kaeru
kaeru
About
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- kaeru
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Comments
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Overcharge: generator remain broken untill successful skillcheck.
Sometimes survivors tap gen while chase and fail skillcheck but gen stop regressing. I suggest Overcharge status be applied and skillcheck appear over and over until survivor get this skillcheck or until generator fully regressed. Also if Killer break gen and it go to 0%, there will be no skilcheck.
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For my entire Killer career my steam comment section is an endless chain of -rep's from dissapointed survivors. Bad comments about me, my internet, my playstyle. Even when I play survivor someone could be mad at me as teammate. There is so many rage I've got from survivors that not even bother me anymore. I get used to it. Somehow that people wouldn't say anything nice if you do good, but become toxic if there something they don't like. But when this bad comments chain breaks by +rep from some Dwight who I let to escape is just like a sunbeam from the cloudy sky. Really happy moments.
For good or for bad, because I get more toxicity and less good feedback I pay less attention to bad things and more to good. If it was opposite like more good comments and less toxicity I would became arrogant to good comments and be really insulted by bad comments.
Anyway it doesn't work for person who just want to relax. It's a long hardening some people can't afford.
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Ace doesn't have any aura reading perk but he has a perk that helps read aura. It make no sence to run his 3 teachable perks by itself but for the achievment. And now you suggest to make his another perk be only useful with different perks?
I like it! 💓
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Probably if Stranger Things series will go on until kids characters hit 18 we can expect them as legendary outfits.
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FPS is locked at 60 actually, it probably could be more than that. But I wonder about specs too. I remember when I had weak PC with 10-25 fps I played much worse than I do now.
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I wouldn't say Hex Ruin carrying the Killer. I had a trial as survivor when Killer bring Ruin. So when we had a choice to leave 50% gen or go to unhook we go for a gen. When we had a choice to do a gen or heal ourselves we go for a gen. If there was no Ruin we wouldn't get generators so fast. Ruin literally forced us to genrush. That was a solo match but I guess my teammates felt that way too.
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Yes it is weird. Any survivor's item can be useful without addons. It can be used. But green key without add-ons is useless. So when you find it in chest you don't even want to take it.
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Same here in Kazakhstan. Before servers was added in game we could have opponents from closer regions with significantly less ping. Now I only have to wait untill my Internet provider make faster connections or BHVR add closer servers or make their current servers wider or faster.
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I really like to play against twitch streamers. Especially if I played well I just save trial by Twitch Leecher to watch streamer's commentary later.
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Good point. Also I don't understand why killer should break gen for couple of seconds while survivor should only just touch it to stop regress.
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Dead by Daylight is not that type of game that sell sex as Dead or Alive for example. Also in my opinion her flat ass is justified by lore because she is motorcycle girl which biking so much that get her ass flat.
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@Yung_Slug said:
Where would it be on Lery's or Gideon?
It wouldn't help on these maps anyway.
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@Boss said:
Whoever gets to do Ace must be really happy.
But not as happy as Meg apparently.
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There is two scenarios when I go to farm:
- If survivors stop playing seriously. If survivors just want to get bloodpoints I feel kinda bad to kill them. I don't know why.
- If survivors unbearably bad. As once I got rank 20 Meg with 2-3 hours of playing. She was so clueless I just coudn't kill her. I tried to give her hatch but she wiggle out and run opposite way trying to hide for about 5 minutes.
Also I never kill Dwight even if he act toxic. It is just my little rule. I just hook him twice and then just give him a hit if he appear until I kill his teammates. But it is not like bloodpoint farming. I'm trying to make him feel like I'm dangerous anyway.
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@DwightOP said:
Also, we should get a server browser imo. We should be able to pick a server as long as it's Below a certain ping. Probably below 100 ping seems fine.
Totally agreed. I don't care about how good my opponents or how bad my teammates are. I want to play on most comfortable server and I would wait longer for a queue. So option to choose server would be best solution in that case since we can't have closer servers.
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I don't know why survivors so upset when they slugged. When I play survivor I glad being slugged because it's better than get on hook and I could be saved with less risk from teammates. I don't run DS but when there is obsession in match Killer is paranoid for reason. Also Killer has a very limited amount of time until gens get done so sometimes it's the only option. You've got to make an huge effort to down all survivors at once unless survivors don't mess it up. In that scenario you just should play better yourself.
I agree for that survivors should get blodpoints for recovery or even whole time on ground. Survivors bloodpoint earnings should be multiplied in certain categories as well very long ago.
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Sad to hear that Russians often show bad attitude but I guess it's fair from your perspective.
Adding a server in Russia would be a huge performance buff to the game! But I guess it's complicated by poliical issues. Russian government very unlikely let Western countries to build some strange web servers on their territory that could be potentially used in military purpose. Same thing from Western countries. They would not build anything on Russian territory because their politics often known as Agressive and Homophobic.
I don't know for sure but i guess this is a problem.
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@Nubgutter said:
I really want a shining chapter, I would flip if Jack Torrance was a killer and have Wendy as survivor.
I watched it long ago so I don't remember if he killed someone actually. He just scared his wife and son then died in snowdrift.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1327390#Comment_1327390
Good ideas there! You could even do something like Nurse and Dr have showing the arc and path of her hatchet for new players but I guess they wouldn’t be Iri level rareness
Huntress has couple of garbage add-ons that make no sence like one that reveals auras of lockers or one that put haemorrhage status effect. Your add-on could easily replace some of these.
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@Peanits said:
One add-on is not a cause to rework an entire character. But that aside, what do you have in mind for an alternative?
There is a lot of ideas to make interesting add-ons for Huntress. Add-on to make hatchets hit through survivor and able to hit multiple targets. Not good in chases but crucial against healing in front of killer. Add-on to break pallets and breakable walls with hatchets. If it feels like overpovered it could be breaking pallets while charged. I also like idea of add-on revealing auras further than 40 meters while hatchet charged. Add-on to ignore any collisions while charged. Maybe too much.
This add-on ideas seems to be powerful as iridecent add-ons should be. But there no instadowns that everyone mad about! Also every killer should have two iridecent add-ons.
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Umbra once said how it ordered by streingth in her opinion.
From weak to strong:
Solo survivor
2 survivor SWF
Killer
3 survivor SWF
4 survivor SWF
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1327196#Comment_1327196
Lightborne isnt a noob perk. Its one of the most underrated perks out there. Next time you see 3 or 4 flashlights in your lobby pull that bad boy out and watch what happens. Youd THINK survivors would realize what youre doing, sadly its very rare they do
I know right! I was playing against twitcher who said he's been practicing flashlight saves, so I decided to take this perk again and my god how good it is! But anyway I trying not to get used to this and take it only vs potential bullies sometimes.
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We talking about perks that annoys your opponent or perks for beginners?
When I was a beginner killer i've been facing a lot of bullies so I used Unrelenting and Lightborn which helps me a lot back in a days. These are really noob perks.
As survivor I often used Stake Out because it helps a lot with old Hex Ruin. Also I used Technician because I missed a lot of skillchecks. I had a weak PC with <15 fps so I really require this perk earlier. I can consider it as a noob perks.
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1324814#Comment_1324814
Actually I think it would still work. The character would be greyed out and probably say "this character has been disabled by one of the players"
And even if you brought one of those free trial offerings, they just wouldn't work.
Free trial offerings are removed from game if I not mistaken. And I wouldn't hope they add this feature. Imagine if you play killer and survivors make four of your killers unselectable. I want to play whoever I want and I would be pissed everytime my favorite killers was unavailable. Especially if I have daily ritual I don't want to dodge lobbies over and over until I find survivors that don't mind to play with me.
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What if weak totem perks as Third Seal would immediately respawn to dull totem after cleansing if it there on map?
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Tier 43.
Done more than half of level 3 challenges. I'm trying to grind 17.5 tiers or more at every new level. I think it's going well, I can make it in time.
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@Nos37 said:
There are some loops that absolutely destroy the Deathslinger. They have an open top allowing him to shoot the Survivor, sure, but he can never get close enough to land a hit (even without putting extra strain on the chain by reeling, and even with lunging to close the distance at the last possible second). Leave the loop? Sure. Guess where all four Survivors run to for the rest of the match? There is no point in playing this Killer if his kit is supposed to make looping difficult, but you get run around a single loop for 4 gens.
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If the Deathslinger wants to get across the map, too bad. If the Deathslinger wants to M1, too bad. If the Deathslinger wants the Survivor to drop a pallet without spending 10 minutes in a loop to finally force the drop, too bad.
115% with an empty gun fixes these issues. He can shoot at the start of the match for a speed boost, but all the Survivors know it's him, know he's moving slightly faster, and know that he has to reload when he gets to them.
I'm usually reload my gun while walking trough undropped pallet. If survivor drop it - pallet gone, if he doesn't - I got my gun reloaded and ready. They may run further which is also good but more often they just wait me reload gun. Deathslinger has weaknesses but catching survivor isn't one.
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It is not possible since killer is free to switch his character while in lobby. So you get in his lobby while he upgrading Clown then switch to Shape.
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❌ "This Killer is boring to play against"
✔️ "This Killer has unfair advantage and I can't do anything about it"
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1322726#Comment_1322726
Also, 1 of them did suicide. Thanks for telling me though. I didn't know that bear traps can prevent pipping sometimes.
I guess it may help little bit if you hit trapped survivor instead of picking him up straight from the trap. Don't know for sure. But there is defenetly Master Trapper Mains at red ranks. And they somehow manage to get it.
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It can be the problem if you down survivor without chase. Beartraps or distant hatchets for example.
But most common problem - you hook them once or twice each. Their suicide on first can prevent you from pipping and it's frustraiting sometimes. You there to entertain survivors and you have to hook them 9-12 times per game if you want to rank up.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1312895#Comment_1312895
You can't report people who die on hook for unsportsmanlike behavior. You can't force them to stay in game.
If I get hooked and see that at least one of my team mates isn't on a gen, I dip. Immediately.
If you suicide on hook that means you lose intentionally. This is what Unsportsmanlike report section is all about. I can report them and i will.
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Luckily I made it in first try. I've got perks Spine Chill, Iron Will, Urban Evasion, and Lightweight for some reason. Perhaps it could be better perk, but it worked somehow. I played vs Bubba on Wretched Shop. My team managed to escape, but I died during endgame collapse trying hide close to killer as much as I could.
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@Xzan said:
I did it first try with a farming huntress. But I can see the problem.
Removing the "in a single trial" requirement and increasing the timer as compensation would be fine imo.
Is her name was Dwight Lives Matter?
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As killer I never kill any Dwight, so I already helped to 3-4 Dwights to complete this challenge. But I don't know how i'm gonna make this challenge myself...
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@Rydog Exactly! Don't play if you don't want to! I consider suicide as BM. You can do that, but it makes you look pathetic in killer's and teammates' eyes. If you suicide on first hook it means you the one who make you dead. And it means you are the only reason that you lose. Giving up before fight. And it's not killer's fault if you don't want to play! You don't like the way killer plays, you don't like the way teammates play, you don't like the map, you don't like killer's ability, it's your problem!
Yes, everyone had ######### game sometimes but it is not the reason for suicide! When you don't give up, and escape from hopeless situations - it's much more satisfying than if you just escape from mediocre killer. Those who suicide on first hook will never get this feeling.
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Why do you even play if you don't want to play? It's an opposite of altruism - suicide to f**k up your team.
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@Rivyn said:
No need to punish. Simply double, maybe triple the kill score on that one hook so that the killer can at least safety pip.
I agree about score for killer and maybe even survivors. But somehow it should be count as suicide on hook. What if killer just facecamp his first survivor to force him die on first hook? That's rare and ineffective tactic but it should not be award killer. I want to make it clear: Suicide on first hook is when survivor make escape attempt and refuse to struggle. If survivor struggle all of his second stage - that not should be count as suicide, even if he died on first hook. If survivor missed spacebar by mistake - it still should be count as suicide, because it's really rare moments.
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I often report them for unsportsmanlike conduct because they refuse playing and let team down as much as being afk. I don't know if it's make any effect.
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Which side is handle? 🤔
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1241646#Comment_1241646
If an add-on won't find any use it will become useless.
It takes (from wiki) 3 seconds to fully charge a hatchet. Then tremondously increasing the wind-up should take it about .... 4 seconds? 4,5 seconds? Which basically forces you to run one of the wind-up add-ons. And then still that's a long time to find literally any place to hide.
Not really. I often have situations, when i hold charged hatchet in front of survivor that trying to avoid hit by wiggling left and right. And i'm pretty sure I hold it more than 4,5 seconds. So if you feel that survivor will find his hide in time, you still can throw uncharged hatchet, before he run away. About additional add-on, the iri heads we have now still force killer to take purple belt add-on. And it's not a problem if you want to combine add-ons to make it more efficient.
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@Milo said:
That's a lot of time the survivor can just go behind something before you fully charge it.
Yes, that is the point. You still can throw not fully charged hatchet and hit healthy survivor to injured state. Or if you hold hatchet long enough, you can hit him to dying state. That gives survivor more time to hide from overpowered add-on.
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I think it's not nessessary, since you have Killer Instinct that allows you quickly make a big pressure in good scenario. Just switch target, if someone not injured nearby, you'll see them without scratchmarks. It's a pretty common Legion strategy.
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I guess i mean Charging time Increased. To make charge hatchets longer.
Hopefully it will make this add-on little more fair.
Also this two add-ons doesn't work well together.
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I like this as idea of distracting survivors from objective! But it doesn't distract anyone, because matches never last 15 minutes.
I think it should be separate caches for survivors and killer. What if conditions of this cache spawn would be like this: For survivors: no one hooked before 3 gens done (Or harder conditions, because it's casual scenario for low rank killers. Maybe make it attached to high ranks. That will make ranks mean something, in light of the match-picking rework in the future). And for killer: all survivors hooked at least once before 3 gens done.
If survivors make cache spawn condition, it spawns 4 caches. Each survivor can see only his own cache, so he can't claim more than one. Or maybe make 3-2 caches.
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@xodeusism said:
https://forum.deadbydaylight.com/en/discussion/comment/1095020#Comment_1095020
I'm not quite sure what you mean by the last four sentences. But three gens and one survivor down is, in my opinion, considered average. Especially when the performance quota is two hooks per generator pop to be considered effective from the killer's perspective. Your chances to win don't decrease by half when one dies at three generators, only by about a quarter depending on how well you perform, which is always subjective since it is per match. A match could go without anyone getting hooked or everyone getting hooked before a single generator pop.
I'm not good at math, but when someone dies on first hook for free, it's frustrating and demoralizing for his teammates.
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I can understand why people commit suicide on their first hook, when the game lasts for 4-5 minutes and there is no gens done. They just upset and want to start another trial with decent teammates.
But I often see survivors, that dying after 2 gens done, and teammates are going to unhook. Why? We could win... But 3 gens left on 3 survivors, and chances to win decreased to half. Such survivors got in my game already 3 times in a row. With this same conditions, when we had a good chance to win.
Times on hook is a survivor's resource, that giving whole team chance to escape. And one petulant dilbert just gives his hooks to killer for free. It's annoying as DC!
It should be penalty for that survivors, or maybe benefits to his teammates and killer. Like BP or emblem points. I don't know actually.
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I don't understand how the ban is encouraging toxic gameplay. BM Killers does camp and tunnel all the time, and they don't do that more often because of DC ban. If you want to DC, then DC and take your penalty, while you not in the mood to play the game.
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@inferjus said:
It's a lot of work and time, I would prefer this time to go for fixing bugs and balancing the game instead of new visuals.
Good point, but it's more like a job for animators, or maybe intern animators, if they have them. It's just a decoration work, and they could possibly input some new animations from time to time.
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That would be nice for killer. It's very often happens, that injured survivors trigger this perk, when vaulting window or pallet, get hit, and reveal aura of slug. Or sometimes survivor jump fast into a locker, perk triggers, but I see aura of survivor, when I grab him from locker. The point is, that sometimes I'm All Ears giving you a useless information. But it's potentially very strong perk.