Momentum at the start is strong on the survivor side - and if the first survivor a killer finds is even moderately competent in a chase, that survivor momentum gets stronger.

    Momentum can shift, but really only after one survivor is killed does it suddenly get to be a possibility.

    So gens - they can go really fast, but it doesn't help that devs have survivors spawn right next to them, usually in pairs or more. Killers usually have to not only travel across the map, they have to guess right about which gen is getting ganked first. Yeah, has a lot to do with maps...but not layout as much as spawns imo - where the generators are and where the survivors start. Why Corrupt Intervention has become popular - it mitigates this shortcoming (a little), but at the expense of a perk slot.

  • There's no law forcing you to subject yourself to humiliation by toxic survivors. You don't have to be afk per se - go around the map and take in the sights. There's actually quite a bit of detail to look at especially with the new maps. Gens will be done soon enough and they'll get the hint when you ignore them. If they persist well you can practice chasing that one (and only one - the rest of them can find their own evader points) and just munch pallets for awhile. If you are a stealth killer play a game of hide and seek...but without the seeking.

    When the gens are done, opening the gates is also your choice - then a few more minutes go by and the survivors just enjoyed themselves a nice gen simulator. You can even play a mini game of finding the hatch and get ready to close it at the very end.

  • Just one? You should count yourself lucky.

  • Get used to it.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132171#Comment_1132171

    I don't understand this blatant falsehood. The issue isn't map balance; the issue is that three Survivors can be on generators at the same time while you chase one. Regardless of the map, three efficient gen-pushers can pound insane portions of the objective in the time it takes for the Killer to hook one person who sucks at looping. Gen times are insane, no matter the map.

    Yeah.

    ...three survivors pushing a gen just as killer goes to pick someone up can almost finish the gen by the time the killer has the survivor on a hook.

    Usually that's how the first gen is done at the beginning of most games, 3-4 survivors spawn right next to one and gank it before the killer can even cross the map to reach it.

    Most maps sure don't help that issue though...

  • Since you have to work 4x harder than survivors, nice becomes very much a luxery.

    I guess if you don't camp the hook denying altruism that is nice enough.

  • There forums are going to make me quit. Someday.

  • I like using Knockout - not to slug, just to deny intelligence to the survivors. Lessens their ability to know exactly where I am and slows down their planning for the save until I hook - by then I'm ready to find the next survivor. Sure there are counters but for the most part it can provide an edge.

    Of course if I have to slug, it still comes in handy as they need to find them while I chase down another.

  • When I return to the hook it is because I am actually proxy camping a gen, since I had to hook the survivor next to it.

    And you know the first thing they are going to do is double team and rush that gen...

  • Well it's frowned upon because while the immersed player is doing well not being seen and never being chased - he's also just offloading that burden on the other three survivors. Sometimes you got to take aggro or people start dying - and if you got one or more blendettes, survivors start to realize they are the one carrying them by either intentionally or not, distracting the killer from looking harder for them. And then paying the price by not being able to do gens, losing out on light bringer and risking their unbroken emblem - for people who would not do the same for them.

  • The sabo change just seems insane and out of touch to me. Killers already have to work to locate, chase, and down survivors - now they want to heap even more potential hardship on the hooking part besides the flashlight and body blocking that already goes on.

  • DC mostly - but if they don't want to do that, just wait for the last gen to finish and open the gates...done in a couple minutes. They don't want to do gens --- what's the problem? That's still a party in my book. Killer sets the tone for the match, their options may be limited depending on the survivors (not chase, slugging, camping, switch to friendly and farm, go tool in a corner at the very worst). If you feel survivors set the tone every game, you aren't killer material or just easily manipulated.

    All part of potentially getting a bigger paycheck at the end and not being in risk of elimination from the match.

  • @PatchNoir said:

    https://forum.deadbydaylight.com/en/discussion/130760/crows-need-to-shut-up

    i just think killers should not disturb crows cause they are on the trials a long time ago, killers should be stealth they NEED to not be pinpointed by a crow cause logically they are there to serve them.

    Well I don't know about crows serving the killer. They are agents of the Entity and I'm convinced the Entity enjoys making killers suffer almost as much as it does survivors.

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128429#Comment_1128429

    I'd rather have an instaheal to full health than 8 seconds of protection from being downed. I do have a question though about that. Awhile back I had this add on and I had BT. I had the gate opened and this hag was hard camping the hooked survivor literally right at the gate. I tried for the unhook but got hit. If I applied the styptic and tried for the unhook could I still be grabbed or would the 8 second protect me, because if it would protect me I could have unhooked (with BT) and we could have both easily ran out.

    Protects you from being downed with a hit, but you can still get grabbed just like a healthy survivor could. That's different from being downed.

  • @Carlosylu said:

    Dropping a loopable pallet by camping it

    Dropping a god pallet when uninjured

    Dropping pallets early when you ain't going vs Doctor

    Dropping a pallet and getting injured when doing so

    For me pallets can be used when uninjured as long as it's not a god pallet like a basementless shack

    This is a good list - I would add 'going vs Doctor or Huntress'. Sometimes you need to drop early to make distance and not get punished with a hatchet.

  • @csandman1977 said:

    Honestly aside from unexpected hag traps, as survivor, its other survivors that scare me most. Sometimes you don't know anyone else is around and you ratate your camera and Quentin is staring at you. Or turn a corner and see a bunch of dancing dwights.....there are some scary people in this world!

    omg - this brings back a suppressed memory. I know this thread is for survivors pov, but the moment that scared me the most ever was opening a locker for hatchets as the huntress... and finding a Quentin inside. You think he looks bad normally - you should see him close up with bulging eyes. Then I'm grabbing him out of the locker and screaming 'NOOO don't do it.' I wanted to just put him back and shut the door, but it was too late.

    <shudder>

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128331#Comment_1128331

    Only if your proceed to just let yourself die on hook every time Slippery Meat doesn't save you.

    https://forum.deadbydaylight.com/en/discussion/comment/1128354#Comment_1128354

    How does the Killer leave if Survivors throw a bad party?

    Oh yeah plenty of times I have seen them do so. Quite a few do it if they don't like the map or if their Ruin was destroyed (I wonder what they do now that Ruin has been changed - probably not go to parties at all now).

  • Hah - I remember my first game against a hag. I'm running around like a panicked animal the whole time tripping off every trap on the map. Wasn't scary, more like funny and there was a lot of corn.

    When spirit first came out she would just pop out of no where, coupled with her creepy animation and movement, she was scary at the time - now it's just like 'b--ch get outta my way.'

  • @toxicmegg said:

    you can't force people to stay in a match.

    Exactly right - throw a bad party and people will leave. Same thing - a lot of killers throw a bad party, so the survivors leave.

  • So? Thought kills is what killers wanted. If they suicide on first hook the other survivors should be the ones who are mad, not the killer. Killer still has three other survivors to play with - survivors just lost a 3rd of their potential altruism.

    I never like threads like this - usually the killer always leaves some detail out that would go toward explaining a bit more why different survivors would just kill themselves on first hook four games in a row.

  • Why are you letting it bother you? That's the real question. They seem to be successfully throwing off your focus, or maybe you feel alone and isolated being the killer, but be tougher and just get the job done.

  • What platform is this on? I'm on PC and play many hours (...too many hours) in red rank. I will run into the occasional hook farmer or someone who just doesn't know how to make a good save (I further mitigate this by never playing with self professed 'killer mains' playing survivor who are often the most toxic survivors) - but for the majority of the time the other survivors are pretty chill. They may be incompetent, but they're not aholes to this degree.

1 … 7 8 9 10 11 … 34