thesuicidefox
thesuicidefox
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@Poweas said:
Tbh I get hit by DS all the time, I'm not salty. I'll tunnel all I want. If they DS me, I earned it. It's not hard to catch them as Spirit anyway. As other killers, I'm still OK with it because you do earn it.
Same here kind of. I don't get DS'd all the time, I will play around it usually, but if I get hit by it I don't get mad because it was my fault for picking the dude up in the first place.
Then there are times where I just don't even give a fork about DS and I'll eat it anyway. Sometimes this is a good tactic if done early enough in a game, because now they can't use it late game when it would hurt the most.
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@Grim said:
@thesuicidefox Forgot to answer your question.
I don't want the increase in FoV because "I can't find survivors." I'd like it since it gives me a headache. granted, it'd only affect bad survivors who hide by wandering in the open or try to sit under my nose.
The nausea thing is a semi-valid complaint, but at the same time I call BS on this too. The default FOV is not that incredibly disorienting. And if it is then maybe you shouldn't be playing first-person games. I know 1 person, EXACTLY 1, in my entire life, that gets seriously motion sick from FPS games. Know what he does? He just doesn't play them.
And it's not enough of a reason to break a key design feature of the game that was made to be very specific. If we were talking motion blur or something that wouldn't directly effect general gameplay sure. But FOV is set to what it is to make stealth a viable tactic. Otherwise a killer could so easily find survivors that stealth isn't an option. Combine that with the general killer main's desire to nerf looping into the ground and you just removed all possible options for survivor's to defend themselves.
"Game is too hard as killer, please make it easier."
Accessibility shouldn't come at the cost of core game design.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/665347#Comment_665347
"So then why do you need a wider FOV if there is no difference when someone hides behind something?"
That's the point, why not when it doesn't matter? :)
Because if they are in your LOS it does matter. You can see them way WAY easier. Like it's not even an option to hide within LOS of the killer, you are clearly visible.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/665355#Comment_665355
None of what you have said addresses the one and only point I made: the ridiculous blind spot around taller killers legs/feet.
Not finding a legitimately hidden survivor is fine, well played. Losing a survivor to a skilled juke is fine, well played. However It shouldn’t be exploitable to find safety right by a killers legs. A tall killer shouldn’t need to look right down in order to be sure that where a survivor disappeared to is right by their feet.
The default FoV should be adjusted enough that the top of a survivors head would always be visible if they’re foolish enough to duck by a killers feet, because it SHOULD be a foolish thing to do, NOT be a legitimate survivor strategy.
Is it really that hard to look down? On top of this, if the survivor is hiding at your feet and you don't see them then you have to be doing something wrong. I've never ever had this issue, if a survivor is that close to you then you should know. If you don't, then you are simply a completely oblivious killer.
@Grim said:
@thesuicidefox it's up to the survivor to ensure the killer can't establish LoS, wouldn't you agree? So if the wider FoV has allowed me to see them then they're bad at hiding. It's not hard to duck behind a rock or something instead of crutching on tunnel vision.
Don't be melodramatic. No one is asking for survivors to stop looping or hiding here. Please don't put words in my mouth.
Killers constantly complain about looping. Now you guys are complaining about stealth. Gee, it's like killers don't want survivors to be able to do anything to defend themselves.
If you know where to look then look there to find survivors.
If a survivor is in you FOV and LOS you shouldn't have an issue spotting them with the default FOV.
You also have ears right? You don't always need to see a survivor to know where they are.
There is absolutely no reason to increase the base FOV. All that does is make it that much easier to find survivors. If you have so much difficulty finding survivors, I'm sure it's due to a lack of skill on your part, not because the game limits your FOV.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/665233#Comment_665233
The concern is how often, and how much time is wasted looking down and turning around to check around your feet (taller killers in particular). Killers don’t need yet another thing to add to the list of crap that unfairly gives survivors more time.
I shouldn’t be absolutely having to equip Shadowborn on Plague so that I don’t ever need to look down to be certain at all times that survivors haven’t ducked by my feet if they’ve managed to evade me, or look down to know if that’s where they are.
When I don’t use Shadowborn on Plague I end up wasting significant amounts of time looking down and checking by my feet if I’ve lost a survivor, and it’s essential to check because survivors attempt this against taller killers about 30 - 40% of the time in their evasive strategy.
The default FoV shouldn’t be enabling a blind spot around a tall killers legs. That’s just plain ridiculous. The idea that a survivor ducks by a killers feet to seek safety is absurd.
You don't have to equip Shadowborn on anyone except maybe Nurse because of her fatigue.
And you pretty much prove my point... that a wider FOV makes it easier to find survivors. Hence you guys are asking for the game to be made easier for killers in an area where it's not at all needed. Stealth is a viable tactic and a wider FOV kills that.
If killers don't want survivors looping AND hiding then there is nothing else the survivors can do. Might as well just remove all walls and disable the survivor's run button while you are at it.
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@Grim said:
@thesuicidefox I honestly don't know how to explain it any simpler for you.
If you cannot establish LoS, your FoV makes no difference. It does not magically go through walls and wrap around objects. End of story.
So then why do you need a wider FOV if there is no difference when someone hides behind something?
If they are in LOS it will make a difference, so asking for a higher FOV is asking for it to be easier to find survivors. That's literally what this thread is. "I can't find survivors fast enough so please make it easier for me to see."
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@Grim said:
@thesuicidefox you could have a map-wide FoV and it'd be irrelevant. If you don't know where to look, you don't find the survivor.
E.g., I'm standing in front of a rock and a jungle gym. I see the crows just get disturbed from behind the rock. My FoV angle could be 87 or it could be 870. If I don't check around that rock, I don't see the survivor.
I think you're confusing LoS and FoV because what you're telling me is that no survivor avoids detection by you if you look in their general direction which is both extremely anecdotal and absurd anyway.
If you have Shadowborn and can't see a survivor in your FOV you're a blind killer. End of story.
And if you know where to look then you shouldn't need a better FOV. The sheer fact you guys are asking for it suggests you aren't as good at killer as you think.
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I let them die and play for hatch.
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No as far as we know. Devs said that they don't have plans for allowing cross-platform profiles or anything like that, and I don't think they have the ability to do it either because of how each platform works.
However IMO they should at least find a way that we can create a universal DBD profile that links all other profiles together to share some stuff, or at least give bonuses. I want to get the PC version and maybe mobile, but the idea of starting over completely while having to buy the game again AND all the extra content really discourages me from doing it.
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I'm not 100% sure but I want to say no. You can't see the flashlight beam while phasing so it stands to reason that you can't be blinded by it. Practically speaking though, it doesn't matter either way since it would be impossible to do in a real match anyway.
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Keys need to be more visible in the game lobby. I also think that a purple key should open the hatch only for the survivor that uses the key. Pink key should have the hatch stay open for like 20 seconds.
Alternatively, they could remove purple/green keys, remove Map, change Rainbow Map to Map and make it a purple item, then just decrease further the chance of pink items in survivor bloodwebs and chests. This would both nerf keys by making them much harder to get and improve maps which are generally meh items.
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@Grim said:
@thesuicidefox knowing where to look and seeing more are two different things.
If the killer spots you solely because of a wider angle of vision, then you're bad at hiding. Period.
You shouldn't get a free pass because the killer's come down with a bad case of tunnel vision.
Dude I put on Shadowborn and you can't hide while in my FOV. You just can't, survivors are so easy to spot. Doesn't matter how good at hiding you are, if you are in my FOV I will see you.
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@NoShinyPony said:
@thesuicidefox @NMCKE Guys, sabo is fine. No need to meddle with something that works.
It's really not. It's a gimmick tactic that only works if you are in a 4 man SWF.
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No.
High FOV makes it too easy to find survivors. Whenever I use Shadowborn it makes it near impossible to hide from me if you are within my FOV.
If you want better FOV then you should sacrifice a perk slot for it.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/664125#Comment_664125
If saboing became a meta, slugging builds would become meta. And then killers would use their slug builds to slug, whether they face a sabo team or not.
I don't want to start writing a novel. We have seen a couple of years ago how unhealthy it is for this game if sabo can create permanent safe zones.
It was only unhealthy because survivors could perma-sabo every hook on the map. I'm talking about 1-2 hooks. You can't really create a super safe zone on most maps with that limitation, you mostly just force the killer to hook away from certain areas or make it difficult to hook if they catch you in certain spots.
Allowing 1-2 perma-sabo hooks wouldn't create a sabo meta for the sheer fact that it's so limited. But it would make sabo a more viable option in the standard match, instead of a gimmick that only works when you 99 every hook as an SWF.
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Cypress should be base kit. New Cypress works like Ivory does now but only on the Obsession (and it would spawn an obsession if necessary). It should also make the Obsession spawn closest to the killer.
Ivory should require 1 hook on 2 different survivors before you can use it on a survivor that has already been hooked once.
Ebony should require the survivor to be on death hook (as in they are dead anyway).
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If this were done as some sort of contest in-game where only a handful of people get the Auric Cells I could get behind it.
But doing it the same as a Bloodhunt event, no. Devs would never do that because it devalues the paid content and would just piss off people that actually paid for stuff.
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@Alice_pbg said:
African american liquid H2O
Persons Of Color From United States Of America Dihydrogen Monoxide
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/663198#Comment_663198
It's not difficult but inferior to a mouse. It would be nice to improve to a point where they are similar.
Ehhhh sort of. For Huntress and Nurse a mouse can make a difference. Every other killer, not really. On 100 you can definitely spin fast enough to beat a 360, do red stain tricks, or just search an area quickly.
And in all honesty, if they fix frame rates and hit boxes a mouse wouldn't even make much difference for Huntress/Nurse either. I feel like those things hold me back more than the control method I use.
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@[Deleted User] said:
He is very overrated killer. I played a lot of Myers and to be fair - he has nothing to help him end chases faster apart from extended lunge and slightly faster vaulting. He is very passive killer - wastes a lot of time stalking and can be looped, while others will genrush him into oblivion. Some of his addons are plain bad and boring - they require some changes to be usable "hello there Vanity Mirror". He also should get out of EW1 much faster, because good team can just starve him and the game is already lost if he fails to get EW2 fast enough. His lack of collision is very often abused by survivors, which is also terrible and hurts him a lot.
The collision thing is there because otherwise he could trap you in a corner and get EW3 on you and there's nothing you can do.
And before you say it, no it's not the same as Billy. If Billy traps you in a corner and chainsaws you he doesn't get a free one shot on everyone else for a minute.
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Myers is from Illinois and from a quick Google search Illinois is ranked the 35th best state to live in.
What is the best state to live in? If someone asks you what the best state to live in is, you’ll probably say your state or a state you’ve lived in before. If you ask your neighbor, a friend, or a relative, their answer may be different. Everyone has a different opinion of the best state based on different factors. One person may like one state because it isn’t densely populated.So he's in a decent state but he could do better.
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Yes but only if the charge add-on is in the first slot. Generally you want to put the charge add-on second so that you get -25% on the base kit and then get a full benefit of the charge add-on to make up for the loss.
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Bullsnot this was Photoshop.
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*this post has been reserved for the obligatory "Nea is killer" joke*
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/664094#Comment_664094
If killers run a perk build that focusses on slugging, then they are going to slug and make use of it.
As @Aven_Fallen said, hooks are a core mechanic and bleeding to death is super boring. There is no need to encourage hook sabotage, it will lead to frustration on both sides.
If killer runs a perk build focused on slugging, then sabo won't matter. You're talking about a chicken before the egg problem.
Again, if you sabo expect to be slugged, therefore run Unbreakable or something. It's in the survivors control, so if you sabo and get slugged you really can't be mad about it since you did it to yourself.
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@Aven_Fallen said:
Disagree.
Sabotage is one of the Things were I think it is ok to be weak. It has its strategic uses, but it should not be so strong, because putting people on the Hook is a Core Design of the game and there should not be a super-reliable way to deny it.
And saboing two hooks near a Gen you are working on can indeed create a pretty safe Area, especially, if you can build up the next safe area on the next gen. And when I think about how fast you can sabotage a Hook...Nah.
Just imagine the School in Badham. It got better with the Rework, but it can still take some time to catch a Survivor there. And then the basement is not located in the School and the Hooks near the School are gone. This Gen is 100% free, the Killer cannot patrol it anymore, because it will be impossible to hook people there.
And last but not least, we dont need a Slugging-Meta. I rather die quickly by getting tunneled than having to wait for 4 minutes to bleed out.
A slugging-meta would only happen if you bring sabo though. If you didn't sabo you wouldn't need to be slugged. Therefore it makes sense that if you plan to sabo you will bring anti-slug perks too which is already the case. This change would just make it more viable in general play and you wouldn't be reliant on comms to make use of sabo.
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@NoShinyPony said:
As you said, this would create absolute safe zones. The killer would not be able to get survivors to a hook which means he would have to rely on slugging. (Good luck doing that, the survivors have to play bad for that to be a successful strategy when everyone is still alive.)
And forcing the killer to run perks to counter bad game design? No way.
We had exactly this situation a long time ago and it led to immense frustration. And no, it doesn't matter if the safe zone stretches over half the map or just a corner. Permanent safe zones are bad game design. That's why hooks respawn after 3 minutes, that's why there's a hook now at the top of Thompson House.
It's bad enough that we already have kind of safe zones (badly designed looping spots where the killer has to abandon the chase in order to not throw the entire match).
The thing is these "safe zones" would be very very small if you could only do 2 hooks. It would mostly be limited to corners of the map and such.
And this is just the base idea. It could be that maybe only 1 hook could be sabo'd at a time or something, but doing it on a second hook maybe forces the first to respawn in 30 seconds. Then you could have a super small "safe zone" where you could sabo another hook or 2 nearby when needed but then it's only going to help in the moment you need it (when killer is carrying a survivor).
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Spirit with Prayer Beads and Insidious. The ultimate stand still mind game, because Insid will proc on the husk so if you wait a second before phase walk just after you enter phase walk your husk will lose TR and the survivors have no idea what you are doing. It will appear as if you stood there to proc Insid but you didn't. You can though.
Add on MYC and Brooch now you can camp hooks from 32m away. Just hook, walk until MYC lights up, turn around and wait. Survivors have no idea what you are doing, you could phase walk when you see them run up and try for a grab or let them save and then phase walk right as they do it to get MYC on the guy.
I call it Poker Face.
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@NoShinyPony said:
@thesuicidefox I have my personal opinion on which region has the better survivors but this aside, it also matters a lot at which time of the day you are playing. The later it gets, the more often you will face extremely good, coordinated teams.
Watching a killer streamer play at 5 pm shows completely different gameplay from the opponent survivors than at 11 pm. I know a super good killer (not a Nurse) who recently said he is going to stop playing killer after 7 pm because it doesn't make sense anymore.
Yea this is true. I know for a fact in my region (NA east coast) on Xbox after 7 or 8pm you will get much MUCH better survivors because that's when they all get home from work and sign on to play (I know probably 50% of the red rank survivors/killers on Xbox, most of us know each other). It's worse on weekends because now those players get on at like 3pm. I prefer to play killer in the afternoon or early morning (like after 4am, I'm an insomniac) but sometimes if I'm feeling up for a good challenge I'll play during peak hours. Although usually I'm playing SWF at that time, so I guess I'm just contributing to the problem LOL, but that's when my friends get on to play so that's the only time I can play with them.
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It's a strong combo but not something you can't beat. Just requires some extra immersion and some awareness of traps.
The only time it becomes super tricky is when you need to make a save or do a totem since she can just teleport and grab you super quick.
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So like that sucks and everything, but I think you seriously underestimate the NA region. I've seen Tru say this too, that EU is were like the best players are and I just don't buy it. Speaking in terms of pretty much every competitive game out there, NA usually has the best players in the world, followed by Japan (for fighters mostly) and then Latin America. EU and AUS are always trailing behind in most games. So I don't believe that suddenly NA has the worst players in this one game.
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All her add-ons are good but the best ones you ALWAYS want to take are (in order of importance): Dirty Uwabaki, Katsumori Talisman, Prayer Bead Bracelet, Mother-Daughter Ring, Yakuyoke Amulet.
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@Gopher said:
I always say that if a killer is camping, do the gens. At most, the killer will get a 2k if everyone gen rushes a camping killer. In the end, the killer will get way less points by camping. I'm not sure they realize this, or maybe they don't care and are just looking for ruin someone's game experience. Others argue that it's a strategy and I agree, although it isn't the best strategy. When I play killer, I hook and immediately go after someone else. More points, more fun and less salt in the endgame chat, haha.
This isn't possible if the killer has Ruin + NOED unless you are on comms. You will need to do 5 gens through Ruin and find 5 totems with basically 3 people. Chances are you will get 3 gens done before the first guy dies, a second will get caught now you have to do 2 gens and 5 totems with 2 people. If you do totems, gens don't get done he catches a third and then can play to close hatch or just slug them for a 4k. If you do gens, NOED procs and he will catch at least 1 more before the gates are opened, probably both of you if they slug.
If you throw Dying Light into the mix and the killer happens to catch the obsession first, then chances are everyone will die because if DL procs with Ruin you're not finishing any more gens.
That said you can't fix camping until you fix gen speeds. I'd be fine if camping wasn't a viable tactic but it would also mean that survivors couldn't just rush through gens too.
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Freddy with dream pallets but you hardcore respect them xD
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1. Fragrant Tuft Of Hair
2. Mint Rag
3. Iridescent Heads
4. Prayer Bead Bracelet
5. Iridescent King/Iridescent Stone
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Sloppy + Thana is really strong on Legion. They can injure multiple survivors quickly and most will avoid healing to rush gens instead. Thana punishes that, then Sloppy punishes them for healing. It's a catch 22, no matter what they do they are wasting time.
After that it's best to just do BBQ + Ruin. But I personally like using Frankie's and/or Remember Me because they are also perks that synergize well with Legion's power.
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Yes. Unless something specifically says "does not stack" then it stacks.
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If you just want to boost your carrying ability, Fire Up would probably help. If you want more speed then NOED or PWYF would be good picks (NOED is better). Thrilling Tremors could also be useful here.
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On Xbox. I recently switched from 80 to 100. I never really had a problem with 360's before, and now I almost never do. I also have an Elite controller and I made a setting where the right stick is set to "delayed" and adjusted the curve to basically be slightly lower than the "normal" curve. I notice that with this setup I have good fine control and good turn speed.
The only time I noticed I couldn't turn fast enough is when playing Nurse, but that has more to do with frame rate than actual turn speed because the game just gets really choppy when you blink. If they optimize the game and fix this I probably wouldn't have a problem here either.
That said, I do want more options for controls on console. I don't think we need high sensitivity, but we do need stuff like turn acceleration, dead zones, and such. That would help a lot more than just making the sensitivity higher, because all that does is make controls feel too slick and loose.
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No just slug them. If you got hit by DS either you made a mistake or the survivor made a good play (or both).
If this was a thing DS would be useless because a killer would just slug 2 of you and hook the other guy first. Now you are SOL and can't use DS to defend yourself. That's the whole point.
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You should put 1 at least, 3 at most. If it's like basement, hill hook, or a hook inside a jungle gym it's not that big of a deal to set a few traps. But in most cases you set 1 and leave because setting more is a waste of time.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/662326#Comment_662326
I don’t think that’s true. Claudette can disappear when you prestige her or buy her certain cosmetics but let’s be honest - new players will not be doing either until they know they enjoy the game.
And new players will not know enough to stand still right in the killer’s vision - they’re going to get flushed out like birds.
You got to remember and think like a new player - all of your opinions and biases stem from thousands of hours of experience.
No a lot of my opinions are based on playing the past few months on my second account, where at first I was limiting myself to low ranks (below 16) purposely to act as a sort of training ground for survivors (I'd let them go) and a free kill for killers. This is all observation of new players, like a science experiment but with more stabbing.
Most if not all new players just freeze in a corner when the killer comes around unless it's completely obvious they were spotted. I can't tell you how often I would just see someone hiding in plain sight like I was blind or something.
But the difference between a Claudette doing this and any other character is that, with Claudette this tactic will WORK especially against new killers that don't know what to look for. I would spot them almost immediately because I'm used to it, but I'm sure a real rank 20 killer would just walk right past them. Jake or Meg though, they stick out like a sore thumb.
So that's why I say she promotes bad habits because hiding in plain sight is not a valid tactic against good killers. It will work at low ranks, the player gets a false sense of security, they continue to do it as they play more into higher ranks and then hit a brick wall because it stops working. Now they are in a situation where they get found all the time because they never learned how to properly hide from the killer since their character just kind of did the work for them, and they probably didn't even realize it.
And yea, Claudette can hide right in front of a good killer I've had people pull that off on me. But it's rare and EXTREMELY risky to pull off. Hence why I say stop telling people to start with Claud. She is like auto-hiding mode for newbies and comes with a perk that teaches them to prioritize running far away to heal themselves instead of doing objectives or finding another survivor to heal them which is faster. She doesn't help new players learn the game, she just holds their hand a bunch and makes them think they are getting better when it's not them it's the character.
If you want newbies to get better at the game you need to challenge them and make them take some risks.
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@Spaceman94 said:
Freddy easy. He kills you in your SLEEP and can transform into anything killing you in as many brutal ways as he likes! He could turn into all the killers. You are literally screwed.
Sorry nothing Freddy does in his movies is more terrifying than my own normal nightmares. He can't compete with my sleep paralysis either. My personal nightmare demons will eat him for breakfast.
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@prayer_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/661844#Comment_661844
Add-ons are so difficult to gain you barely play against killers with add-ons :D
But she needs specific add-ons: speed and duration. I see a lot of Spirit players using attack range, recovery, and activation time, so in most games yea she can only go 35.2m.
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@fernando2590 said:
https://forum.deadbydaylight.com/en/discussion/comment/660665#Comment_660665
This would be the best idea especially in console where changing your id is more complicated where most of us know each other in dbd
Yea I can tell you that most if not all of the rank 1 survivors and killers know each other. I'm friends with at least half of them. Then whenever we get a new guy it's like "who is this"... "oh is was so-and-so they just changed their name/made a second account". It's literally that bad LOL
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You just too good bro.
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Getting 1 hit won't make a huge difference. An extra 4 seconds is slightly better than the extra time you get from Iron Grasp, but since you lose movement speed when you land a hit it can seem like less.
Get like 3 hits though, and you will notice a huge difference.
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Slugging is fine. The only time I have a problem with it is when it's a game where the killer just constantly slugs the third guy for a 4k. Like doing it once or twice is okay, but I've had killers just repeatedly do it for 20-30 minutes, sometimes going as far as to drop reset the guy so they can keep the game going. It's like, just take the 3k and play for hatch. If it's spawned, slug the guy and go look for it, come back kill them and close hatch. Killers have such a huge advantage in EGC after you close the hatch you shouldn't have a problem getting the last guy. Hell I will do it with 5 gens left not even caring because I know I have a higher chance of finding the hatch first. No reason to drag out the game for 20-30 minutes for 1 measly little kill. The best part though is when killers do this and it blows up in their face where they let those last 2 slip through their fingers.
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@DocOctober said:
I've been digging through the DbD file change tracker. The devs indeed removed some modifiers from the older "Mangled" Add-ons. The 3.0.1 Patch is tagged with "cleanup, fixes", so that might be part of some upcoming changes to the Chainsaw Add-ons.
The difference was negligible anyway. IIRC, normal Mangled is 20% reduction and add-ons do 25%, which only adds 1.3 seconds to the time.
It makes sense they would make this change eventually. Mangled should be Mangled and that's it. There shouldn't be different levels of Mangled because it's confusing.
Also how is the dude that makes the DBD Wiki banned?
Also also necro thread why? The difference is literally less than 2 seconds, so it doesn't even matter at the end of the day.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/662321#Comment_662321
I’ve actually learned that this is possible with other survivors, Quentin, Tapp, Meg and Jake Park.
Yea but you can't just hide in some grass or in any dark corner as these characters unless you have certain cosmetics. These characters have to go out of their way to make it work. Claud is just camouflaged by default.
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Myers. Everyone likes to talk about how good he is, when he is really mid tier at best.