thesuicidefox
thesuicidefox
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I just look at them like "you should probably be running to the next loop but ok".
I don't take anything as toxic in-game. Getting under your opponent's skin is common in any versus game. And not all tbaggers are trying to be toxic, most are actually trying to be silly, or just to get your attention away from something else. It's not a big deal.
The only real toxic stuff happens after the game in text chats.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/626901#Comment_626901
It was dumb because we played dumb.
We could have ignored it & powered through it. The Killer was sticking near his totem because WE stuck near his totem.
WE PLAYED BAD.
The game was not broken. Totems did not need a new spawn. It was not unfair that the Trapper did what the trapper DOES, which is deny area.
So no, it does not prove your point. Your point is invalid. You are wrong. The totem spawns do not need to be maid brainless so you can break the totem whenever you want.
You. Are. Wrong.
And what if it was Devour? You can't just ignore that totem, you kinda have to do it. Or NOED? Heck even Third Seal can be really strong if you get 4 stacks before it's up, because you can just slug everyone and win.
This isn't a case of playing bad. It's a case of the killer having basically a permanent totem.
Still waiting for someone to explain why they removed the ability to do exactly this with just 1 trap in LT walls.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/626860#Comment_626860
Welp, this shows you're ignoring anyone who disagrees.
I did say a Trapper used it on me. We even lost all 4 people because of focusing too hard on trying to get to the Totem.
And we did not come onto the forums and demand that the Devs make the game easier.
Ok so then it's just fine that a totem can go completely uncontested. Right.
Like I said that spot you mention on Yamaoka is a bit different. You could actually play around it. This one there is no wiggle room. You have to disarm the traps.
The fact all 4 of you died because of it kinda proves my point that it's dumb.
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@Wuhelm said:
https://forum.deadbydaylight.com/en/discussion/comment/626823#Comment_626823
Most of us have had this happen but instead of crying like a toddler we adapted and I bet most of us won that match. If you do not like a challenge and want a game that even simpler that this simple game already is there are easier games like My Little Pony Adventures.
You still fail to see the point.
It's not about winning. It's about the totem being almost invincible. What if it was Devour? Or NOED? I wouldn't have much of a choice but to cleanse it.
I hope a Trapper uses this on you guys someday soon and you see my side.
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@LordGlint said:
OP acts like winning against a Trapper who wasted half his traps is impossible with Ruin up... If the guy keeps coming back to the totem after you snap his traps... I feel like that would just be the perfect distraction to keep him away from the gens, lol.
@thesuicidefox If anyone had a toolbox, you couldve saboed the traps to prevent them from rearming. Then the killer would have half his traps broken placed around a broken totem.
You're not going to disarm and sabo 3 traps before he has the chance to come back. That's a full chase and a half. He will stop you.
It's clear by everyone's response here that none of you know what I'm talking about. Wait until a Trapper pulls this on you, I promise your tune will change when you see how dumb this setup it.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/626459#Comment_626459
And guess what? When a new spot happens, a Trapper can block it with 1-6 traps, if he feels like it.
Unless it's in the middle of a wide open field. If it has a wall or junk around it, the Trapper can trap it, since he denies area.
And then you will be back complaining about this same exact thing again.
It's what the Trapper DOES. It's what the layout allows, and will ALWAYS allow if a wall or junk blocks off even one direction.
I don't know what else to tell you, dude; it will always be possible with the Trapper.
What you should have done was man up; 1 person disarms a trap and crouches somewhere close by to hide (leaving no scratch marks). Trapper returns, resets trap, walks away. Person comes out, disarms, hides. Trapper returns, etc.
The other THREE people should just power through gens & look for other Bones. The Trapper would spend so much time guarding his Ruin that the Survivors should (eventually) win.
But no. You want to come here and demand an impossibility and an over-tweaking of traps to make the game easier for you instead of trying.
Aside from the spots I'm talking about there are one a few where he can put a trap and block the totem. But that's 1 trap, that's not a big deal. THREE traps is kind of a big deal. This not even mentioning that they have tweaked other totem spots and the way you can do totems from different angles to address this issue. I'd be willing to bet those spots that still exist will eventually get changed, but these spots need to be changed first. And the idea that totems need to be put in these deep nooks needs to be thrown out. That's not necessary to hiding them well.
And your whole solution requires a 4 man. In this specific instance I was playing with 1 other person, I have no control over the other 2. If we all can coordinate he can keep it locked down indefinitely.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/626424#Comment_626424
All the spots werent "fixed" anyways.... any corner or crevice spot can be trapped this way..... the basement totem in badham has existed since its release ..... survivors have gotten since back then and the totem spots that they made were terrible.....
Yes and while chasing you theres no pressure on gens, while humping the totem no pressure on gens.... which the main thing here are the gens.... I doubt anyone else will truly worry about that totem if theres no pressure on the gens and they're completed before devour activates or lullaby has a chance to become viable......
I'll sit there and break those totems and annoy the crap out of that trapper and laughs as he wastes his time wind sprinting back and forth
True there are still some spots where a Trapper can put 1 trap to block you, but this is 3 ######### traps dude. THREE! If it's unacceptable to have it be one and they fixed a bunch of them, why is this acceptable all of a sudden?
I'll just say it, you guys are never going to convince me that this setup is okay because it's not. The devs changed those spots for a reason, and they should change this one for the same reason because it's even worse.
How any of you can defend this is honestly baffling.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/626460#Comment_626460
I'm a survivor main, and I think the Trapper being able to trap, and all that that implies, is fine. If anything, it's a little weak.
Which I normally agree. Except this is a case where it's definitely not "a little weak".
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@MegaWaffle said:
Man this post has just turned into one person refusing to come to reason and admit they are simply being stubborn/ignorant of the situation.
Or maybe a bunch of killers refusing to acknowledge when something is clearly broken, even though they already got what they asked for (better totem spots).
Given the track record of this place it's not surprising.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/626445#Comment_626445
Did it ever occur to you that you're complaining because you're survivor biased?
You have literally said 'Totems should not last all match', which, if you don't/CANNOT clear it; yes they should.
You've also said 'If I want to destroy a totem, I should be able too'. This is ALSO biased towards saying it's should be SURVIVOR input and not Killer agency that protects a totem.
Killer agency protected this totem; he used his beartraps.
Again; it was blind luck that it happened. I don't see you complaining when a Survivor starts 3 feet from a totem & destroys it 20 seconds into a match.
Because your whole argument is Survivor-biased.
Dude I play Trapper at rank 1. I use Iri Stone often. The fact Trapper can trap these totems in this way is stupid (as is his ability to trap attic hook on Thompson House but I disgress).
"Again; it was blind luck that it happened. I don't see you complaining when a Survivor starts 3 feet from a totem & destroys it 20 seconds into a match."
DUDE I HAVE SAID I WANT HIDDEN TOTEMS! I don't want totems to spawn right in front of survivors and for them to find them ASAP. Show me where I've said I want this as a survivor. The reason I don't even mention this is because the devs are making new totem spots that are good spots, so there is no need to beat a dead horse.
This, however, is an issue that was fixed and now is coming back. We got the spot on Macmil by water town. Now these spots on Badham. Should address it before it becomes even more common.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/624669#Comment_624669
My question for those is, if they DC, can a killer leave them afk to prevent the hatch spawn for the true last survivor?
Or will it be a husk for 30 seconds to use, then it disappears if you havent.
This is a good point. In theory, if it lasts forever, the killer can hold the other survivor hostage in some situations. Like maybe they find them and just chase but never down them, only interrupting gen repair if necessary when the survivor tries to just do it in your face to force you to kill them, then drop resets.
Maybe if after a certain time the AFK husk is injured, then after the same time it goes into the dying state. At this point it would bleed out. So the killer can't pull stuff like that.
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Or just reduce it to 2 protection hits and fix protection hits to register correctly.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/626420#Comment_626420
"If I see a totem and want to destroy it, I should be able to".
You are. You just dont want to get caught breaking 3 traps to do so.
/thread.
No you are not.
Explain why the devs would remove the ability to do exactly this on other totems.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/626420#Comment_626420
It was only made impossible because he got lucky that an active totem spawned in a place AND he was playing Trapper.
It would have been moot if it was a Dull totem, or if he was ANY OTHER KILLER.
So yes; you're asking for devs to hold your hand and allow you to break any totem just because 'you wanna'.
That's not how the game works. Other people already said it; he was ACTIVLY stopping you by using up 3 beartraps, plus the time needed to pick them up, carry them, & place them, one at a time.
But, to you, using his power is not 'actively' stopping you, so you came here to whine that you want easier games with placements where YOU get to decide if a totem gets destroyed, not the Killer.
It does not work that way, but go off, dude. You're 100% wrong, but feel free to whine.
There are several spots in the game similar to this one, though this one seems like the worst. And with killers asking more and more to hide totems, these spots will be more common. Luck shouldn't give you a near invincible totem spawn. It should give you a well hidden totem spawn. There is a very big difference here.
And no placing a trap is not actively stopping me, especially when I have to disarm 3 of them, and ESPECIALLY if it's Iri Stone because then he doesn't even need to reset the traps. Like I keep saying, if the killer comes over to waste time to stop me that's not the same as being in a chase with someone, catching them, and still being able to stop me on a totem I should have had done 30 seconds ago.
Face it you just want to defend this stuff because you are killer biased. It's not enough that you get more well hidden spots, the totem should be invincible too. Might as well spawn it outside the walls then. SMH
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@Roobnus said:
@DaS_only I wasn't aware of that. The developers should really add that to the tutorial so people know that going for the 4k is considered childish/sweaty, just like disconnecting Survivors!
@thesuicidefox I guess that can actually happen but if we're looking at it from a completly unbiased point of view; in that scenario the Killer is desperate for the 4k and the Survivors are desperate for their escape. All participants are in the same boat, they're all desperate and sweaty and they COULD end the game faster - but they all decide to prolong it.
It's a bit like the old hatch standoffs where Survivors complained about Killers being sweaty for the 4k not realizing they were just as sweaty for their escape :-)
The difference is that the killer can usually take the 3k in that situation and still walk away with a pip and nearly maxed BP. The survivors on the other hand might need to escape to secure the pip. Also it's not like the survivors don't want the game to end, they will try to do gens or make plays to try and escape but if the killer slug excessively or drop resets they can't die, and in most of these situations it won't be possible to make it to exit gates. Hence why they DC instead.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/626293#Comment_626293
It's not impossible dude... you've been told so many viable options including a few from me.....
Theres no point in worrying about a totem that maybe worthless anyways......
Its not like these defensive killers towards their totems haven't existed......
Ya got rail gun/snipe doc w/thrill
windstorm wraith
Nurse exists
Billy exists
And the ultimate totem protector queen since we're including addons......... mint rag rusty shackle hag W/thrill......
So it's not like other killers cant be overly defensive about their totems.... it's how you use that against them...
"Viable options" that will pretty much guarantee that you get caught and hooked. Sorry that's not viable. "Doing gens" is not viable because it doesn't address the issue. You could "do gens" against a face camping killer but it didn't change the fact that body blocking the unhook prompt was unbalanced.
And I'm still waiting for one of you to tell me why the devs would change totem spots previously SPECIFICIALLY to address this same issue, then turn around and make new totem spots that are 100x worse than the ones they fixed.
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@Locker_Monster said:
Dude. ..Dude...
That was one map with one Killer who got lucky to have one powerful totem in one exact place. AND to trap it before anyone found it.
It's called 'luck'.
'Your totems are not meant to last all match'. Yes, they are, if you can't destroy them. Don't stomp your feet and pule like a child just because you got unlucky. By this logic, a totem should destroy itself if 'it's not meant to last all match'.
Ok, let's extend your logic, OP:
Survivors should auto-hook themselves. They are not MEANT to escape, since it's the Entity's realm.
Generators should auto-regress, since your not MEANT to escape easily.
You're basically upset you had some bad luck and instead of coping, you're demanding devs screw over the Killers so you can have easier matches.
It's not that totems WILL get destroyed but they MIGHT get destroyed.
You need to accept the fact that you can't always destroy totems. Stop whining for totem nerfs so you can GGEZ.
This is all so false.
"It's called 'luck'."
Yea and there are some spots that would let you infinite a killer because you get "lucky" and particular windows spawn. Devs removed most of them, some still exist, but saying something shouldn't be balanced "because luck" is dumb.
"'Your totems are not meant to last all match'. Yes, they are, if you can't destroy them. Don't stomp your feet and pule like a child just because you got unlucky. By this logic, a totem should destroy itself if 'it's not meant to last all match'."
No they aren't. The only reason it would last all match is if the survivors let it. If I see the totem and want to destroy I should be able to. It shouldn't be impossible unless the killer actively stops me.
"Ok, let's extend your logic, OP: Survivors should auto-hook themselves. They are not MEANT to escape, since it's the Entity's realm. Generators should auto-regress, since your not MEANT to escape easily."
That's not what I'm saying. Actions should never be IMPOSSIBLE to do. Facecamping to body block unhook prompt made it IMPOSSIBLE to make a save. The devs changed it. Trapper being able to put traps in front of some totems made them near IMPOSSIBLE to destroy. The devs changed it. Now we have new totem spots that break these rules AGAIN.
Still waiting for someone to explain why the devs would change those totem spots, but now it's suddenly okay to have even worse totem spots.
"You're basically upset you had some bad luck and instead of coping, you're demanding devs screw over the Killers so you can have easier matches."
No I'm asking for balance. A fair and reasonable chance to do the totem. Bias much?
I've even said new totem spots on Badham are good because they are well hidden. Hidden is fine. Tucked into a tiny nook is not.
"You need to accept the fact that you can't always destroy totems. Stop whining for totem nerfs so you can GGEZ."
AAANNNNDD there we have it. The clear and present killer bias that is the basis for your position, and many other arguing with me here.
Again I said I want better hiding spots. I DO NOT want totems that can be made impossible to get.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/626358#Comment_626358
I could've hooked her and walked straight to the hatch, but I wanted to reward one of the survivors for juking my Nurse.
Huh? I wasn't talking about that at all.
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Slug. First couple times they will save each other. If it's a situation where they have like 2-3 gens left in a small enough area the killer can make sure that they never get to finish them. If it seems like the survivors won't save each other off the ground, do a drop reset and let them run off. Doc can keep you in Madness 3 and just kick gens, ignoring chases. It can be done, I've experienced it many times. Usually when I see a killer doing this stuff I will either not save the guy or crawl away from them to bleed out. If the killer drop resets me I'll do a gen in there face and force them to pick me up. Eventually one of us will die and the other will take hatch.
Also that's sometimes why survivors DC to give another hatch. Because the killer insists on drawing out the game unnecessarily and the survivors just want to finish the game, however that may happen. Like as killer you should try to kill everyone but there is a point where you are just wasting everyone's time and there's nothing to gain from doing is.
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@Roobnus said:
https://forum.deadbydaylight.com/en/discussion/comment/624684#Comment_624684
Just out of curiosity, if the Killers are considered "sweaty" for wanting a 4k then allow me to ask this question: What are the Survivors that purposely DISCONNECT (and therefore lose all their points) simply to deny the Killers 4k // to ensure the other Survivors escape?
I'm genuinely confused by that comparision. One side is playing the game as they're supposed to (kill everyone) while the others disconnect to prevent them from reaching their goal? But the Killers are the sweaty ones?
He's saying when killers excessively slug or otherwise draw out the game to get a 4k when at the end of the day it's not going to make a difference for rank/BP.
There are a lot of killers that are super greedy for a 4k and will drag out games for a long time. I've been stuck in games for up to 30 minutes because the killer refused to take a guaranteed 3k and just take a gamble on the last. I've seen killers do this and lose both kills too. It's one thing to slug for a 4k if you can reasonably expect to catch the last guy, it's another to make a game last all day because you have to ensure you have the biggest Epeen on DBD.
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You waste way more time searching the area for someone inside BBQ range than you would just picking an aura and going for that player. Not to mention, whoever is inside your range is hiding and not doing gens, thus going after them won't pressure the group like going after the guy you actually see on a gen. Like I will do a quick once over if I suspect someone is close but no more than 10 seconds really. If they hid in a locker across the map then you are wasting a LOT of time on nothing. Just go for the guy you know where they are.
And I can understand doing this if you really need to secure a kill, but if you don't then you're just being greedy for a kill. So what the person gets saved off the hook. It's not that big of a deal.
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@TAG said:
Didn't the devs say that they plan to have DCers leave a hookable husk behind so Killers can still activate their hook-related perks? The Entity kill animation would probably not be compatible with that.
Yea I would imagine this would completely solve the issue of a survivor that DC's to give another hatch. They would just stay slugged in one spot or whatever the case may be. As long as you don't kill them the hatch can't spawn.
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Necrothread why?
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Iron Will, Spine Chill, Calm Spirit. Last one can be whatever, should probably take an exhaustion perk of some kind though.
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https://www.youtube.com/watch?v=KtuhaxL47ZE&ab_channel=SladeHokan@NMCKE said:
The Doomed Status Effect
This would help newer players understand that this means they are a 1-shot down.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/626315#Comment_626315
Actually, this trapper tactic was already possible in McMillan because the water tower has a crack where he can fit 5 traps in. I'm starting to think this hurts the Trapper more than it does help him tbh. :(
But there were the totems inside LT walls that were changed for this exact reason. The boxes on either side of the totem were moved apart so he couldn't trap the totem like that.
And yea it's possible on this spot on Macmil maps, which should be changed too, but now we are getting MORE spots like this, so it needs to be address sooner rather than later.
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It's not intended because it was never mentioned in any patch notes. It just started to happen one day.
I find it annoying mostly because it feels janky. Sometimes the healing will outright stop for a moment after you start too.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/626287#Comment_626287
"I don't like them so they're not solutions" even though it works fine when I did it as survivor.
¯\_(ツ)_/¯
Yeah, highly circumstantial. Like 90% of survivors don't already run Dead Hard or something.
But hey, many people don't care about fixing bully squads because it's "highly circumstantial and rare." Nobody wants to fix keys because "they're highly circumstantial and rare".
I can guarantee it only worked because the killer didn't try to stop you. Also it's not the same totem spot, like I said you have more room to do that stuff in THAT spot. Maybe try it against a Trapper when his totem is in the spot I mention first, then see it's not possible like I keep telling you.
"But hey, many people don't care about fixing bully squads because it's "highly circumstantial and rare." Nobody wants to fix keys because "they're highly circumstantial and rare"."
Has NOTHING to do with this discussion.
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Unreal Engine doesn't work that way. Things need to be "baked" into the game during the load process. Unless the devs implement a system where they can overlay textures onto models during this process, this can't be done. To do it would require an entirely new system to overlay the textures and artwork for those textures specifically to work with all the different types of cosmetics.
Basically at this point, it would be way too costly for something that's not going to be worth it.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/626275#Comment_626275
This is a lot different then old facecamping dude..... theres always the gen rush meta that counters all until the devs take the butcher hammer to it.... and even then it's not "impossible" especially with SWF.... theres a lot of different things to try... obviously the wind sprint tactic is the first, while hes forking around with you guys gens should be getting done, it eventually gets to the point of "whats more important?" for both sides, in which case if 2gens are getting completed at once.... time is on your side as the survivor..... and in that case... why in the honest hell would even care about breaking it when you can use it against him?
You're not getting it. I don't care if you can do all 5 gens and all 4 other totems in 2 minutes. That misses the entire point I am trying to make, LIKE I KEEP SAYING.
NO TOTEM SHOULD BE IMPOSSIBLE TO DESTROY. Unless the killer wants to actively patrol it, you should always be able to destroy the totem.
It was removed from the game previously. Explain why this is acceptable with these new totem spots if they already made it clear that it's not. Still no one has bothered to say anything about this.
And it is the same because it makes an action impossible to do (at least not without purposely killing yourself).
I've seen plenty of new, well hidden spots on Badham that don't have this issue. The particular spots I am pointing out simply don't need to exist, or at the very least need a mesh that prevents traps from behind placed in the nook.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/626281#Comment_626281
You know what, I'm done arguing. I can't help someone find a solution to a problem who literally refuses to accept any.
Because those aren't solutions! They don't actually solve the issue I'm talking about. They are HIGHLY circumstantial, HIGH risk (you are almost guaranteed to get hooked even if you get the totem), and don't address the fact that THIS WAS ALREADY REMOVED FROM THE GAME PREVIOUSLY!!!
You guys just want to defend this BS because "totems need to be hard to find". Yea, hard to find not hard to destroy. I'd be fine with it if he couldn't put 3 traps in this tight little nook and you could actually do the totem without literally killing yourself in the process.
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@drimmalor said:
https://forum.deadbydaylight.com/en/discussion/comment/626235#Comment_626235
A fine balance has to be struck between enough RNG to keep it interesting (replayability), but not so much that the player feels helpless. Things like minimum spawn distance (of pallets, hooks, etc) help a lot with that.
Too much RNG and you get some situations that are impossible no matter how well you play - for instance, if two gates spawned literally next to each other. Not enough RNG and you get a solved game (run this exact path on this map) that will get boring very quickly.
I personally think the RNG has found a good balance between consistency and replayability interest, albeit with necessary tweaking as the game and meta changes.
"if two gates spawned literally next to each other"
This is actually a thing though. Not right next to each other, but there is no minimum distance (or that minimum distance is way too short), because it's very common for both doors to spawn within 40m of each other. If it becomes a hatch closing game then there is no chance for you to get out those gates. Even the slowest killer can patrol them faster than you can open them, which also assumes that you can't just stand in a spot where you can just see both doors anyway.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/626265#Comment_626265
Then you can dead hard the first two traps and wiggle out of the third. I know it's not impossible to deal with this kind of situation, because the exact same situation exists on Yomaka's that I had to deal with where the totem is inside the manor behind that pile of rubble. This is exactly how I dealt with it. What do you know, it worked.
Either traps are so close together that you can dead hard over two of them, or you dead hard inbetween them. Either way you act like wiggling out of a trap is impossible to get out of until the Trapper picks you up, and that's not the case.
Ok so your solution involves 1) having DH in the first place, 2) being injured so that you can use DH, 3) purposely stepping into a trap. No sorry that's not a solution. And that totem spot you speak of can't be trapped like this one can. He can put 3 traps in that area, he can fit maybe 2, and there is enough room to DH into a spot where the trap won't hit you. The spot I'm talking about is literally 1 survivor wide all the way in and 3 survivors deep. There is no way to step around any of the traps.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/626233#Comment_626233
You're speaking as if theres no solution and as if trapper is OP with totems which is not the case.... time to disarm 3 totems is maybe 15sec at the most, time to cleanse totem is like 16 seconds, they're tactics and such that you can use to overcome an actual challenge given by one of the mid tier killers.... I know that you know that trapper isnt that strong even after the buff...
The explain to me WHY the devs chose to change several totem spots where Trapper was able to do exactly this? Really explain it, and then justify why he is allowed to do it here.
You can't. They changed it because it made it impossible to do the totems without disarming the trap. Now he can do it TIMES THREE. If that's not reason enough to change it IDK what is.
Counter tactics aren't the issue. The issue is that THIS TOTEM IS IMPOSSIBLE TO DESTROY against a competent Trapper. Especially one with Iri Stone. It doesn't matter if you can counter it by some other means, the totem being impossible to destroy. Is. The. Problem.
In theory, back when you could face camp to block an unhook, the "counter" was to do gens. But that doesn't solve the initial problem of an unhook being IMPOSSIBLE. Same thing here. And again, it was something they fixed with certain totem spawns already, so why has it been brought back?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/626233#Comment_626233
You still did not read the entirety of my post.
I never said dead hard past the last trap and do the totem.
I said disarm the first. Dead hard the second, and disarm the third and do the totem.
If trapper wants to grab you, he has to pick up the second trap, slap you down, and haul you from the totem spot, leaving all 3 traps down and a window of opportunity for the totem to be cleansed since the defenses are gone. If he wants to reset the totems quickly, he has to drop you and reset, in which you can just crawl back over the traps where he cannot get you without picking up the traps again, or risk you being able to wiggle free very easily.
Traps cannot be placed so close to each other that using dead hard between them is impossible.
You can't DH it, you will just DH into the last trap SMH 🤦♂️
There is literally no space between the traps.
You clearly don't understand the situation.
"Traps cannot be placed so close to each other that using dead hard between them is impossible."
I beg to differ. They can indeed be placed close enough in this particular area that you cannot just DH past one and not hit the next.
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@SnakeSound222 said:
You don’t need any perks to win. It’s going to be harder, yes, but still very possible.
Also, you can buy Hag and Clown with shards. If you’re on console, Hag actually comes with the base game.
Yea this. The fact you can get these killers without paying money is why it's not pay-to-win. Just play enough to get 9k shards, get Hag/Clown, dump BP into them for Ruin/Pop. It's a grind but not pay-to-win.
The only perk you could argue is "pay-to-win" is BBQ but at the end of the day you have a ton of other options to use in it's place AND it's one of the easiest perks to counter.
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Muffin Time
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/626043#Comment_626043
Setting three traps and reacting to them being disarmed is actively defending a totem, whether you like it or not. Regardless, as I've already pointed out, the whole point of the Trapper is that he can defend areas. You're literally complaining that a killer's power is good at the thing for which it was made.
No it's passive. He sets traps, walks away, doesn't need to come back until the absolute last moment. PASSIVE. Active would be him patrolling the area or coming to check on it immediately after disarming a trap, which as I've said is not necessary when he has Iri Stone.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/625998#Comment_625998
Okay.
What about the rest of my post you ignored?
Address what? You said "dead hard past the traps" you can't because the closest trap is right next to the totem. You can't be doing the totem without stepping in the trap, DH or not. It has to be disarmed.
@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/626021#Comment_626021
This isnt impossible to get done.... only if the trappers goal is to not let the totem go, in which case he'll depip because he'll be to busy doing wind sprints across the map and stuck in 1 area protecting the totem..... 1 person pops a trap or 2 and runs across the map leading the trapper away the other goes for the last few traps and starts breaking the totem, trapper comes back chases other away and the first survivor goes for the totem or whatever.... this is more of a punishment to the trapper if anything dude
It's really not. You have to disarm 3 traps, so unless he hears 3 traps pop he doesn't need to do squat. He can chase as he pleases. Not to mention, disarming 3 traps and doing the totem takes enough time for him to finish a chase (or at least slug someone).
I really feel like none of you have actually experienced this. Every one of your solutions are not solutions. You can't do this totem against Trapper unless he just doesn't give a fork and let's you disarm 3 traps and do the totem. If he has Iri Stone he doesn't even need to pay attention to you because the trap DIRECTLY UNDER YOUR FEET will likely open before you finish it, and if you do manage to finish it one or two of the others will arm and then you are stuck. If the killer comes over that's a free hook, he just needs to stand and wait for the one under your feet to arm. Sabo is not an option unless you have a toolbox, and to sabo 3 traps takes a long time. It would be very easy for him to just peak over and see what's going on to stop that.
@ZerLukas said:
I wonder what was the spot that let Trapper put 3 traps to defend it without a chance to pass by them.
I get spots with totem being defendable by 1 trap and I can imagine those defendable by 2, but 3? That leaves me really curious.
It's one of the totems tucked deep into tall trees on Badham. It's similar to the one that's tucked behind some boxes on the corner of the water tower on Macmil maps. He can set 1 trap right in front of the totem, 1 in the middle, and 1 at the very edge. You MIGHT be able to step around the first one but it's really really tight so I doubt it. There is also tall grass all over that tile so he can easily set another trap around there to catch you running away.
All I'm asking is that Trapper should NOT be allowed to set traps in the nook. If he wants to set them around that tile fine, but not IN the nook. Again, this was something that was previously in the game and then was REMOVED for the exact same reasons this should be removed. Yet no one has bothered to even address this point. It's all "just do gens" "he's wasting time" yadda yadda yadda. That's not the point. The point is that these kinds of totems can't be done unless you are in a super coordinated 4 man or the killer just doesn't care (which is rarely if ever a thing).
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/626029#Comment_626029
The Trapper was actively stopping you by having set up a clever alarm system using his power just the way it was designed.
Setting 3 traps and walking away is not "actively" stopping me. It's passive. He doesn't have to do anything until he hears 3 traps pop. If he has Iri Stone he basically has to do nothing because the traps will reset before you could finish the totem.
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@slammizzle said:
@thesuicidefox why isit such a big thing you couldn't get to it?? I get your frustrated because it's happened to you 3 times but I bet the other 30-40 matches you played around that time (might be more might be less) you didn't come across that problem. I play mainly survivor and I feel sometimes a killers totem should be hard/difficult or even "impossible" to cleanse to offset all the times when their active totem gets found almost as soon as the match starts.
Nothing should be impossible in a game. Unless another player is actively doing something to stop you doing the totem, it shouldn't be impossible.
And it doesn't matter how often you go against something if that something is clearly broken. Old Legion exploiting DW wasn't actually that common, it was the mere fact he could do it that made it the problem.
Again I'm not asking to make totems easy to find. They should be well hidden. But not hidden in such a small nook that Trapper can pull this BS.
Also 30-40 matches? Dude do you have any idea how long that would take. At an average of 10 minutes a game that's like 7 hours of straight gameplay, no lobby wait time included. This happened 3 times in less than that time across a few days.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/624087#Comment_624087
This /\..... it's been possible for trapper to do this before the hiding spot....
Using 2-3 traps to make it impossible to take out a totem is not really much of a waste.
And no he couldn't do this before. Well he could, but then they changed the objects around those totems so he couldn't, and for the exact reason that it was unfair. So why do these new totems spots ignore that?
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@[Deleted User] said:
What I'd do is just disarm the first trap, and dead hard past the other two.
Even if I get caught on the third and last one and didn't cleanse the totem in time, Trapper would need to remove the second trap in order to grab me and then the third would be put out of commission, leaving a window of opportunity open where the totem can easily be cleansed with no contest as all 3 traps are down.
Not possible because the one trap was directly in front of the totem. You would just get caught in it.
@speedrush27 said:
I agree that shits dumb, but not uncounterable. You could've always disarmed then Immediately sabotaged it.
Also not possible because you need a toolbox. People act like trap sabo is so easy. Well it is if you have a toolbox. If you don't you can't sabo. And I can't just make a toolbox spawn on command, I even searched a box and got a FL instead. Not to mention if he decides to react to you disarming his trap you're not gonna finish the sabo in time.
Guys these are not realistic solutions. They just aren't. If the totem spawns in one of these nooks and it's a Trapper then he can make it impossible to get the totem. Especially so if they have Iri Stone which is not uncommon at red ranks.
Fact of the matter is that Trapper should not be able to completely lock down a totem spawn like this. Devs removed his ability to do this previously, but then seemed to ignore their own design principle for the sake of making totems "more hidden", which at the end of the day doesn't help anyway against good survivors because you can memorize all the totem spawn locations.
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If only there was a way to snap that half out of the game 🤔🤔🤔🤔🤔
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@Pulsar said:
Franklin's doesn't need a counter. And I am sure it will be addressed when dedicated servers arrive.
He's saying when the killer uses Frankie's to knock something out of your hand and then DC's so you can't retrieve it and lost it. I do think that's lame. If killer DC's is should give you back the last item you had in your hand just to deter that.
Frankie's on it's own though is fine. A friend of mine made a good point about it, at high ranks/SWF all it does is make survivors play item trader. I use it if I see a key but that's the only real use for it.
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BBQ, Pop, Ruin, Tremors. Super effective at controlling gens. Throw on some ropes and a dress now it's muffin time.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/624416#Comment_624416
Each example you said is multiple Survivor mistakes on top of one another.
Someone in the basement means he was downed near the basement. That's one area you should be avoiding at all costs in a chase. Then another Survivor made another mistake to go into the basement for a save when it wasn't safe due to likely yet another mistake of no one pulling the Killer away. Unless the Killer is running a gimmick build of Agitation plus Iron Grasp, odds are you NEVER get to see the basement never mind hooking people in it.
3 gen setups only really happen if Survivors make the mistakes that allows it. They choose what gens are done and in what order. If they allowed themselves to get locked into a 3 gen, then they made a number of mistakes. Not seeing the Killer setting up a 3 gen, not seeing they are setting the 3 gen themselves, not spreading gen progress from the start, not pulling the Killer away from potential 3 gens, and maybe a couple more.
And camping, my god. Camping is one of the worst things you can do as Killer. You are giving up all map pressure to secure a single Kill. One single hook, one single kill, and at the cost of the entire game. No more chases, no more hits, no more hooks, there should be NOTHING to gain from camping! But yet it somehow does work. Why? Survivors don't bother to punish camping most of the time and even reward it. Simply running at hooks or not (again) pulling the Killer away. Likely from it being 100% unacceptable for ANYONE to die. Players are just another resource like pallets. Use them! In life and death.
It takes multiple mistakes from multiple Survivors for them to suffer consequences. But Killer? Miss a single attack or take a single pallet stun and a chase can extend another 20 seconds. A single failed mindgame can do the same thing. Or a single clip on a random box can cost running an extra loop. A SINGLE mistake is all it takes. Just 1 and the Killer suffers as that single mistake is against a single Survivor. There are still 3 others running about the map free to do anything they want multiplying those single mistakes massively.
Nitpick all Killer gameplay all you want, call out a tiny mistake here or there and blame losing the game on that. It only helps my point in how Killers need to play near perfect to just have a chance. A chance! Meanwhile Survivors can make multiple mistakes one after another because they still have to take up to 6 hits and be hooked up to 3 times before being at any real risk. And that's for ONE Survivor! There are 4 last I looked as well as before accounting for all the second chance perks, others helping out, or even bothering to use skilled gameplay.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/624400#Comment_624400
But why are survivors allowed to make mistake after mistake and stack second chance after second chance while simply kicking the wrong gen can cost a killer the game? The gen kick was a definite misplay, but picking up the Meg after the gens were powered? Definite judgement call. That slug probably gets up as soon as he walks away and he loses the gate anyway against a SWF, which is probably what he assumed. He probably thought it was better to chance the DS. This is where killer frustration comes from. What did he do wrong? Play Trapper? Run some off-meta stuff? One bad play and one super questionable play? Should a killer have to play like an AI to win at red ranks?
1) He didn't make just 1 mistake. He made a series of mistakes.
2) Kickin the wrong gen is a CRITICAL mistake. As in a mistake that carries more weight then regular mistakes. Missing an attack or making the wrong read will cost you some time in a chase. Making a critical mistake like what he did can cost you the game. Survivors can do this too... if one makes a critical mistake of getting caught in the basement when another survivor is already down there that's a single critical mistake. That can cost all survivors the game, because even if the other 2 don't go for the save there is now only 2 of them and a very good chance at least 1 more will die, especially if it happens early in the game. Killer basically got a guaranteed 3k at that point from 1 person's screw up.
3) Mistakes are more costly near the end of the game. When he let them finish that gen they needed 1 more. That's a huge misplay he should have known to go to that gen because it was almost done. If he kicked it with Pop then he could have held down the 3 gen and it would have gone a lot better for him.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/624524#Comment_624524
Teabagging. There already was a thread stating that survivors should be exhausted after tbagging too much.
Have you ever tried to dip your balls rapidly into someones mouth? It's pretty tiring.
@NMCKE I actually tried that and it's pretty funny. The game should play that music when you do stuff like this xD
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It shouldn't have downsides TBH. It's actually very worthless in it's current state. The "tremendously reduces Corrupt Purge duration" means it cuts the time almost in half. It's insane, not worth using at all.
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I want to experiment with some TR perks on him. I'm honestly not a fan of M&A and new Pill Bottle looks meh. I'll give this a try though.
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The Fister
wait no