thesuicidefox
thesuicidefox
About
- Username
- thesuicidefox
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/608843#Comment_608843
First of all, saying you need skill to "catch a Survivor like you" makes you sound like an egotistical jackass. Just saying.
Second of all, until tracking the audible footsteps and the uninjured breathing (which IW doesn't remove when injured) of Survivors or seeing exactly where they run because of the disturbances they leave becomes difficult, I will continue to say that Spirit takes no skill and is a guessing game at best. She's the only Killer where I can literally mindgame the Survivor by stopping to scratch my nose—which I have in fact done before.
Sorry for the rant; Spirit is my most utterly detested Killer. She's such AIDS and I wish she was never added.
Okay I know that comes off as egotistical, but it's the truth. I give Spirit players a hard time because I know what to do against her. Yea I still die to Spirit's but mostly because I made some sort of big mistake that cost me, not because she is this unbeatable goddess of the game or something.
Which brings me to the second part, and that's most, like >95% of survivors, just flat out suck at playing against the Spirit. I don't care how many hours you have or how good you are against other killers or how well you know the game. None of that matters against Spirit because she is entirely a mind game character. Learning how to predict your opponent and be unpredictable yourself is not an easy skill to teach or learn. I've seen similar things in other games, where you can be a really solid player but have 0 capacity to actually play mind games. Truth is a lot of gamers go into bot mode when playing online. They lack the ability to come up with creative solutions on their own on the fly. Only a very few are clever enough to push through that and do something else. And unfortunately, there is no remedy for this. Either you can do it or you can't. If you can't then Spirit will seem OP and you will hate her. If you can you finds ways around it.
I've seen it first hand. Pretty much every survivor I chase as Spirit is just easy prey because they are PREDICTABLE. I don't even need cues or anything to find them, I just predict what they are going to do, or do something myself that they can't predict and I catch them messing up. But then there are the handful of survivors that actually give me a challenge. They make me really work for that hook. Sometimes I don't even get it, and I have to give up the chase. It's rare but those are the kinds of players I'm talking about, and that's the kind of survivor I am.
-
@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/608838#Comment_608838
Well, Spirit is also braindead easy anyway, so that's probably a huge part of it.
Just saying.
I disagree. Against good survivors she's actually not that easy. Against not good survivors yea kinda.
For example, pretty much every Spirit I play against has a super hard time catching me because I know how to play against her and I use both Iron Will and Spine Chill all the time. Playing like a braindead Spirit won't work against a survivor like me. You need actual skill to catch me. Or luck that I mess up.
-
@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/608733#Comment_608733
"You can't see where she's phasing, so you can just assume, never be sure. Also, you already have the phasing sound, so you don't need Object to know when she's phasing towards you"
Yeah, believe it or not, OoO's effective maximum range of 72 meters extends a lot further out than Spirit's phasing sound and gives you a warning much farther in advance.
" My point is : is stronger against stealth killers like Ghost Face than against other M1 killers"
And my point is: Given how ridiculously strong Object is at base, that's not a Faceghost problem; that's an Object problem.
https://forum.deadbydaylight.com/en/discussion/comment/608805#Comment_608805
I guess walking away when Spirit starts to phase or just looking away when she gets too close is too hard for that Survivor?
Oh, who am I kidding, of course it is; this is a Meg we're talking about.
LOL yea she DC'd before I got her to a hook, I think she was expecting GF.
But it wouldn't have helped her. I would have still known she was in the area and as a Spirit she has no way to be sure where I will pop up. I have insanely good tracking skills, and she was close (something like 30m). I doubt even a really good survivor could have avoided me.
Point is OOO hurts Spirit way less than normal killers because she can move around without OOO showing her position. If you are too close and reveal yourself, and she sees you, against a good Spirit that's like asking to die. All I need to know is about where you are, once I'm in phase walk I can do the rest. If you stay and hide I will probably find you. If you run I will almost definitely find you. She's really the only killer you wouldn't want to use OOO against. Also old Freddy, but that's not a thing anymore sadly.
-
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/608768#Comment_608768
It doesn't matter how shafted these mechanics would make the Killer, because they don't need to be added in isolation.
The entire point is to buff the Survivors in this way so that we can buff the Killer to match.
Right now Survivors in a VC have this information while Solo's do not.
If instead all Survivors had this information, then we could just buff the Killers to be as strong as Survivors who have this information and then all of our problems go away.
Look at death garden for example. You see other scavangers, you see objects that they point out. There is an easy button to notify people that they are being chased, you know exactly how much progress is made, it's very easy to tell what people are doing ect.
No one is complaining about VC in that game because it's a non-issue. Everyone has the information and the Hunter is balanced accordingly.
The only thing we'd need to do here is have a similar level of information while presenting it in a way that doesn't feel quite as informative even if it technically is. Having it be presented in the form of icons rather than actually seeing them do it is a method of accomplishing this factor.
From there we simply buff Killers in general to compensate for this. It honestly particularly matter how so long as it gets done. For example increasing most Killers movement speed. Or maybe decrease how long it takes to do some actions such as breaking stuff. Or maybe just a lot of case by case buffs to Killer powers.
There is nothing wrong with back and forth buffs. Those power boosts in addition to just improving the game in general also give people cool new tools to play around with and are just satisfying to have. It's simply the best method of solving the problem by far, since it's not something you can abuse just by being a little patient. A bandaid solution like what you are suggesting is just counterproductive and makes the issue appear solved when it isn't.
Killers are strong enough already though. People always say they are weak, it is untrue. If you suck as killer it might seem like they are weak but if you are a good killer most games, even against top tier SWF, is in your control. Every game I've ever lost as killer I can point to specific mistakes I made that cost me the game.
Buffing killers because you buffed solos is not the answer and is exactly the problem I'm talking about with runaway buffing. Not only that, you just make the game EVEN HARDER for new players. Forget the extra info, they have no idea what it means or what to do with it. They will still get bodied, only much harder than before because killers are even better now.
SWF needs limits. That's the only solution that doesn't require drastic changes to the game. Simple = better, and this is the simple solution.
-
@Jdsgames "However your point is still valid I just think it is exaggerated."
Eh not really. The thing is that like 90% of killers don't make attempts to scramble the group's communications. They just go through the routine like a bot, and at this point the chance of a miscomm is super low. But when you get a killer that is actively trying to do it, as with your SM Myers (because that build requires it, it might not have been because the killer does it all the time) then miscomms become a thing. All it takes is 1 big miscomm to get the entire group killed. I've seen it happen many many times, and I play with groups of really good survivors.
-
@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/608795#Comment_608795
I dont have a video sorry,but I swear it happened three times in a game against a spirit.
How are you sure that you destroyed the husk and it wasn't just the Spirit ending phase walk as per normal?
-
@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/608673#Comment_608673
"It doesn't cuck Nurse or Spirit."
Nurse is a given, and it cucks Spirit because you can see when she's phasing, but she can't see you while phasing, so if you think she's phasing towards you, just walk to another location.
"And other killers don't have their entire power destroyed by this perk, like Ghost Face."
You can see exactly what the Killer is doing and where they're doing it at practically all times, giving you more awareness and knowledge of the Killer's plans than any other mechanic in the entire game. Killers don't have their powers destroyed by Object; the Killers themselves are destroyed. Not having a stealth power doesn't change that in any way.
OOO definitely does not hurt Spirit. It helps her. A LOT.
I had a Spirit daily shortly after GF came out, and I had been avoiding player her because I wanted to play GF. I got a game where a Meg was using OOO. I found her and downed her in the first 20 seconds of the game. The moment she looked at me, and I saw she was close enough, I just phase walked to where I saw the aura and found her. She was totally and utterly #########. OOO is really a bane against Spirit because she can move around without you being able to see her, and all she needs is to know your location for a moment to come get you.
OOO against any other killer is really strong though. Against stealth killers it's borderline broken.
OOO needs a rework IMO. The devs said they are looking into how aura perks work on stealth abilities and I think that's a bad move. Aura perks versus stealth is not the problem, OOO is the problem. Fix OOO and people will stop complaining about stealth killer auras.
-
@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/607352#Comment_607352
Im 100% sure you can. I always AiM fOr ThE hEaD.
Do you have a video? Because I'm pretty sure this isn't a thing. You can use the flashlight to tell if she is phase walking or not but it won't destroy the husk.
@Peanits said:
It's actually a neat way to tell if she's actually phasing or not. If the beams starts to tighten like you're blinding the killer, she's faking it. If it doesn't, you'll know that she's phasing and the clicking of your flashlight just let her know exactly where you are. F.
I've actually realized this as a Spirit player and the counter to this is Lightborn. The beam will take some time before it begins to tighten, meaning that if a survivor does it while you are faking it will appear as if you aren't, which can make them mess up. It also means that if they figure out you have Lightborn, you can phase walk and when they go for the blind it won't work but they may think it's just Lightborn and continue to blind anyway.
I've used Lightborn before to mess with this and it's a lot of fun, but it's only really worth it if there are like 3 flashlights in the game. Otherwise you're just better off with some other perk.
-
@Jdsgames said:
Here is the problem between Solo and SWF:
Swf are generally more coordinated I would rather play with 3 friends that I know are at least of adequate intelligence to play rather than 3 randos sitting in the corner urbanly evading around like the killer is next to them.
Solo: No communication there are situations that you are uncertain of where someone is at or if someone is in a chase.
Swf: Even without communication you still have the satisfactory of having decent players in your game that know the game mechanics. That or you know if you die the team messed up.
Swf: With communications obtain free perks simply put.
Kindred "Guys I am at killer shack on the hook and the myers or ghostface or whatever is here do gens" "Guys nobody is saving me I need to be unhooked"
Bond: "Guys I am at Killer shack I know you are how far on the other side of the map but you know I am here."
Empathy: "I am injured heal by exit gate by shack"
Object of Obession practically without the downside: "Killer is by killer shack heading toward coal tower"
Dark Sense: "Guys we need this gen done or we will 3-gen ourselves"
Buckle Up: "Guys I am fully recovered pick me up"
Anti-Knock out: "Guys I was downed near shack towards the harvester"
Anti-Third Seal: Read Above
Strategic Adrenaline Pops: "Guys 99 that gen until I get off the hook I have adrenaline"
Do I need to continue???
Few things:
1) SWF players still run these perks. Bond, Kindred, Empathy, Alert, etc. Because there are still uses for them. It's way more efficient to be able to see other survivors or the killer than to be told where they are.
2) Miscommunication is a thing. Oh boy is it a thing. Pretty much every game I've ever played in an SWF, if not every game, had some sort of miscommunication. This gets people killed. Really big OOF's will get everyone killed. Killers that are unpredictable or harder to track can take advantage of these miscommunications. All it takes is for one player to go "he's chasing me" when you actually broke the chase because you saw someone else to get a free down. And solos aren't affected by miscommunication. They will always be on their toes ready to act. Whereas if you said "killer is chasing me" your SWF buddy might get on a gen and stop paying attention because he thinks he is safe allowing an easy grab.
3) At red rank at least, solo survivors understand what they need to do and when they need to do it. It's actually kind of rare for survivors to be hiding in some corner. They will almost always be on a gen or going for a save or something. Now, obviously because they are not communicating there will be times when no one is doing a gen or everyone is going for the same save, which makes them inefficient compared to SWF that can communicate this information, but a group of really good solo survivors can actually work together very well so long as they all understand the game. And yea, this is something you see in red ranks maybe purple, not rank 20, but rank 20 SWF's probably aren't going to be super coordinated and efficient anyway.
-
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/608549#Comment_608549
Got it. So instead of pushing the SWF button I'm going to get with my friends through the solo que by re-queing.
Now I have the same perk choices as before except it's way more tedious so I also leave a bad steam review while I'm at it.
The issue is that the SWF button isn't the problem and there is nothing forcing people to push it. There are legitimate reasons to reque for all sorts of reasons and trying to oppose artificial limits on people for pushing a button that does nothing but tinker with matchmaking a bit.
VC isn't part if SWF and it doesn't require SWF.
SWF isn't the issue, VC is and you physically can't remove VC.
All you do is make things more annoying for everyone.
Except that there is a very very easy option of playing SWF. Behavior science would show that even though you could do this most if not all players would just opt for the easier route of doing SWF.
The reason they did it before is because SWF wasn't even an option.
Point is you don't want to give solo survivors more information. The game already pretty much tells you everything when something important happens. If you knew when a gen was being repaired or when a survivor was being chased then you become more efficient, and that just means killers get shafted even more. Again you'd have to buff killers to compensate for it and it just leads to endless back and forth buffs.
The game already tells you when the obsession is being chased and when they are being chase other survivors know they are free to do whatever they want. Imagine that for every survivor and you can see why that's a bad idea.
If they want to give solos more information it needs to be incredibly vague. For example, I'm all for some sort of mechanic that would warn players that the killer is near a hooked survivor. Base Kindred, however, is not the way to do this as it's way too strong to be a base ability. I've suggested before, but if you just make the hooked survivors aura pulsate when they can hear the killer's TR (like a heart beat) that tells you the killer is nearby or camping without explicitly saying how far away or where they are. It's vague, meant to help counter one of the big issues with the game, camping. I could say that maybe there should be some indicator of a chase if a survivor was just unhooked, something to say "this survivor is in peril they need help" but again it needs to be vague enough that you wouldn't know for sure they are being tunneled without seeing it yourself.
-
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/608435#Comment_608435
Not possible. SWF is mechanically identical to Solo. The differences are not in the form of mechanics, and thus cannot be explicitly addressed through mechanics.
The closest you can get is replicating the benefits through mechanics.
Actually it is.
When you play SWF, only 1 instance of each perk is allowed. This means no 2 survivors can have the same perks. It forces team builds, which is what you should be doing anyway as SWF and bolsters the meta with new perks.
The problem with SWF is really that they can stack all the best perks. If everyone uses Adren/DS/BT/DH then you will body every killer you go against. There's no need to use anything else. Every aura perk, every killer tracking perk, every map awareness perk is obsolete with comms. Most perks that provide buffs are semi-obsolete with comms and using items.
This maintains the integrity of the core game and makes SWF about strategy and not pure meta. If you boost solo to SWF level you just continue to break the game. Now killers have to be made more powerful to compensate, which negates the original changes, and you end up with this runaway "buff everything" cycle until the game is unplayable.
So force SWF groups to share, now they have to spread the meta stuff and use other perks. If you play in a smaller group then you are less limited. If you play solo you have no limits.
-
@RaginRendon said:
https://forum.deadbydaylight.com/en/discussion/comment/608284#Comment_608284
The purpose for the status hud's is help solo players specifically. You make it seem like players are gonna get every little detail every second which their not, just the main stuff.
Solo players don't need help.
SWF needs limits.
-
Even time you die as a solo survivor, Mathieu Cote comes over, pats you on the back and says "you did a pretty good job".
-
Remove Broken and Dull keys.
Remove Map. Change Rainbow Map to Map and make it a purple item. Adjust add-ons that allow the map to track certain things, make them do something else IDK what.
Buff Odd Bulb (or remove the charge penalty).
Change BNP to just greatly increase repair speed at the cost of using more charges (the whole 2 skill checks thing is dumb anyway).
Reduce the overall chances of pink items in survivor blood webs.
Problems solved.
-
git bad
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/606957#Comment_606957
We do not mind changing achievements, but there are rules to changing achievements depending on the platform. As long as the achievement is still possible, you might not be allowed to change it.
Well then you guys need to get on changing Left Behind. It is absolutely useless anyway now that EGC is a thing. No killer is going to sit and let you do more than 1 gen before they close the hatch, heck they won't even wait for that.
-
@TheShape78 said:
I've been playing as him trying to rank up and get all the perks I want for him for the past 3 weeks, and I can tell you that in my experience (especially being a Myers main), that Ghostface is actually pretty good, not as good as Myers, but he's certainly not weak. You'll get used to being broken out of your power, but the upside is you get an indicator of where the spotter was, so it's no big deal really. I never bother squatting down or leaning around corners as I find it a bit too situational, and frankly unnecessary, especially since you have zero terror radius and no red stain while standing stalk. His perks are honestly not very good, so I didn't even bother using them, instead making my own unique Scream film inspired build.
Ultimately, I'd say he is pretty good, and you can definitely get 4 kills from time to time, and his devil outfit is cool, mainly because it's the closest to the Scream film robe when worn with the white mask and default Buck 120 knife. Plus, considering the slightly lower dlc price, it's not a bad buy in my book. I will say this though, a large amount of your enjoyment will depend on how much a fan you are of the Scream films and the Ghostface character in general. For me, I've always been a huge fan, so I had to have it.
Thrilling Tremors is actually really good, basically meta level. Top 10 I'd say. It's like a half breed between BBQ and Ruin, and can help you apply map pressure really well. It's especially effective when combined with Pop.
-
@RaginRendon said:
https://forum.deadbydaylight.com/en/discussion/comment/607722#Comment_607722
Bud, there's no such thing as too much information, especially for solo survivors.
Ok then tell survivors the entire killer's build at the start of the game, where all the gens and totems are, and highlight killer's aura all the time.
Obviously there is such a thing as too much info.
Part of what makes SWF so strong is that you can know what each survivor is doing at any given time. We don't need to boost solo's to SWF levels, we need to put limits on SWF to make it more challenging and make up for the fact you can have comms.
-
@blaxingbluefire said:
https://forum.deadbydaylight.com/en/discussion/comment/607848#Comment_607848
But you can already use keyboard by itself. If you don't want an advantage why don't they remove keyboard support. I just was wondering why have keyboard work in game but not have the mouse to play with it. Just seems like they haven't came back and fixed it,
Because a keyboard is actually not an advantage, it's a disadvantage. Analog stick > WASD for movement. What makes a keyboard better than a controller is when the game requires like 50 buttons such as an RTS. But DBD has 5 buttons as killer and 9 as survivor. Xbox technically has 14 if you include Dpad and stick clicks. Keyboard is a hinderance more than anything. You don't even need to take your thumb off the sticks when playing killer, so there's literally no drawbacks at all.
-
@drkiwie said:
Simple, unfair advantage against ppl using controllers
Xbox supports m/kb natively now, as long as the developer enables it in their game. You can literally plug if any Dell m/kb and it works. This isn't an excuse.
And yes, I want the devs to enable m/kb support. Since it's native, they really don't even need to do anything special, just make it like the PC version.
Also mouse + controller is the way to go. Mouse aim and analog movement.
-
As a survivor main I say no to all this. Too much information.
-
I'd say he is high-mid tier, about equal to Myers. They are actually very similar, but what separates them is that Myers has less utility and more variety, where GF is the opposite with more utility and less variety.
You have to learn to deal with the break out mechanic, but once you get a good idea of what you can and can't do you will figure out how good he really is. People say he is weak but that's because they try to over-use either the stealth or stalk abilities and don't mix it up enough. He's actually really good once you figure it out, just takes experience and practice.
Just remember that peaking stalks faster than normal stalking. Like a lot faster, even without the add-ons. And you want to utilize cover to break LOS (think more like a standard FPS), so what I find is that it's best to walk around normally and only use crouch to duck behind cover to prevent break out or just for extra stealth. You don't want to be crouch walking around the whole time, you are too slow. Also remember that in stealth you still make noises so if you are super close to a survivor (eg. on the other side of a wall) chances are they will hear you if there's not a running generator nearby or something to drown out the sound.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/607459#Comment_607459
I think it’s very healthy to experiment with perks. It can help you learn a lot about the game that you otherwise wouldn’t.
@Liruliniel said:
I honestly like variety with my killers builds. I dont like having the same builds for multiple killers to me that's boring. Playing with different perks also let's you not get use to a specific playstyle and let's you adapt with other perks easier. I'm the same way with survivor once I use a perk to much I'll trade it out and rework my build.
I agree that it's good to experiment, and it adds to the fun, but at the end of the day there are only maybe 15 killer perks that are actually viable, with another 6 or so that are particular for specific killers.
For me I just like to find the one build that is the absolute best for a killer and just stick to that, maybe having 1 or 2 other "fun" builds. For old Freddy I actually had quite a few because his previous power was actually quite diverse in what you could do with it, but new Freddy isn't quite as diverse honestly. He's a better killer, sure, but he lost that variety to his kit. Right now I feel the only killers that legitimately have good variety is Myers, Nurse, and Spirit. The rest lack that and you are stuck with a couple of valid options that aren't much different from each other.
-
@Turaelz said:
https://forum.deadbydaylight.com/en/discussion/comment/607335#Comment_607335
They gave some people a 75% discount for the game "dying light" if you have dbd in your bibliothek. i got discount but im a german guy :/
It's so weird how Germany bans these games. Like does that actually do anything to solve violent crime? I doubt it. Video games don't make people violent. How they are brought up and treated by others is what makes someone violent. The only correlation between violent behavior and video games is just that those people would be more attracted to violent games than the average person. But it definitely doesn't make you a violent person. Otherwise I'd be a stone cold serial killer by now.
Losing at a video game however...
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/607295#Comment_607295
Corrupt Intervention works best on Killers that can deter survivors from gens or trap gens, and know how to use those 2 minutes to set up/plan accordingly, such as Plague, Trapper, and Hag.
Meh I just don't think it's all that good.
On Trapper I run BBQ, Ruin, Enduring, Spirit Fury. Even though Ruin can be lost in less than 2 minutes it does a better job of giving you time to set the traps you need to set.
On Hag my build is Nurse's, Whispers, MYC, and Ruin. Again Ruin is just superior to CI when it comes to buying time early in the game.
As survivor CI never really feels like it stops me from doing anything. At best it forces me to run 15 seconds to a different gen, but the moment I finish a gen I run right back to one that was blocked and do that one. It just feels like a waste of a perk slot to me. You get way more value out of like 10 other perks. Discord and Tremors are superior to it when it comes to gen protection, and if you run something like Ruin, CI, and Tremors it's a bit overkill and will actually hurt you since you will lack tracking or chase perks.
-
@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/607301#Comment_607301
We're talking about the game dying light morfO
OOOOOO LMAO
That makes more sense.
But now I'm confused why someone would post that here. On the DBD forum. When Dying Light is a thing in the game.
-
Greeneggsandham
-
@Gay Myers (Luzi) said:
Dying Light is not available in Germany. It never got released due to FSK @Turaelz
Wait so did Myers just release with only 2 perks?
And why was is not allowed in the first place?
-
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/607263#Comment_607263
If I had the perks I would like to try something like PGTW, Corrupt Intervention, Thrilling Tremors, and finally Discordance.
I honestly don't think CI is that good. It really depends on the map and where you spawn. If it's like Suffocation Pit and you spawn on one side, it's great because it almost forces a 3 gen on the other side. But if you get something like Ward and spawn near the middle, it will just ensure survivors split the map even if they didn't try to for it. It can backfire, and the benefit of blocking 3 gens for 2 minutes at the start of the game isn't going to help in the long run.
-
Don't get rid of Stridor if you play Spirit. People constantly say you don't need it, and that's true most of the time yes, but then when you get a good survivor with Iron Will it will be an absolute train wreck, and you will wish you had Stridor.
Stridor lets you track injured survivors from a full tile away and hard counters Iron Will which is the perk that most counters your power. And IMO it's more useful than Nurse's because you can hide your aura, but you can't hide cries of pain.
Unlike other killers, Spirit doesn't really need much else besides Stridor. If it were someone else you could argue they really need the extra perk slot for something else, but Spirit doesn't. You can sacrifice a perk slot for permanent Stridor and still be plenty strong.
The reason most people get mess up using Stridor is because they are trying to use it to pinpoint a survivor's exact location. That's not how you use Stridor, you use it like a directional radar. If you hear cries to the left, turn left. To the right, turn right. Eventually you will be moving directly towards a survivor and once you are close enough there are other cues you can use to determine exactly where they are. You can also use sound, since if the sound immediately goes from in front to behind that means you just walked past a survivor.
Also it makes normal breathing louder, which believe it or not can make it way easier to find survivors that are really good at hiding. Especially Claudettes. The only time you really get benefit from hearing breathing like that is if you are basically right on top of the survivor anyway. And nothing will hide this, so it's impossible for survivors to avoid.
-
So far the best build I found for new Freddy is BBQ, Ruin, Pop, Tremors. You can also use Discord instead of Tremors, but I think Tremors is better to combo with Pop.
Sloppy is also a good pick if you run chains/rope add-ons, as it will just turn healing into a huge time sink when survivors are asleep.
Surveillance is still a good perk for Freddy but only if survivors are using skill checks to wake up (which you then want to use dress add-ons to punish).
-
@Peanits said:
For the record, it is not impossible. The generators are only blocked when the hatch is closed. It is very difficult, but it's still possible. We'll see if we can find time to address it, but the schedule is pretty packed as is. Fingers crossed.
If you want an easier way to do it, whenever a match starts to go downhill, get a generator ready (99) and then set it off as soon as the other survivor dies. This way you'll be able to power the gates an escape normally.
The thing is, most if not all killers will never kill the third guy. They will slug them and look for you. They will only kill the guy AFTER you pop the last gen because now it's a bigger risk to leave the guy on the floor and they don't really need the bait since they can patrol gates.
This achievement (along with a few others) need to be changed. I know you guys really don't want to change achievements but it needs to happen. Some of them are just stupidly hard or, as in this case, impossible unless you farm it with the killer.
-
It's actually pretty easy, just follow the "rule of 1". You need 12 emblem points to pip as survivor.
- 1 gen solo = silver Lightbringer (2 points)
- 1 safe rescue + 1 full solo heal on another survivor = gold Benevolence (3 points)
- ~1 minute of chase + ~1 minute of stealth near killer = silver/gold Evader (2 or 3 points)
- Escape = gold Unbroken (3 points)
This puts you at 10 or 11 points already (Evader is tricky because it's based on distance and therefore less consistent). That means you just over-perform in 1 or 2 categories and you got yourself a pip. That means do 1 more gen or make 1 more safe rescue + full heal and you just pipped.
-
Honestly looks very bland and gimmicky. If you're into that, power to you, but I highly doubt it will usurp DBD.
Really the only game that has any chance of doing this is DBD2.
-
@I_Be_Pro_Fun said:
https://forum.deadbydaylight.com/en/discussion/comment/605621#Comment_605621
I don't know how it works on XB1 or PC, but on PS4, a disconnect and subsequent match cancel will cause every person to depip. I'm sure I have some pictures or videos containing this (i could make a compilation at this point).
The problem is you are delaying other's fun and potentially causing a depip.
Think of it like this. A friend is hosting a party, and has to have exactly 4 other people show up (i know, this is very specific). Everyone puts in $5 to come, they wait a while, and then its the night of the party. Then you cancel. You may not get the $5 back (while the others do), but now the party is called off and it was just a waste of time.
Lobby dodging on the other hand, I feel should still be punished, but it's more like changing your mind a short bit after RSVPing. You get your money back, and they can find a new person. It may be delayed a bit, but nothing had been set up and nobody had to wait for nothing.
On Xbox, the scoreboard will show it as a depip but when you return to the main menu you will see it didn't count. I feel like this should be the case with PS4 also, so you might want to double check at the main menu. It just wouldn't make sense that it depips you on this platform and not another.
-
@Kelmat said:
https://forum.deadbydaylight.com/en/discussion/comment/605819#Comment_605819
Working as a team doesn't mean everyone escapes. And you don't have to work as a team until the end. Just to get all gens done.
And the example you gave is just being toxic. You do it while they are repairing a gen? You are not only screwing them but also yourself. You want to do it after all gens are done? Fine, whatever, you are still a dick
"Working as a team doesn't mean everyone escapes."
YES. This is why hatch exists and why survivors get a chance to open the doors if you close the hatch. It means that there is always a chance to escape, killer can never just automatically 4k because they killed 3 other survivors.
And it doesn't matter if it's toxic or a Dbag thing to do, it's a valid option and the devs have said this. This means that survivors are not a team and the success or failure of one survivor does not mean the success or failure of another survivor.
Like I play to keep everyone alive as much as I can but there is a limit. When the gates are opened and you get hooked in a NOED Trapper's basement, guess what? YOU ARE DEAD.
D
E
D
[sic]
I'm not coming to save you, unless I just desperately want BP or something. I'm walking out that gate and moving on to the next game.
Your whole argument is that survivors are bound to each other and therefore hatch shouldn't exist, or that they shouldn't have a chance to open the gates. That it's unfair to killers. BLAH BLAH BLAH. No. That is wrong. You have no obligation to save other survivors. Therefore the game should always provide a fair chance to escape regardless of what happens. This besides the point that hatch/EGC is totally fair to killers now as they have COMPLETE control over it (with the exception of when a key is in play). Like I said, if I want a 4k, I can play around hatch/EGC and get a 4k consistently. If the last guy gets out it's usually because I don't care so I give them that chance. Usually I still catch them, sometimes I don't (or I just literally let them leave). But that's my decision to play that way, I have plenty of opportunity to counter hatch/EGC if I want.
-
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/605879#Comment_605879
I play her on both pc and ps4. Your elitist attitude is irritatingly wrong and stuck up. Your simply being rude to another person because they put effort into the same killer on another gaming device. Most killers are in fact harder on console then on PC simply due to Controller vs Mouse and Keyboard being one of the many many reasons, but we will do that as the only issue in this topic since you pointed out about the mouse. You never stated in your orginal post your PC only requirements either.
Either way shadowborne as stated by @thesuicidefox is correct I would recommend avoiding it. The typical rank 1 build as he stated is also correct.
Thank you for the support.
@Im2Shrewd said:
I always use Sloppy Butcher on Huntress since it procs on hatchets.
If it's after rank reset I will use Sloppy instead of Ruin as a means to slow the game. But against good survivors that just play injured most of the game it's not going to do much.
-
@Mister_Holdout said:
@thesuicidefox I wasn't trying to be rude, but Huntress is simply one of those characters that must be played on PC. Any serious gamer knows that aiming is best done with a mouse.
My reason for only wanting input from PC players is because they have the experience that matters.
Again, sorry for being exclusive.
It's really not that big of a difference. Long range shots are harder on console but like I said there are Huntress players on console that you would swear use a mouse. This isn't Counter Strike where you need to be pinpoint accurate, her hatchets have a massive hitbox.
I just don't even see how it matters. I'm telling you that Shadowborn will mess with your aim, and that if you just learn to play without it then you open up a perk slot for Whispers which is way WAY more valuable to Huntress than Shadowborn.
Not to mention that if someone on console tells you it's not a good pick, then that should carry more merit since we can't turn nearly as fast as you can with a mouse. Shadowborn does help you turn faster but even at max sensitivity you're not gonna get spun if you are a good killer. The extra turning speed isn't worth a perk slot. If a console player doesn't need it to be really good with Huntress, a PC player definitely doesn't need it.
It's just a waste on Huntress. Nurse it's good because it counters fatigue. GF it's good because it helps stalking. That's about it. It's a niche perk.
-
@Kelmat said:
https://forum.deadbydaylight.com/en/discussion/comment/605609#Comment_605609
Like if I want to escape and play selfishly, I'll put on Bond and lead the killer to other survivors during a chase. I'm increasing my chance of survivor by doing that, even if it's just short term.
You are an ######### if you do that. And you can't possibly tell me that you really think that's how the game is meant to be played.
Basically what you are saying is that if 1 survivor is bad or makes a mistake everyone should pay.
kind of. We are talking about 3 not one though.
It is how it's meant to be played. Otherwise the game would be designed so that all survivors have to escape. They don't. Devs have even said stuff like this is okay, as long as your not explicitly working with the killer.
Like some games there comes a point where you want to just let the other guy die so you can escape, because if you save them you're both dead.
Face it, survivors are not a team. They can be a team if they choose to, but they can also choose to not be a team.
-
Yea it's cheesey but nothing can be done about it.
If you really wanted you could just put some tap on the screen and draw a red X with a sharpie.
Don't think it will actually help on Huntress though. Because aiming is not strictly middle of the screen and hatchets are projectiles not hit scan.
-
@AWesley91 said:
A notable chunk of killer players do seem to be people who want to feel super powerful and just ruin other peoples gameplay....
No what I'm talking about is very explicit. They will face camp, tunnel off hook to mori, mori spam, watch you bleed out, etc. It's subtle but you can tell when someone is being targeted, usually the killer won't even care about other survivors until that guy is dead or DC's. Some will completely throw the game to make sure that 1 person dies.
-
@Kelmat said:
https://forum.deadbydaylight.com/en/discussion/comment/605585#Comment_605585
The reason why it's not effective and you are more likely to die, is because you are a team, and you are screwing them by doing that.
But you're not obligated to work with them. If you play selfish you can make up for this problem with certain tactics or perks. That means you are not a team.
Like if I want to escape and play selfishly, I'll put on Bond and lead the killer to other survivors during a chase. I'm increasing my chance of survivor by doing that, even if it's just short term.
Basically what you are saying is that if 1 survivor is bad or makes a mistake everyone should pay. No, only that survivor should pay for it.
-
@Kelmat said:
https://forum.deadbydaylight.com/en/discussion/comment/604627#Comment_604627
So what you're saying is that if the other 3 survivors are complete idiots and make a bunch of mistakes to get themselves killed (or just flat out give up), I should die too even though I have absolutely no control over what they do or how good they are?
Yes, that is what I'm saying. The only reason you can beat the killer is because he is outnumbered. 4 survivors can completely kick the killer's ass sometimes.
You are not understanding the game if you think there should be no difference in your teammates dying or not.
And as I said, your teammates being complete idiots is another argument, you are supposed to get people who are as good as you, BHVR should make sure that happens.
No I think it's you who don't understand the game if you think survivors are a team. I can play super selfishly and just hide until the others either do gens or die. It might not be that effective but I can do that because we aren't a team. Yes you are more likely to die when there are fewer survivors, but that doesn't automatically equate to you should ALWAYS die if there are no other survivors left.
-
@Mister_Holdout said:
@thesuicidefox No offense, but I'm looking for advice from PC players (I should have made that clear in the post).
I understand that you watch a lot of streamers, but I was hoping to hear from people who have actually played Huntress at a high level. Those are the people I can trust, not to mention, they usually provide better insight.
I played her at rank 1 though. Have been told I'm a really good Huntress back when I played her regularly. I just stopped recently because she is too map dependent. I also know several VERY good rank 1 Huntress players on Xbox that you will swear have a mouse to aim.
But whatever if you want to be a PC elitist I guess I can't help you.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/605356#Comment_605356
I've been at Rank 1 on Xbox and while there are certainly people I don't like, I've never heard of people specifically targeting others. Obviously, that's malicious in its intent to ruin their match and something should be done about it BUT, they really can't tell who the Killer is because recent players requires you to load into the match.
There are ways to find out. Basically you follow the person and can check if they are online playing DBD. And certain players have certain pings consistently. I know people that can tell you with good accuracy who the killer is in the lobby. It's why a lot of people I know appear offline to avoid this.
So basically, you know X player is online playing DBD, you see a ping that resembles their usual ping, you see a secret offering, there is a high probability it's that person coming after you. And I've been in games with these survivors when they dashboard, most of the time they are right about who it is.
Also I'm willing to bet you ran into these players, you just don't know who they are. You might have even seen them get mori'd off hook and not thought anything about it, just the killer being a jerk. Before I became friends with the greater Xbox community I never thought twice about a dude getting tunnel'd off hook.
-
LOL what??
"Lemme just give the developers proof that I cheated so they can ban me"
-
Quickly, if we form a wall the Nerf Nurse can't get past.
EVERY LOCK ARMS AND STAND YOUR GROUND!
🧘♂️🧘♀️🧘♂️🧘♀️🧘♂️🧘♂️🧘♀️🧘♀️🧘♂️🧘♀️🧘♂️🧘♂️🧘♀️🧘♂️🧘♀️🧘♂️🧘♀️🧘♂️🧘♀️🧘♂️🧘♀️
-
I agree. I don't like the new Exposed VFX. It's too jarring. I don't even get why it's necessary, you get the skull on the side of the screen plus whatever perk is doing it, or you hear music in the case of Myers. Leave it for GF, remove it from the rest. If anything add some sort of animation to the skull icon to draw attention to it. Maybe the icon pulsates when it activates.
@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/603465#Comment_603465
How could you? You get a nice icon on the right of the screen and a warning on the left.
And when you make a save against MYC your character will scream when they unhook.
-
@Boss Yea this seems like BS to me. Yet another reason Doc needs a rework.