Avatar

lagosta

lagosta

About

Username
lagosta
Joined
Visits
2,857
Last Active

Comments

  • On a personal level, as a survivor the best thing you do to avoid getting salty after matches is dissociate winning and escaping. I try to have fun, but sometimes SQ gets the best of me. So when I rarely play killer, I try to have fun unless i am going for a challenge that requires me to kill everyone. So I kinda stopped thinking about how many kills I have by the end of the game and focus on how many hooks I had by the duration of the match and how enjoyable it was.

    If you really want to better yourself, record your matches and watch them after. Ask yourself what you could've done differently or discuss with other people. Even some survivors in the after match chat can provide you advice. Have fun :)

  • If you want to rank up Prove Thyself is good for the points, but if I still think the single perk that has the most impact in terms of coordination in SQ in Kindred. If you're on hook, you're coordinating the team and relaying killer info. If you're not, you can see your whole team and prevent second stages or stay on gens while you watch the rescue.

  • It's early but I am starting to get a distaste by Elodie. The scream is annoying and in the last game I played, the one Elodie was crouching immobile for most of the game.

  • use unique pathing and break away when you can. Don't just circle a loop, he will get you.

  • @Phasmamain said:

    Visionary should be replaced once you know general generator spots and urban evasion teaches bad habits so I’d take it off personally

    Consider using Deja Vu instead of Visionary. It highlights the 3 gens that are closest to each other, AKA potential 3 gens.

    Also, remove urban evasion. You're doing yourself and your team a disservice bc it promotes stealth and rarely it would make any difference.

  • I don't think it's fair to compare killer's powers directly. They are not competing against each other, but against a team of survivors. Yes, Wraith is very dependent on addons, but you also need to ponder that he was conceived in the beginning of the game and is a very friendly to new players. Wraith teaches players macro knowledge without requiring deep mechanical skills and for that he serves well.

  • @SunderMun said:

    It should, just not such a hefty one, just like some survivor perks like Repressed Alliance.

    Repressed has an activation requirement, not cd. It's more demanding as you have to get prepared before being able to use it.

    I would remove Oppression CD and tie it to each gen instead so after kicking a gen up to three other available gens start regressing or pose a difficult skill check in case they're being repaired and go on an 80 sec CD. That way, the killer may still make use of the perk when more than 4 gens are available without being oppressive (pun intended) on late game scenarios.

  • Not really. Once the survivors animation starts, they are stuck on it for the duration, that's why slow vaults and locker grabs are more consistent than gen grabs. On gens survivors still have the input to start and stop at will, quite similar to unhook cancelling.

  • @savevatznick said:

    >Be killer

    >9 hook game, kill 3 survivors

    >Hatch spawns

    >black pip

    Is the hatch really necessary? It's a terrible band-aid fix. When will we hold BHVR accountable for the absolutely abysmal "Stalemate-breaker" they have spawned? Are they even looking for a better solution?

    Hatch is necessary.

    What do you expect a lone survivor to do, fix the remaining gens and open the doors? If you don't give the other side even a realistic perspective what's the point in playing? And worse, who really want to play a boring game of cat and mouse with the last guy stealthing away to complete objectives?

  • I firmly believe that leaving the match early should incur penalties, but DUUUUUUUUUUUUUUUUUUUUUUUDE...

    This Friday I had some teammates that really made me reconsider playing this game. I went as for as to renew my long dead wow account so I could have some quality time alone for the weekend only coming for a daily match as a killer (I don't main killer).

    Keep it as is for me. Survivors need to understand that and escaping =/= winning. Just do whatever you can in a match and proceed to the other. BTW people are less likely to leave if they get a sense of commitment to the outcomes of the match, that's why so many first chased kill theirselves of hook, especially if the killer is proxy camping.

  • SQ today is hopeless. Had teammates endlessly healing vs legion with full slow/regression perks, was in deathhook being persued by a wraith and run by 2 healthy teammates that promptly run away instead of taking a hit, and the cherry on top was being permanently exposed after haunted grounds bugged out.

  • Popression is a nice alternative to ruin/Undying.

  • Most of my encounters were with feral piggies. Still try to boop if they roar tho.

  • Unbreakable A tier? it single handily change outcome of matches.

    Also OoO S+? OoO is only S+ in a SWF or against freddy. In any other case it's nowhere near as effective.

    Self care is the best killer perk in the game. It doesn't deserve A tier, it's just a trap for new players.

    Stridor is too conditional to be good, it's certainly S+ on spirit, but doesn't make the cut for anyone else.

    BBQ deserves a much higher spot too. It's consistent on almost every single killer, even on PH that doesn't get full benefit.

  • @Wesker09 said:

    Like I went up against a PH who was hard core tunneling at 5 gens despite having ruin+undying (still love his free tunneling and zoning btw) and then a bubba who camped despite having stuff like BBQ and TT to locate survivors, and others playing really scummy, weirdly.

    Like i'm just wondering why play like this? I don't play scummy as all and do fine but then I go up against stuff like this, hear killers say "survivor sided game" and "so many bt, ds, ub etc" then play like this when none of that is in play and even when running strong builds like ruin+undying

    Are killers okay or?

    Watch this.

    https://youtu.be/iJfhpvZpyXo

    Then the killer gets mad and calls out survivors for gen rushing, even tho he had Strong perks and Addons but never made the correct use of them.

  • If anything I would give a Kindred passive for people who Solo Queued into a match to provide some sort of coordination.

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1810411#Comment_1810411

    As I said not on comms the only thing we have is being good at the game

    Comms are a huge plus, but by playing in SWF without it you're at least securing the quality of your teammates. Freddy has the highest kill rate for a reason and on top of that he is boring to play against. Most Freddies you find are using slow down addons and perks. I can't help but feel the that game goes at a halting pace. Even his snares slow down looping. You don't see ppl complaining about Pig, even though she has a slow down too (the traps) and high kill rate, bc they still feel dynamic as in you have a new objective in game.

  • Hmm, I think a better setup is: Hex: Huntress Lullaby + Distressing + Pop + Oppression + Small map offering.

    Use Detective's hunch if you're having trouble finding totems btw.

  • I'm kinda against it. Generators should be a more chill experience since chases are supposed to be the tense part of the game. Also we need to keep the awareness of our surroundings, especially in the beginning of the match or against stealthy killers.

  • @HellDescent said:

    A working game

    I said small

  • @HellDescent said:

    Pale rose - 4 different fat shaming spots...same game. Why don't you fix existing issues with the maps instead of coming out with graphic updates for the maps nobody even asked you for? And of course let's not forget about all the invisible walls..

    maybe that's a hint? :p

    jk, i've been fat shamed by a rock beside the killer shack at yamaoka few days ago. There are reports of rocks getting ppl stuck in ormond too

  • @dbdfan92 said:

    Thanks for the replies and great information y'all. Would anyone recommend dead harding early then instead of waiting for the killer to start their attack animation? Not going to lie, I usually wait till I see the start of a weapon lifting and when it works, it's wonderful. The last week though, I've been getting the exhausted on the floor issue. I know hit validation has been off due to Oni issues which is understandable.

    DH for dodge is dependent on the killer's latency. If you experienced hits after finishing a fast vault or pallet drop in the match, don't try to dodge. The most consistent use of DH is for distance, when you try to extend one more loop before dropping a pallet. I would say to focus on the second and avoid dodging at all.

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809413#Comment_1809413

    To be honest, when they eventually update that map, that totem spawn is so notorious, I almost hope they double-down on it and leave it there. Maybe put a light above it, or a carnival sign pointing to it. Make it even more of a meme, lol. I could actually respect that type of in-joke. 🤣

    I hope they change it but keep place a tombstone as a memento for the good years served. :P

    @Boss said:

    Setting hitbox problems aside, does the middle-ground even exist?

    In my personal experience, they either disappear fast, don't disappear, or disappear soon after i display the effects.

    Of course exceptions have occurred, but still.

    Can you give an example perhaps, of what hiding spot you consider middle-ground?

    It's kinda hard to speak of a middle ground totem spawn. Eventually you can memorize them so it becomes more of a checklist that you need to follow. But in a general sense, I would consider a good middle ground somewhere you need to actively look for. Not so easy as killer shack, not so out of the way as the one in the bottom of the temple of purgation.

  • take it as a compliment. He is enjoying his prize for the difficult catch, and gave him a run for his money.

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809398#Comment_1809398

    I agree that totems are FAR better on the new/reworked maps. I've seen some nasty spawns on Glenvale and Midwich, in particular. It's the reason I was so shocked to see that abomination on the reworked Auto map. Whoever thought that was a good idea could only have been trying to give the notoriously awful Asylum spawn (that's in the wide open) a run for its money, lol.

    Oh yeah, that asylum totem is epic. Not even a patch of tall grass around it.

  • Shitter Woods but there are no walls, just the tree in the middle

  • In a general sense, yes. Compare Glenvale, Yamaoka and Midwich totem spawns to pre change and old maps.

  • @TripleSteal said:

    Server latency causes this perk to not trigger from server's perspective if you use it at the very last moment or if killer had high latency.

    Hit validation is currently killer-sided so their game "version" has priority.

    She speaks the truth. You can find in dev streams more details about hit validation and the impact of latency. DH is extremely sensitive to it due to its low duration.

  • I believe bc new maps and maps that are being reworked new totem spawns are quite out of the way compared to old maps.

  • Nurse is fine. If you want advice on how to play against her, play as her. You will learn by watch what other survivors do against you and also see by yourself how to exploit her issues.

  • @SpaceCoconut said:

    What does that mean exactly?

    I imagine that they say it's boring when they can't bully the killer due to either the strength of the killer or the skill of the player, but I'm not sure.

    Thoughts?

    What makes a killer boring to play against?

    1-A killer that lacks counterplay, think huntress vs slinger. Huntress has windup time, you can prepare to juke, call bluffs and interact with the killer. Furthermore, seeing a huntress land a a long shot is hilarious. Slinger delay between lifting the weapon and shooting is close to none, whatever movement you do is preemptive and lag makes it impossible to react to his animation. Also, the best way to catch a survivor is to walk to him in a straight line while occasionally lifting your weapon and not shooting. Spirit is also in this category.

    2-Killers that slow the game too much. No one likes being stuck in a match for 20 minutes. Freddy being the worst offender bc of his addons, other killers not so much.

    3-No killer specifically, but addons that remove intended counterplay: Silent Bell Wraith, pre-nerf prayer beads spirit.

  • 1- Extra Chaser BP for hitting survivors while blinded.

    2- Picking up Dying survivors should award a score event and WGLF stack as mentioned above.

  • I'd like to see in the future more of a killer vs entity aspect and hooks/moris could be a nice interface.The entity demanding hook sacrifices and the killer going against that by murdering with their own hands.

    Each hook would please the entity and concede game benefits to the killer, but if the killer takes the easy route and mori a survivor the entity would become enraged. That could be shown as visual effects like a glimpse of the ECG and game benefits to the survivors.

    That way BHVR could explore more the killer/entity dynamics, where the latter tries to force the former into submission and the killer's acts of rebellion taking the survivors to himself could cause repercussions by enraging the entity that feeds on despair.

  • Yes I do.

    As a survivor I would love to have different objectives besides gens. That's why I think dull totems should give a small bonus to the killer (such as a stackable gen repair penalty per active dull totem) so that there is some sort of benefit besides score to hunt them. Or giving a reverse bloodlust effect to killers (after X seconds out of chase and not within survivor clues AKA scratch marks/blood pools you recieve a bonus to your mobility), so that immobile have a chance to navigate in big maps.

  • Yeah, I was asking myself the same question on the previous rifts, so i decided to change my ways and see if I could maximize the amount of shards with minimal play time.

    So far, I made sure to:

    1-play at least one game a day to get the bonus xp.

    2-focus on the challenges instead of piping/escaping/3-4k.

    3-As a survivor main, I go friendly as a killer. Survivors are far more cooperative to friendly killers than the other way around. I've never played billy before and Country Livin' would take me ages to achieve playing seriously.

    4-The exception to point 3 is when the challenge demands sacrifices, then I go full sweaty doc.

    So far, I've got to level 48 of the rift, 6 pages completed with an average of 2 pages per tome level. Following that trend I should have up lvl 64 investing roughly the same time I invested in the previous rifts where I reached around 50-55. The remaining levels might not be worth the time investment tho.

    Have fun

  • Moris allow you to avoid dealing with UB/DS/Flashlight Saves/Pallet Saves/Sabotage and other nuisances the survivors may pull on your way to the hook.

  • @Reinami said:

    Why are you nerfing one while not nerfing the other? Nobody disagrees that they both need to be changed. They are both awful for the game. But you can't nerf the only reliable counter to keys, and then leave keys the same. It is going to be miserable for a while now until keys are fixed.

    Moris are not reliable counters to key in any way shape or form. If you kill someone with a key, it stays in the game. Other survivors can go by the hook and grab it. Franklin is more of a counter if you proxy camp the item out of existence.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805404#Comment_1805404

    Well, that will not be the case, since you can run with Victor on your back, and Deep Wounds doesn't go down while running.

    Sometimes running is not an option. Scratch marks can give your position from far away, especially against a tunnelling killer

  • Pls don't. Madness already takes precedence over deep wounds and having to crush Viktor while deep wounds is ticking is a bit too much.

  • @Dbdsaltykiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805313#Comment_1805313

    Hey I give you a upvote because you're being resonable. I like the 1 survivor per hatch idea. I'm not trying to be salty about the situation just hoping the devs consider tweaking the other part of the game as well. I'm pure solo survivor and I hate to see other survivors bring keys into the lobby. I hate mori's too, I'm kind of happy with the change but I also want balance

    Thank you, stranger. I don't like keys and moris either. Only use them for challenges.

  • Yep, moris needed a slap in the wrist. Key's changes are more complex than the mori, so I think it's justifiable nerfing the latter before the former.

  • Keys take a lot more work to be changed/nerfed. Any changes might affect hatch spawn, key usage, hatch behaviour (only one survivor escape per key?). It's a lot more complex than changing the number of times you need to down someone to be able to mori them. They're working on it rn.

  • It's upsetting being repeatedly blinded or stunned in a match, especially bc some ppl go out of their way to do so. I believe that the final decision of it was or not offensive lies on the receiving end of the action.

  • @MichaelAMyers said:

    Does anyone else feel that Gen Rushing is a issue for this community? It makes the gameplay to fast and unnecessary for killers.

    Edit: Since so many are crying that I'm apparently "Bashing" Survivors (without any evidence whatsoever.)

    Let me explain before people still cry.

    Gen Rushing is defined as a Group of players (not just SWF) SPECIFICALLY building their characters with Toolboxes,Perks, and Add-Ons that speed up the progressions to Gens and to Gen Rush a Killer and ending the match as QUICKLY as possible, and sometimes even trying to lure the Killer as fast and as long as they can so they can't stop the regression this is not fun for Killers.

    Now firstly I never said once in this post that Survivors are bad or Survivors shouldn't do "Gens" it's the fact there is MANY unbalanced ways for Survivors either by 2 or 3 to complete gens under 1-2 mins and ending the game for the Killers.

    I think your definition of Gen Rushing is a little misused by the community. Most survivors tend to use second chances/chase/tracking perks. The ones that give bonus to gen speed a few and situational (Prove Thyself/Leader/Resilience/SC etc). People using this perks are usually trying to get the secondary benefits like vault builds or extra points.

    Spawning in a map to have 3 gens done before you can down someone is not gen rushing, is lack of pressure. That is related to map size/killer mobility/rng. If you leave survivors alone they will do objectives, or at least should. This is the issue that requires BHVR attention, and that they've been working with map re-releases.

    The toxic gen rush is leaving teammates to go second stage or die bc you didn't bother to leave the gen and rescue. That is an human issue that I think will never be fixed.

  • 1-Taking victor hostage means that guy is not repairing, healing or doing anything besides unhooking. It becomes a 3v1 and those heavily favor killers.

    3-Hoarder functions as a tracking perk that works not only on chests but items on the ground too. Not saying its effective, but not all perks can be good. If you're feeling frisky, you can try to combo with Franklin's in a lobby with lots of items.

  • @Flawless_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804902#Comment_1804902

    Dude what are you talking about. You're literally describing playing the killer side, unless hooking and killing people is the only thing that you should be doing. How long are you gonna keep playing before you accept it is part of the game and plan around it when you're playing?

    I am saying that Moris are not useless. If the killer downs someone for the third time he still needs to drag that player to the hook to remove him from the match. Mori allows you to avoid picking them up and, therefore, being stunned by DS, suffering a Killer Grasp Rescue or having a slug on a pallet bc there are ppl around.

  • @BubbaMain64 said:

    All that the basic attack requirement does is hinder perks. Any killer who has a legitimate M2 power (Hillbilly, Demo, Oni, Huntress, Blight, etc.) can't use these perks effectively. With the perk Blood Favor it used to be when you injure a survivor and because of that the perk was still bad but at least fun to use. Now it has the basic attack requirement, meaning only M1 killers can use it. So if you Demo shred, Billy curve, Feral Slash, or anything then it's useless. Many of these perks already have cooldowns, so that's another nail in the coffin and also disproves the thought of them being too oppressive. I just can't understand why the devs WILLINGLY limit the perk pool in an already stale meta.

    You cannot ignore the benefits of M1 perks. Save the best for Last is widely used on Demo bc you can shred the obsession without losing stacks and would be oppressive if killers could M2 for stacks. IMO leave as is, it's only natural that some killers get more benefits from some perks than others, as long as they are viable.

  • At least mori saves you the trouble of dealing with DS/UB/Pallet Saves/Flashlights and other nuisances on last hook.

  • Yes, I've seen. What I don't understand get is why are you so mad at a perk that is not even working correctly. DH always gained you distance and before servers, it also allowed you to dodge a hit consistently. It's an exhaustion perk, it is supposed to be powerful as it only lasts 0.5 sec compared to the other exhaustion perks that last for 3 to 5 seconds and you cannot change its direction once started.

    What I really wish was that you could see beyond punctual evidence, bc if you don't you will continue frustrating yourself whenever someone uses the perk in matches.

  • @MrPenguin said:

    Lithe is my main exhaustion perk and I think its fine where its at. I do understand pallets aren't the most reliable for it at all, but you can make a pallet play sometimes if you know what you're doing well enough. Sometimes killers can be baited into swinging and missing if they think they can just barely land a hit and you just zoom away.

    Its the price you pay for having a more controlled exhaustion than SB and DH, you can't use it whenever you want, but it also doesn't put the no running or be injured restriction on you.

    I know. BL is my favourite, but i stopped using after being sent sh_ter woods too many times. My problem with Lithe is that sometimes you are at a really good TL wall loop and could perfectly make plays without using the exhaustion. The perk feels kinda wasted.

1 … 30 31 32 33 34