latinfla4
latinfla4
About
- Username
- latinfla4
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2320535#Comment_2320535
Agitation + Insidious + Iron Grasp + NOED
Must use this thanks😎
-
@ryzen0849 said:
https://forum.deadbydaylight.com/en/discussion/comment/2320539#Comment_2320539
Having traps actually work instead of just being Machete Man is amazing
It is the best feeling and even more when you use padded traps and tell them that when you get salty comments in the end game chat🤣
-
All killers with this patch 🤣
-
@ryzen0849 said:
Definitely Bubba. Although Basement Trapper is pretty neat. Fortifying the basement into a death trap is great. Even better when survivors think DS will save them, then run right into a trap.
I love hitting the player with borrowed time and they use the speed burst to vault the window into a trap🤣
-
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2320498#Comment_2320498
Well i am not supporting camp because it is boring but i am camping only when i am drinking coffee. It is so hard playing game when you drinking. So i am chilling with survivor who is on hook. Bubba is best killer for that.
Why people hates Bubba so much :)
Do you use any specific perks while you drink with bubba
-
If the survivors run the are not hindered by gas😂
-
@Northener1907 said:
Bubba is best camper in game. Put NOED on your build and now you have easy 2 kills.
But camping is not fun, so i think learn play normal killer gameplay.
But my dailies are sacrifices and moris...got to make the quota😉
-
@[Deleted User] said:
myers is fun when 2 people get close and you pop the tier 3:)
Especially with the addons for instant mori🤣
-
@van9684 said:
How about getting good at the game and not setting out to make it a bad time for other players? I’d start there.
I have fun those cocky tbaggers might not🤣
-
@OnryosTapeRentals said:
Why bother playing killer when you could get the same experience by just standing in the corner of a room?
The game needs killers🤑
-
@kazoie1 said:
I mean why would you ever, I'd honestly just get bored af unless its like 1hook and all the gens are done
It's even more fun when noed kicks in and the person on the hook panics🤣 blame your teammates for gen rushing harder
-
@ITSCJ46 said:
Can we pls just move on without NOED, there is no legitimate defence you can say to keep this perk, it literally rewards bad killers with free kills, it rewards them for not doing their objective in the first place, I've just had 2 games in a row (and probably hundreds in the past) where we get all the gens done and we're all good and the killer gets 1-3 kills cause of NOED.
Do bones and quit gen rushing😛
-
My strategy is to level him up and use starstruck on any other killer...trickster isnt worth the effort😴
-
@[Deleted User] said:
I would buff hangman's trick so that sabotaging a hook injures a survivor
I'm crazy
Would be funny though...don't touch my hooks🤣
-
@Babawizwiz said:
https://forum.deadbydaylight.com/en/discussion/comment/2300776#Comment_2300776
IMO, the game is the easiest map for a nurse and is also an easy one for bubba. But the rest of the roster have to sweat in this map
Blight seems to work pretty well on the game map with enough practice lethal rushing to break pallets
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2304066#Comment_2304066
Even so, you don't disconnect. You get a 3 Gen you wait it out. They do a last minute switch to be jerks, you play meaner. The point is you don't stoop to their level. And why would you disconnect. You realize all you do is REWARD them for hiding right? Not only do you lose all points you would have made, they get a Quitter Bonus and get to win a match they had really already lost. Annoying or not, you hunt those little turds down, patiently and however long it takes.
Yeah my first three gen hiding game lasted almost an hour I even went to the gates to open...ended up disconnecting because I was going to take care of my niece.
Other times it happens it always lasts between 20 to 30 minutes...sorry but no I will DC in those instances because that is garbage that can easily be fixed by causing an egc when gens aren't worked on after at least 10 minutes🙄
-
@Beelzeboop said:
Unnerving Presence should have some actual penalties. Right now it's actually helpful for survivors if they've played the game for more than half an hour.
So here's my rework:
Unnerving Presence
Your presence alone instills great fear.
Survivors in you Terror Radius suffer a 5/10/15% penalty to repairing, unhooking, totem cleansing, and sabotage.
The success zones of all Skill Checks within your Terror Radius are reduced by 30/40/50 %.
"It's presence befalls us."
Very nice buff😁
-
Would be hilariously overpowered though 😂
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2304016#Comment_2304016
No, you would be playing the game. Sometimes it is rough. Sometimes it is frustrating. The social contract still behooves you, me, and everyone else to finish our matches. The only rules you need to follow to be a good sport in Dead by Daylight are:
- Don't cheat, either by lag spike or hack.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory and gracious in defeat.
If you want them to leave, go stand in a corner and let them finish and depart. Watch some Youtube, whatever. Don't disconnect.
I agree with 1 and 3 wholeheartedly😁For your number 2, I want to finish the game but I have had way to many 3 gen situations in my time playing (waiting between 20 to 30 minutes sometimes) and nothing gets changed...why hasn't that been changed let me open the gates even so I don't DC.
I would also say last minute changes in the lobby without giving me a chance to change perks is taking advantage of the game.
-
@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2300908#Comment_2300908
Even before it became pallet city it was still not really killer sided, I'd say it was the most balanced of the inside maps at the time cause although almost all of its pallets were safe it didn't have that many and it didn't have any super abusable windows so if you were able to create dead zones around the last few gens it'd be an easy cleanup but conversely if you had a team that wasn't wasteful with their resources then all the gens would be done before those dead zones were created. New Gideon doesn't even require even a modicum of resource management where you can just chuck every pallet as soon as you get to it and unless you're nurse or maybe hag(one of the only maps I'd argue hag is stronger then spirit on) there's very little you can do about it.
Only select killers can deal with the new the game map unfortunately 😅
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2304004#Comment_2304004
Yes. Disconnecting in a match is a reportable offense. Encouraging and admitting the behavior here is also likely to get you a warning from the Mods. I don't care what silly notion you have that you are standing up to the MAN when you disconnect. What you are actually doing is spoiling the match for four other people who joined in good faith. There is no defense for your actions, period. If you have a beef with the map, you go to the suggestion area and you give feedback. You don't punish other Players.
Just curious, do you report every DC that happens in your matches? So the survivors don't do it to other killers?
-
Make sure to beat them like a pinata and show dominance😂
-
The only time I do that is when they hold the game hostage by hiding for more than 20 minutes in a 3 gen situation(where I don't use whispers because I want to run a different build). I didnt DC b4 because I would be hit with the DC penalty but now i would be crazy to sit there and accommodate the survivors🙄.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2303981#Comment_2303981
And my point is the map is of no consequence, but your quitting (and admitting it here) is because it is AGAINST the rules. You aren't disconnecting because of tech issues, you are just dropping the match on four other Players. Even suggesting it here is against the rules. Don't do that.
So when a survivor dcs I should report them every time as well
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2298824#Comment_2298824
It isn't about the DEV. It is about self respect. I wasn't raised to be a quitter. I don't think you become good at anything if you cry off at adversity. I think you become the best by putting your head down and charging into it, learning what you can from the victories and the defeats. You aren't helping the community by quitting games. You are just being selfish and sabotaging the fun of other Players, ruining their matches. And for that matter, do you think I am impressed by people who protest to get their way on a luxury item, diversion like a video game? Are you SERIOUS? I chain myself to old growth forest to keep Redwoods from being cut down. I've been pepper-sprayed by the KKK, and would proudly do it again (and yes it sucks to be pepper sprayed... do not try this at home). Do you honestly think I have respect for people who whine and think they are standing up to the MAN because they didn't get their way on a fictional video game map?
Using your logic I should be playing clown and plague and nemesis with their buggy powers and lag spikes and liking it instead of saying no fix the bugs by outright refusing to play them(making sure the games don't crash). Haddonfield is broken for most killers so I refuse to play it right now.
Good job on your real life accomplishments even if you are condescending with others who have a different point of view. I would tell you about my life but my point was talking about a game map.
-
@VanitasRyuzaki said:
https://forum.deadbydaylight.com/en/discussion/comment/2296898#Comment_2296898
Midwich is one of my least favorite maps also. Finding gens is a bit difficult and I literally couldn't find anyone playing as killer, I use Michael Myers for the scares, and got a toxic treatment for being a new killer. A lot of maps are decent, its all a matter of chance when it comes to map selections and spawns.
Range killers work pretty decently
-
@Babawizwiz said:
https://forum.deadbydaylight.com/en/discussion/comment/2296763#Comment_2296763
Yeah but they have to wait 10 minutes to get a match, while we wait 10 seconds
Which is the best part🤣
-
@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2298386#Comment_2298386
She requires actual skill and a learning curve to play, which is why she is played the least. Even trapper has over 50% kill rate and he requires zero brain power. Killer isn’t hard. I got 4K games at rank 18 and only had to start trying at purple ranks. There is no skill development with killer where as survivor is a huge grind. That is why on red ranks survivors are lethal and killers struggle. Killers never “got good”, because they didn’t have to outside red ranks.
Trapper is very cerebral...you need to plan ahead and predict survivors/herd them into traps and force mistakes.
-
@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2296775#Comment_2296775
While I don't personally agree that the map needs to be changed (and am against the idea of any map in this game being outright removed), I respect the fact that when you get it you don't deliberately ruin the other people's game and waste that player's offering by disconnecting. I've been warned against mentioning wanting to disconnect in a game before, anyone who encourages it should get the same warning in my opinion. It's an entirely selfish act.
Do you ever lobby dodge out of curiosity?
-
@Trifling said:
Nah, I play Nurse. Haddonfield works perfectly fine for me 😚
she plays well regardless of the map though🤔
-
@[Deleted User] said:
Yes i like the atmosphere of the map. It can be frustrating to play but it's not impossible
Depends on the killer...hate to see trickster on this map😂
-
@bibibib8 said:
They had new bug too i saw a video were some had an infinite sprint burst when adrenaline pop
Oh great🤣
-
I think trapper should get enraged at a dead hard over a trap and be able to walk over his trap dead hard style if he has bloodlust activated
-
@Mdawgu said:
Just sit back and enjoy using crap over the meta. Shout out to Autodidact, Saboteur and the OG No Mither.
I have seen some no mither spine chill resilience dead hard builds...brave of them to try😂
-
@Avilgus said:
Surge: Less affected generators = Less cooldown, and remove the basic attack condition.
Oppression: 60s cooldown, and affect generators with the most progress.
Forced penance: Survivors who take a protection hit are inflicted with the incapacitated statut effect for 35s
Deathbound: Remove the 32m condition
Thrilling tremors: 40s cooldown, can activate if you have a survivor in your shoulder (like starstruck), instead of drooping and picking up the survivor
Fire Up: +5% mouvement speed for 25s each time a generator is accomplished
Remember Me: Remove the basic attack condition
Coulrophobia: Reduce the repair speed for 50% if a survivor is 10m away from the killer
Gearhead: Reveal the aura of survivor near generators (16m) blocked by the entity for 8s, 30s cooldown
For coulrophobia is that buff with the heal slowdown as well?
-
@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/comment/2298835#Comment_2298835
for each survivor that dies in a trial increase the speed at which you repair gens by a percent.
Like a resilience buff...makes sense in context you would be trying to get out thinking you will be the only survivor fighting tooth and nail🤔
-
The money is in cosmetics not holding on to the player base apparently 🙄
-
@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/259894/useless-perks-how-would-you-buff-them
Left behind needs literally anything at all doesn’t matter what it is
Any suggestions?
-
@FFirebrandd said:
Monstrous Shrine needs a rework. We neither need nor want a perk that rewards basement camping. To that end... "Your fervent care of the Hooks found in the Basement has aroused The Entity's interest. It will reward you with additional strength for further use of them. While a Survivor is hooked in the basement, gain 20/25/30% faster breaking and vaulting."
Iron Grasp is another. The effects it has isn't bad, but depending on where your hooks are, it just... doesn't help you so it needs another effect. To that end...
"Your powerful grasp on Survivors causes maneuvering them to be far easier.
While carrying a Survivor:
- The Survivor's Struggle Effects from Wiggling, causing you to strafe sideways, are reduced by 75 %.
- The time for the Survivor to wiggle free from your grasp is increased by 4/8/12 %.
- Picking up and Hooking Survivors is 10/15/20 % faster."
Those two together with Agitation and Whispers would actually give new Survivors a nifty little build that's not too difficult to get.
Love both of these changes...would help with basement builds (been playing a lot of trapper lately🤣).
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/259887/killer-mains
I play every map I pull because it is cowardly to disconnect. It is like admitting to oneself that you are a loser and have to cherry pick. I watched my gal play the other day. She and I compete with Myers; it is a friendly competition. She put in a map offering and so did the Survivors. When the Survivors saw that there was a 50% chance they might not get their map, one of them disconnected and cancelled the match during loading. Due to the current situation, all of them (disconnector too) were in the end game chatter. My gal the called disconnector a coward; it turns out they were a SWF and it was a mutual call. They said calling them cowards was unfair and she could see through walls. They could now see she had a Spooky Myers build. My gal made me proud and said the following, "I was going to play your map." That was all she had to say.
There are two kinds of people in the world, only two. There are those that rise to challenges and those that run from them. Which one do you want to be?
So rising to the challenge is telling the developers yeah keep haddonfield the same and broken for most killers? I would rather run from it and help the community as a whole new killers by dodging it as a protest...helps new killers when they finally change it
-
@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/2297953#Comment_2297953
I am.
I mean, I get why some killers hate Haddonfield, because stealth killers are the only ones who do well on it. That means Mikey with M&A (and preferably Dead Rabbit; Spooky Myers also works almost as well) and Ghostface using Night Shroud addons, which are my two primary characters/builds. In most cases, it's a survivor-sided map for sure. Anyone with a terror radius is going to have a bad time. The key is to sneak up on survivors and smack them around corners while they're doing gens, hook them in the street where you can see people going for rescues, and make sure three gens that aren't in houses and are close together are the last ones standing.
Why in the world would any killer hate Game? It's open season on survivors no matter who you're playing. I probably win 80-90% of games on that map as a killer and lose almost as much as a survivor. The map is small, there aren't many places to hide, the exit gates are always close together, and the gens are usually in places with either high visibility or nowhere to run. Once the pallets are gone, it's game over. My one complaint is that the hooks are very consistently too far apart, but that's a small price to pay for all the advantages killers get on that map.
Also, the killer's terror radius is still audible even if you're on a different floor as the killer, so you can scare people off gens by just walking around.
https://forum.deadbydaylight.com/en/discussion/comment/2297407#Comment_2297407
Yeah, but Ghostface makes Haddonfield easy. Give it a try sometime.
The game isnt so bad especially with wraith and his do everything fast addon to break pallets quickly 🤣 but haddonfield without a stealth killer is just a poorly designed map 😛
-
@TWiXT said:
My Suggested changes:
Monstrous Shrine:
Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.
Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat or Deliverance, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.
Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.
Spies From the Shadows:
Overhaul the perk to - The Crows no longer respond to your presence, the yellow auras of any crows within 24/30/36 meters of you are revealed upon being disturbed. Disturbed crows are 100% louder to you within that range.
Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten fields features no Scarecrows, but the crows completely avoid the corn field... wtaf?).
Surge:
Remove the cooldown and the Basic Attack requirement.
Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate Surge at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.
Oppression:
Remove or significantly lower the cooldown.
Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.
Fire Up:
Buff the perk- Increase it from 4% to 5%.
Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.
However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.
Insidious:
Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain back to normal size and brightness in 4 seconds, once this has returned Insidious has a 40 second cooldown.
Explanation - This perk has been a bane on the game upon its release since it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.
As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.
Nice and thorough thanks for taking the time 🤔🙂
-
@hiken said:
most of those "terrible perks" just need a buff in numbers, look at Tinkerer for example, a terrible perk that no one used is now as Meta as can be...
They completely reworked that from.the old version...proves that any perk can be buffed
-
@maaadinsomniac said:
How to buff useless perks? Remove them, we're almost at 100 perks
Would love to see a different meta than what is current though...like on killer you need gen regression without a doubt.
-
@Karao_Ke said:
Honestly? If it's an offering, you can usually tell who brought it because they're the cocky bastard that just so happened to have Balanced Landing. If the game ends up going bad, you best know who I'm going to camp.
Catching them is such a pain in the ass though🤣
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/259887/killer-mains
Sure I play it. I get my first hook and smack them repeatedly until someone comes for the rescue...Or not. ######### that map
Face camp for.the win😂
-
@Purgatorian said:
https://forum.deadbydaylight.com/en/discussion/comment/2296882#Comment_2296882
I don't afk anymore. I used to to derank but more survivors around my skill level get to red ranks. It used to be I could never beat any red rank hence the afk. No matter the map now I will try my best even if my best is not good enough.
I prefer haddonfield to midwich. Oh, how I do so hate midwich as both killer and survivor.
Feels like midwich is easier to m1 run it than haddonfield...as killer I prefer midwich but I use a hit and run approach
-
@Pepsidot said:
This is a post I made on reddit over a year ago:
https://us.v-cdn.net/6030815/uploads/FZAXV2WCYVE7/5b3rc2t24kg41.png
Not exactly a major buff, but a buff nevertheless.
I think they tried something like this earlier and had survivors running around the hook without trying to go for the rescue🤣...it would help vs camping
-
@Phasmamain said:
Distortion needs 5 tokens or have a way of regaining them
Yeah I figure bbq finishes those tokens really quick...maybe if you unhook someone safely you get a token?
-
@SomberNokk said:
Ill play Haddon out if its a random rotation, but depending on what killer I'm playing for example legion or Ghostface, if I get it as a offering I don't feel to inclined to play on the map and will sometimes DC while loading.
I actually see ormond offerings almost as much as haddonfield right now