fluffymareep
fluffymareep
About
- Username
- fluffymareep
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Comments
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@Multiplenames said:
i would main killer but i don't want to wait 5 minutes for a single game
All my games have been 5+ minute wait. I'm not sure if it's related to where I am, the time I'm playing or just the ranks. -w-
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/769770#Comment_769770
Duh, im just makimg fun of this answer.
I wasn't sure. xD
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@Ksoni said:
The Shrine still exists?
It's in the shop menu. c:
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Camping one person 'cause it's SWF isn't justifiable. Patrolling the area is fine if you aren't intending to do so to just tunnel that person down (if they have BT or DS, that's actually a poor play, too), but if it isn't end game and they aren't toxic, they've done nothing to deserve it. If you got the rescuer, you might as well just hook them. Someone else's actions isn't the saved person's fault and you're keeping them from getting points in anything other than bold, which will ultimately hinder their points in the end. Given if they have a plan and can loop you for long enough, it's fine. Just some ettiquette things that'll get people frustrated if you do them. It's like how t-bagging, pointing, and telling you you're bad is impolite. Some people are rude and some people will get upset and try to blame you for their own shortcomings. It happens all the time when cuing as a random to SWF. Them farming themselves wasn't the issue. The issue was that you were selfish and working on gens while they farmed each other.
I usually just play the way I would like to be played with.
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I've been running Inner Strength a lot. If I'm not running that, it's either Bond, Empathy or Iron Will. Something to find people with.
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Be Legion. Join the army. >:3
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Yes. A lot of newer players thinks it means the killer can see them.
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Well, it gives Killers the chance to start the clock if someone is not doing anything and a 1v1 with killer and survivor is largely killer leaning. If the killer has whispers, you're basically found unless you can work your way around them.
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Sometimes killers will slug you as a form of mercy. Like if you're first found or if someone farms you. That way, they still get pressure while they're pursuing someone else.
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@Ark_the_Bonsai said:
Noed is, by itself, fine. There really should be a UI counter for both sides though. Being able to know how many totems have been broken would be incredibly useful for decision making on both sides.
Ark makes a good point. c:
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I personally don't have an issue with NOED, but more information for solo players (that SWF would already have) couldn't hurt anything.
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I voted for the wrong thing. I meant to go blue. owo
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If I intend to make them a "main" of sorts. It supposedly gives better items/offerings.
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Dx I voted and then read the post! I really like Demogorgon. The chase music is awesome and launching from high places is cool.
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Awe, you forgot Teammates. Terrifying!
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We should focus on buffing weaker characters/perks and fixing bugs imo.
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I feel like Legion's backstory would make for a really good movie.
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I play this game with friends a lot, so I'm mostly a survivor main. Killer can be a lot of fun, too, though, and a nice change of pace.
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The killer emblems need to be easier to get (like account for more, etc.), but it's good to keep in mind that it goes off of how the killer plays during the match, too, and not just how many dies.
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@Pirscher said:
Yes. Or it could award zero blood points as its a false totem
You already get BP for breaking a totem. Having an offering that would essentially deny survivors points isn't the right idea. It's already harder for survivor to max out their points and easier for survivors to get crap for points, despite just trying to play the game.
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Depends on what you're going for and what sort of play style you enjoy.
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I've been DCed from the game due to the game crashing/freezing or just being kicked out mid-match. I'm behind wait times, but being banned for every DC is just gonna decrease the player base and likely not even fix anything.
BTW my computer's good and I'm connected. There's some known bugs that cause people to DC or put you/the killer in situations where one of you needs to DC to end the game. People shouldn't be banned for scenarios the game creates by being imperfect. Just because you have experience where "everyone" who DCs against you tells you they did so on purpose doesn't mean that's reality for a vast majority. A while ago there was a bug that caused people to DC with moris.
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If you have to DC to end the match, it's reportable.
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I think it would be a tie between Claudette and Dwight. Both tend to be what people start out as (Dwight is number 1 and Claudette is recommended for SC). I believe more people play as Claudette for stealth, though, leading to the possibility of more bad people playing as her, too. Jakes and Davids can also be pretty bad.
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There really isn't an audio cue for when he's stalking and while that may sound cool in theory, it would make it harder to stalk since survivors can hear you do it and go and hide.
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The Kate was likely doing something while she waited. A lot of times I'll be watching something on YouTube or putting points into my character. She could also be checking out her teammate's profiles, etc. Just because you want to get into a match at the 50 mark doesn't mean everyone does.
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@PiedPiper365 said:
https://forum.deadbydaylight.com/en/discussion/comment/739492#Comment_739492
When u say wait till the game is dead cuz all the survs have left well same will go to killers cuz we keep getting nerfed and the more we are nerfed the harder it is for us and less fun which equals DC from matches that we couldn't get a hook after 4 gens are done, I'm a red rank killer I do fine with the killers now bad how they play cuzed I adapted to the change and learned to play a bit differently than I'd like to, I'm not saying that survs are pathetic even if they complain alot no I'm saying that those survs that can't play or loop that keep complaining will ruin it for us killers one day just like those of us that are baby killers and don't know how to play will camp unfortunately will also ruin it for y'all
The way I see it is it's a tactic to kill the obsession first so dying light works better
But also keep in mind that I have no problem with letting the obsession live so I get I bit more of a challenge cuz if the obsession don't know how to loop and has the boosts that dying light gives I see it as a helping hand to them till I kill them last atleast
You don't build yourself up by tearing down the other side, though. Games are about balance and many people express disliking tunneling and camping, so it'd be beneficial to do something to make it less beneficial to do so (in game-wise). I don't think the devs are listening to just rank 20s anymore. I'm pretty sure they look at what mid ranks and high ranks are saying, while attempting to give newbies more info to help them play better.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/739469#Comment_739469
Just like it isn't my problem that you cannot defend your argument, hence why you ignored my point.
I've defended my argument and you're latching onto stuff that doesn't matter and repeating yourself like a broken record. If you go after someone who's weak in chase, that's expected. If you tunnel someone out of the game because they were the injured one, that's kinda cruel. Makes it so they don't get points and it's in many cases the option that is the easiest. DS was reworked into a perk that would supposedly counter that and you're asking to make it an MoM.2. We don't need worthless perks.
I gave a suggestion that would make the perk (that you're wasting a slot in hopes of countering tunneling) balanced while making it so that you won't get punished by someone who just bum rushed the hook or jumped on the gen instead of getting healed and somehow you want more? I'm honestly not sure if you're even reading what I'm saying. Should I make a TL;DR for you?
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It's unhealthy 'cause you're either tunneling one person the whole game or bringing a mori. If you're tunneling someone who's decent at loops or has ways to fight you back, you could literally be on them the entire game. Also, it's refusing one survivor points. Survivors already can get crap for points. That sort of gameplay is weak.
It doesn't matter if you don't believe in the "rules," but you'll just make people leave if you make the game unenjoyable for the other side. That's why pallets were changed, pick ups were increased, and certain killers were buffed. If you think waiting time is long now, wait 'til it's dead 'cause survivors got sick of complaining and just left. It isn't a bad thing to make the game enjoyable for both sides.
You can punish playstyles within the game (to encourage a better experience for both sides) without making it flat out against the rules. Since yes, it should still be something killers should be able to do if they feel they need to or because they want to punish something, but too many people just want to tunnel and camp without getting better and complain about survivors complaining about how it isn't fun for the people who are on the short end of the straw with luck.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/739083#Comment_739083
So, by your logic, if I go for the weak player on the team that cannot loop, I should be punished?
You're reaching. You can believe what you want, but it isn't my problem if you can't read.
Also your idea isn't good. You're suggesting more worthless perks.
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@QwrtyMan213 said:
https://forum.deadbydaylight.com/en/discussion/comment/736367#Comment_736367
For me personally, I hit rank 1 for the first time about 70 hours in. That was before they made ranking harder though, so I'd probably say about 100 hours? From buying the game to rank 1.
I think the first time I reached red ranks was at 100 hours, too, so I think this is about right.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/739051#Comment_739051
So, the Killer gets punished for being good? Seems fair.
A killer who needs to tunnel and kick down the weak isn't good. You're picking off the easy targets. There should be some sort of downside towards targeting someone who was just on the hook and if you happen to down two people, you're disabling one person's DS even when the hooks are right next to each other. If they're disabled if they touch a gen, do a totem, get a save, it would mean they would have enough to regroup. To look around, etc. And that's on top of the 60 second wait time.
If there's some sort of counter to someone cheesing the perk from the survivor's side, it needs to do its intended purpose better, though. That would mean pausing the timer if slugged.
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I think it would be better if DS stopped once you touched something or did something (save, did gens, did a totem) since that would mean you got enough time to get away and possibly regroup or get healed. It doesn't matter if a killer is 'efficient'. If he comes back to tunnel a person unhooked, there should be some sort of punishment for it, even if in perk form. And if they decide to slug, that shouldn't be a counter. You shouldn't be able to wait out the timer. You can still use the slug as pressure 'cause someone still needs to come over to heal them.
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What did you do? If you're farming and killing off your team, you don't deserve a pip. I'm not sure how you can get 15k and depip without actively sandbagging your team. Additionally, you escaping or living doesn't translate to skill. It translates to luck. You could have hid the entire game.
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You get those kinds of players every once in a while. I believe Monto called out someone for doing that a while back in one of his videos. Said they'd loop you, flick there flashlight, and tbag, but would d/c or die on hook the second you caught them.
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@PoisonHurts said:
https://forum.deadbydaylight.com/en/discussion/comment/614452#Comment_614452
Lightweight does work there's a comparison video on YouTube and i honestly dont think it needs a buff. It's viable at purple ranks and at red if paired with other stealth perks.
Paired with what perks? And no other perks are better in higher ranks for stealth? Also how can you tell it isn't bugged and it's actually working?
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/614166#Comment_614166
No, I'm complaining that the better you do, the more you're punished as killer.
If you get down to the last 2 with less than 3 gens completed you have no information and it's either slug or 50/50.
If you stand around holding your dick until that third gen is done you can find the hatch and just play.
It's stupid to turn it to absolute luck or unfun tactics for doing well, where doing worse makes it safer for you as the killer.
Last survivor with <2 gens should just start the EGC with no hatch.
"If they're as bad as the team, they wouldn't be able to make it to the hatch" and again, complete luck of spawn doesn't take a skilled player.
I mean, are you getting 3/4 with everyone death hook or are we talking about facing a potato team and one getting away? That's less about doing well and getting punished and more about killing they weakest first, rather than the person who knows what they're doing. If you've played on teams with randoms, you should know how everyone's skill levels tend to vary. We're all red/purple rank, but some act as if they're yellow or even brown. There's other stuff, too, like if the person is death hook or if they have time remaining. If they have hang time, it may take them a while to die on hook and some will even decide to stay to give the other a chance to save.
You have to realize that it's also luck for survivors. Whether you find the hatch and often whether your team is even remotely good. I think that starting it without the hatch (but with the doors powered) would be fine so long as they do something about the door spawns. They can't spawn next to each other. They really shouldn't as is. I know the hatch didn't appear before, but I believe they changed that 'cause the mechanics of the hatch changed, too.
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@switch said:
https://forum.deadbydaylight.com/en/discussion/comment/612541#Comment_612541
https://forum.deadbydaylight.com/en/discussion/comment/611447#Comment_611447
I'm not sure, are we playing the same game?. I mean if you meet good survivors, that will gen rush literally ignore everything in the game just to sit on gens, and on top of that they will run DS Adrenaline BT good luck my friend, they will get 3 out 100%.
You play solo at red ranks and you'll see a rarity of getting out. Half the time I'm left wonder if my red rank teammates are actually yellow and somehow matchmaking bugged. Even people who run the typical build aren't always good and not everyone is a death squad SWF, so please stop.
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Kate and Susie. :D
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/614431#Comment_614431
I'm all ears. List them off frendo
I can help!
Survivors,
- Boil Over, Left Behind, Lightweight (is it even working?), No Mither, No One Left Behind, Up The Ante, Vigil, Wake Up, and We're Gonna Live Forever.
Killers,
- Beast of Prey, Dying Light, Hangman's Trick, Insidious (could be made more useful), Iron Maiden, Monstrous Shrine, Play With Your Food, Territorial Imperative
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@Clockso said:
it's your fault for getting caught, this perk doesn't demand that much for it to activate, just 1 safe hook rescue, We're gonna live forever demands 4x the requirements just for some bloodpoints.. if i could buff this perk i would reduce the penalty of being broken to 30 seconds
We're Gonna Live Forever isn't a popular perk to use since it doesn't have an in-game use and is difficult to get all the stacks. I would say instead of "being the first one found," you should be able to use it on second hook, too, though. It's good for the perk to have some sorts of qualifications. They'd have to change how struggling works to do that, but people are wanting struggling to change, anyway.
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Probably if the survivors choose to report you. I would think it'd fall under either Unsportsmanlike Conduct or Griefing, possibly.
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People are quick to divert the blame onto someone else. They didn't lose 'cause they're potatoes. They may pull something if they stretch that far, though. c:
@ZacKdbd What are you trying to say? I don't get it.
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@prettyf said:
are you playing huntress and didn't equipped bamboozle?
thats the only possible way to say infinite exists in this game now lol
There's an infinite on Haddonfield if you have balanced landing equipped.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/614204#Comment_614204
That’s definitely not true, especially if you aren’t playing a mobility killer. There are plenty of games where i’m ending chases quick and still, the gens get done. A killer like LF or wraith literally can’t move fast enough from a hook to a gen across the map.
Yeah, there's times you're outmatched or the map is bad. If you're able to get friction, you can make a ball start to roll, though a lot of how you do relates to the perks you bring and how long/quick chases are, along with being able to find people. I think it's fine to adjust your play style according to what you're facing. I mostly only have an issue with people who rely heavily on camping without attempting to get better at the game. If you're chasing someone, part of improving is figuring out where to give up chase and where to not.
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@elveda_demedim said:
https://forum.deadbydaylight.com/en/discussion/comment/614204#Comment_614204
i mean camping when your first chase had a bad time in an unbalanced map like haddonfield so 3 gens popped or in endgame.
I personally think it's understandable. They need to balance some of the really bad maps. Haddonfield has way too many windows/pallets and it even has an infinite if you have balanced landing. :/
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@ASAPTurtle said:
@elveda_demedim Loops literally don't exist anymore, I have no idea what goes on in your tiny killer brain but it sure isn't a lot. If your not able to outplay a survivor on loops these days you might just be a bad killer. You're just another person that seems biased towards killer, and makes a thread complaining about a subject that has been already noticed and taken action by the developers, and trying to compare two game tactics to the opposing team's objective.
There are still safe loops. Just not all of them are safe. Ideally you would loop around a pallet at least once before throwing it and if the killer leaves it up, you loop around it. Windows still exist, too.
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So then kill rush exists in the case that someone didn't bring in ds or the killer waits out the DS. As I said, I believe that's what they're trying to say.
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Are we talking about camping when a lot of gens flying through and you're trying to gain friction or camping before 5 gens were done with ruin and NOED? Gen rush only really happens if you're not applying appropriate pressure or if everyone brings in boxes and prove thyself.
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@elveda_demedim said:
https://forum.deadbydaylight.com/en/discussion/comment/614172#Comment_614172
I dont see how kill rush exists with all these infinites and perks.
I think when they say "kill rush," they're referring to when you tunnel someone down to get them out of the game.