rhodamia
rhodamia
About
- Username
- rhodamia
- Joined
- Visits
- 153
- Last Active
Comments
-
@Yords said:
I disagree with making the green key only for one man escapes. It is a green item, meaning it is a rare item which means that it is a fairly common item and makes a huge impact on the match you are in for selfish escapes. So now survivors have an item that is common and is used for only one escape. This could lead to many survivors using their keys to escape and easily gather abundances of keys as well.
Green keys don't let escapes happen. I didn't suggest to change that. Broken keys are green, I only suggested increasing their charges for aura reading. Dull and Skeleton (purple and pink) are the only 2 that allow escapes.
-
@OniWantsUrLocation said:
I had to play a lot with Huntress until I "mastered" her. A lot. Way more than nurse. So her skill ceiling is imo the highest in the game. With Spirit it was a little different. I played with her for a couple of hours ...and destroyed ppl with ease. You don't need to see the survivors. You just need to hear them. She's definitely weaker now, but she's still a killer with a low skill ceiling.
You can play whatever you want btw. Never let anyone tell you what you can and cannot do.
Any tips as to how to handle loops with such low movement speed? They just keep circling. If I try to get a hatchet on the pallet drop, they keep circling during the windup. Which gets them more loops. Don't throw? Pallet to the face.
I'm a rank 1 killer. I use Freddy, Nurse, Hag, Doc. I feel like trying to learn the mechanics of a different killer you aren't comfortable with while at rank 1 is just asking for tbagging and other BMing.
-
What if the BHVR team can't work because of the virus. So we are just stuck with the game as is. O.o
Though I'm totally down for double BP.
-
@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1167057#Comment_1167057
May I ask what Rank you are?
Rank 1 survivor
Killer: rank 13 for now. I've gotten as low as 5 in the past.
I took a loooong break and am just coming back.
Sounds like I basically described the current state of the Spirit. I just didn't know cuz I dont play as/vs her much.
-
@ChiTenshi said:
She's pretty fine as is and has enough at her disposal to create mind-games. The lack of phasing sounds near her husk give her a solid opportunity to mess with Survivors at loops, and Survivors get enough warning to know when she's near or not.
Oh so you can't hear her phasing when near her husk? I haven't faced a spirit in so long I have no idea. I guess I just need to play her. Thank you!
-
@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1163988#Comment_1163988
I never said Legion was strong. They were a joke and still are. There's a difference between being strong and being exploitable.
Keep being biased I guess
I've made numerous posts saying the game is balanced for most people. It's just not balanced where I'm at so I complain to make myself feel better.
Low skill - Killer has power role
Mid skill - Fairly balanced
High skill - Survivor has power role
And even at mid and low skill, if a high skill survivor slides into one of those games, it can screw over killers.
I'm a high skill survivor, mid skill killer. The game is balanced for most. Just not for me. I win most games as survivor. And have a 50/50 win rate ish as killer unless high skill survivors slip in.
-
Killers who camp lose points in 3 of their 4 categories to gain rank
Going against higher rank killers, you will find less camping, because they can't maintain high rank with that strategy.
-
I apologize @Almehu ... Im on mobile and was trying to get Almo. I deleted your link but it still threw you in there. My mistake.
-
It's taunting. Taunting sux.
The difference is that killers can only do it once per chase. When they catch you. I usually just laugh. Like "yeah yeah ya got me." And if they camp me to death it just means I chased for too long and they are pissed about it. I still count it as a win and laugh.
But survivors can do it at every pallet and window. The ability to taunt more frequently is annoying. Particularly with how easy it can be to loop a killer once you know how.
-
@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1165495#Comment_1165495
Doesn't work when they have BT, DS, DH, and Sprint burst. You will lose everytime unless your playing potatoes.
Again, I'm on your side here. The following is just a response to your listed issues based on my experience which may be less than yours lol. I'm no pro. But red rank. For what it's worth.
If they have DH and Sprint Burst as you said, they only get to use one.
If you aren't right next to the hook, BT won't hurt you because it doesn't last very long. By the time you get there it will deactivate. If they run at your face, follow them as long as you can until they would get to a window/pallet and THEN hit them to give the most chance of BT running out.
Since it's down to two people, if you re-down your hooked person too fast... Do the same method I mentioned about slugging. Hunt for the other guy for a minute and then DS won't be an issue either. If they get healed, just pretend that was a noise notification of where they are both at. Again. But this time without DS.
And you won't lose. If it's down to two and they don't have the gens on. You have all the time in the world to do this method. And be on the hunt for the hatch while you are at it. If it's even spawned.
I'm only trying to help, friend. They deserve to die. I'm just giving you what works for me. :)
-
Adrenaline has conditions to be met. I put it RIGHT with NOED.
Dead hard is just another way to get to the loops. The problem isn't the strength of dead hard. It's the strength of the loops.
Unbreakable isnt really that strong. Situational. With a limited number of situations. Lol
DS is the only one that I have a problem with. Too many ways to abuse it. And the longer you go without using it, the more benefit you get from using it. It's a waste early game. Sure, delay the killer a bit. But it can ruin a killers game if you use it in endgame. And there's nothing they can do about it. Lockers to guarantee activation/being ignored, unhooking with it, crawling to exit gates/bodyblocking. So many potential uses particularly when it counts. That's why I run it.
-
@ThisGuuy83 said:
It's called bait. If there's only 2 left, of course I'm gonna slug him and wait, or hook him and camp. The chances of me finding you are slim to none. The chances of you getting the save and both escaping if I go searching for you are very high. Take the win and escape, or suffer the consequences for trying to save the BAIT.
I don't knock killers choices. BUT. As a fellow killer. (Depending on the survivor skills, use your discretion). You may find more success by hooking them and walking away, assuming it's not their death hook.
This increases the chance of someone saving them because you aren't there waiting, lets you go break some pallets or regress some gens. And if they do unhook, you get the notification and you KNOW the area they are BOTH in.
I find more success, rank, and bloodpoints in NOT camping one of the last two. If it's death hook, you can slug and walk away and do the same thing. Just pay attention to the health state indicator to see when they get healed. Come glance at em time to time so you don't lose em.
That's what I have success with. Try it out if you like!
-
@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1165367#Comment_1165367
I really dont think that this is entirely true. It depends ofc a lot which killer you play and also on what map you are, but in general, Spirit and Nurse will win, even the best team can not do anything against the best Spirit / Nurse. Been there.
As you said. Situational. But yes, that's what the tier list says. In the right hands they have the POTENTIAL beat MOST survivors. Always exceptions.
-
@ZoneDymo said:
again, I have to ask, what constitutes a win?
A relaxed game with 2 escapes and 2 hooks is better then a sweaty 4k
That may be a mistake on my wording. Winning is subjective. The list is a list of who has the most power/ability to perform. When I made this, I constituted a "win" as 3+ escapes/kills for survivor/killer respectively and a tie as 2 kills 2 escapes.
For instance. Category 2 survivors vs a category 3 killer will likely result in a 3 escape 1 kill scenario. Roughly. Ish.
Again. Subjective. The list was based on power. My mistake for adding "win" into the mix.
-
@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1165391#Comment_1165391
except that im saying good survivors are better than good nurses / billies / spirits
in fact, when this game came out, there was a little bit of an Esports following, and people were able to consistently beat old nurse, as she was the strongest pick back then for killer. The esports thing fizzled out mostly because of how ridiculously unbalanced this game is.
taken to the highest level, survivors can just draw the killer to a corner of the map, maximizing the distance between the nearest hooks.
I'm saying in your original response you said
If you mess up a couple of blinks as nurse or do not predict accurately enough with spirit, you will lose against a team of good survivors.
The reason they rank so high is because the power is up to the killer players skill to not make mistakes (for nurse). And even then, she will lose some games.
I put survivors and spirit as tied. Because they can both mindgame. It's a matter of luck who actually mindgamed who at that point.
Next is survivors who have the same deal. If they don't mess up. They beat every other killer.
Personally I agree that billy isn't an issue. He can be looped like anyone else. I only put him there due to popular opinion. Personally I'd put him in the category with all other killers.
I guess what I'm saying is. In a team of good survivors. A good Nurse and Spirit are the only two with a CHANCE. The results are never guranteed.
-
@Tactless_Ninja said:
The flashlight one is firecracker. I couldn't believe I got blinded by another survivor while slugged.
Lol the firecracker was probably a pre-emptive attempt to save you. They are hard to time.
And Click is a killer perk. So survivors who click at you a bunch get screwed over.
-
@ZaKzan said:
as a killer, even the strongest killers, you have to rely on survivors making mistakes for you to win. If you mess up a couple of blinks as nurse or do not predict accurately enough with spirit, you will lose against a team of good survivors. You have to play flawlessly or near flawlessly as a killer, and as a survivor you don't really need to play flawlessly since you can also run a plethora of second chance perks to make up for your mistakes.
Killer perk idea: Dead lunge. Every 40 seconds the killer can initiate a lunge with their basic attack that travels up to 3x the distance of a regular lunge.
The power role has always been and always will be the survivor. If you die as a survivor it's one of three things: The killer tunneled you, you made a mistake, your team mates are bad. A good killer is just someone who will capitalize the most from survivor mistakes. If the survivors do not make many mistakes, the killer loses.
Correct. Which is reflected in the original post. Good survivors being above good killers (less survivor mistakes). Bad killers being above bad survivors (more survivor mistakes).
With the exception of Top Tier killers who can (if played flawlessly) be un-counterable by survivors.
You basically just reworded the post lol.
-
TLDR
God Killers Unbeatable in the right hands
Good Survivors > Most Good Killers (Most killer complaints are about this)
Par Killer = Par Survivors
Bad Killer > Bad Survivors (Most survivor complaints are about this)
-
@Peanits said:
There's actually a very simple answer to this. The Deathslinger was built with a new modifier in mind that allows us to easily tweak his ADS sensitivity. Meanwhile controller sensitivity is something that is grandfathered in from back in 2016. Some things like the Hillbilly's chainsaw emulate a controller for turning, and simply increasing the maximum sensitivity would mean that the Hillbilly could suddenly turns way more. In order to increase the maximum sensitivity range, we would need to go through and update anything using it to make sure that it doesn't break something.
The controller sensitivity increase is still on the way, though, and it is actively being worked on.
That's the most amazing sit down and shut up I've read in a long while.
-
@Coder said:
https://forum.deadbydaylight.com/en/discussion/comment/1164017#Comment_1164017
For what you're saying, you have NEVER faced a hillbilly main then. I went against one a few months ago, my team was all 3k+ hours like myself, he had speed limiter and didn't use M1. We all died, 3 gens left, he didn't even have ruin.
You like to face bad or decent hillbillys, those are your favourites killers to go against. Trust me, you don't want to face a main hillbilly more than 2 times in a row, it's boring, you died the moment you joined the lobby.
I guess I haven't seen one yet in my 2k hrs. Guess I'm just lucky.
-
@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/comment/1163991#Comment_1163991
A good Billy that knows how curve won't.
You cannot take a corner as fast as a survivor while you are hugging the wall. Let alone with a saw.
I guess everyone has their strengths. But I'm Rank 1 survivor (not that it means much anymore) and my favorite FAVORITE killers to go against are the ones with saws. Because they are the most likely to respect the pallet a few times. Then change it up and smack em with a few of they start to catch on. But perhaps that's just me? I like to be chased tho.
-
@Okoru said:
https://forum.deadbydaylight.com/en/discussion/comment/1163997#Comment_1163997
fortunately after rank reset im rank 12 so I have a little time to learn before coming back down to purple and red rank games.
BBQ Nurses Im All Ears M&A. How does that sound as a lv15 nurse lol
Replace I'm all ears. I like Pop/Discordance/Noed instead. The other 3 are just fine. Just my opinion.
I love M&A on her.
-
@animalmak said:
https://forum.deadbydaylight.com/en/discussion/comment/1163992#Comment_1163992
Oh I totally know it. My friends and I will lose a game completely and at the end just be like "man, we were too altruistic" aha.
I've always seen slugging as a good strategy for the last two. Heavily reduces chances of the last survivor finding the hatch.
If there are 2 left and the hatch is on the map I'll slug to find it. Then I hook em and head to the hatch. If they get off. Game on. If they die. BOOONNNNGGGGG
-
@Okoru said:
I think im going to start playing nurse now. I really want Nurses calling as a teachable and I might as well learn her anyways. :p
Good luck. She's very buggy. Don't get discouraged. Very. Buggy.
-
@animalmak said:
I can definitely see how slugging at the beginning of the game would help slow down gens, but like you also said, it's very situational. If a survivor recognizes the slug, they'll continue doing objectives until they're sure the person is mostly recovered. Or sometimes survivor teammates just suck and won't even care (I've died on first hook because three teammates decided genhopping was more important).
I'd say the only time it always works is if no one's running unbreakable and all survivors fall to the altruism trap.
Most survivors fall into the altruism trap. Which is why it works so often. But people complain about it. From a strategy standpoint its a solid idea. Of course not always but. Often.
-
@Hag.is.Dtier said:
*Plays Hillbilly with ruin and discordance*
"tHeY StRuGGleD tO FiX tWo GeNs"
Yeah no ######### mr Billy main...
A billy will get looped for days if not in the open field. Oh you revved your saw again? Good thing I didn't throw the pallet and we can go around again a few times.
-
@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1142628#Comment_1142628
Old Legion got changed cause he was super exploitable and had no counterplay.
"The game is survivor sided"
Lol "old legion got changed for being too strong"
Meanwhile
Window tech, locker DS, Grab Animation Glitch, The Bug *cough* I mean The Nurse (Jesus. The Nurse), Infinite Loops in multiple maps.
"We'll get to it" which means "Now part of the game"
They fixed what made survivors unfun within a week.
Killers are still waiting for bug fixes from a year ago.
See the difference?
-
Guys. Skins and Dedicated Servers are two VERY different employee pools. Skins are much easier to produce and don't change based on location or cause balance issues.
This would be like telling the employees at your local store that the store looks beautiful but STOP CLEANING THE STORE AND MAKE YOUR CEREAL TASTE BETTER... The guy who cleans the store doesn't also make the cereal.
Art team
Software Engineers
Two teams. Two different degrees. Two different timelines. Vastly different.
Now! The complaint we COULD make is why not lay off/stop growing the art team and add more funding to the software development/networking side of the house.
But don't blame the art team for a product that isn't theirs to make.
-
Fantastic idea
-
@csandman1977 said:
Ok. I think everyone can agree that swf teams are as a whole more difficult to deal with as killer.
Now I'm not advocating the removal of something that helps keep the game going. However, there is a balance issue in that the game was never intended to have this level of coordination.
So just spit balling here but what if, swf teams had to draft perks? And only 1 person could take a perk. Maybe 2 people at 4 man?
So person 1 takes DS, no one else gets DS. Their would need to be coordination between them but since they are most likely on comms then that shouldn't be a problem.
Obviously if a person doesnt have a perk unlocked then they can't pick it.
Yes this isn't a full idea and i can see problems with it. Im just trying to start a discussion.
I like it. I'd say no more than 2 of each perk. Like every one has 2 copies perhaps. Like you said, just an idea. Still forcing some diversity. But with a LITTLE more wiggle room. Not one dedicated person who has to do the unhooking, etc.
-
@Bingbongbong said:
Ehhh I think there's enough second chances in the game.
If you played to the point were you were all slugged then it's kind of your own fault. If it's a continuous problem for you then you have the option there to bring unbreakable and get that second chance as a perk already.
I'm not sure where the idea of a second chance comes from? This gives no real benefit to the survivor or killer.
If the killer wanted to hook you before, he can hook you now. If the killer wanted you to bleed to death before, you will bleed to death now. Just by way of entity intervention in order to speed it up a little.
There is no change to the balance of power nor second chances added.
-
@Deadman316 said:
Simple. If all 4 survivors are slugged, the Entity gets them. Trial over.
You don't want that though because that takes away the killers rank and bloodpoints for hooking. This gives him the chance to get both of those well earned goodies while also removing his ability to be rude and watch you bleed to death.
-
Bleedout times are fine as is due to the balance of regular slugging. And faster bleeding with 4 on the floor means potential of death before you can get through unbreakable. I thought of faster bleeding. But it effected more than the issue at hand.
Thank you for the approval! Wish BHVR read my stuff. Lol
-
@XRuecian said:
It would be easier, simpler, and equally rewarding to just say that if all 4 survivors get slugged, and one of them doesn't get up within 60 seconds, then all of their aura's get shown to the killer, until they are all dead/hooked, or until one of them gets up.
If your entire team loses because all of you got slugged, you just deserved to lose anyways. It's often harder to slug than it is to hook people. It is much harder for a killer to manage slugged players than hooked ones. Slugging someone doesn't activate BBQ and give him information. Slugging someone doesn't let him use Pop Goes the Weasel. Slugged players can crawl to more advantagous locations to be saved, unlike hooked ones. Slugged players aura is hidden from the killer, unlike hooked ones, so if they get saved, the killer doesn't even know where to start looking for you again. Slugged players might have unbreakable and not even need a rescue. Because of this, there is no reason to punish the killers points or rewards for slugging 4 people (unless he lets them bleed out instead of hooking). If all four of your team went down at the same time, it means your team made a lot of mistakes. You somehow all got caught, and lost a chase, one after another, before your other teammates got the downed ones up. That's simply called being defeated.
The main reason you wouldn't want the entity to come in and devour them all right after they get slugged is because you would take away their chances of unhooking themselves and having a tiny second chance.
Correct in some aspects however I think you missed the situation this was designed for.
If all 4 are on the ground and their auras are revealed to the killer, that does not stop the killer from standing there and watching you bleed out regardless.
If the killer is hooking people like normal (like they should) the Culling won't really impact them. It's quite rare to completely lose a slug and not find them in 30 seconds. 30 seconds is a long time when your only task is to listen for the slug as you walk around where you downed them.
The Cullings only purpose is to eliminate the killers option to put all 4 on the floor and then stand there and watch them bleed out just to make them suffer for the bleedout timer.
I kinda like the aura idea. Perhaps if he hooks someone, all survivor auras are revealed to him for 3 seconds? IDK. I don't want to give the killer free perk stuff which is deerstalker and BBQ (which does show slugs).
I don't disagree with you that if all 4 survivors are on the floor that it is their own fault and they have lost. But I also don't think that gives the killer the right to watch them bleed out just to be mean. The Culling eliminates the pointless watching of bleedouts while still giving the opportunity to earn ALL the same bloodpoints as long as you don't lose your slugs. AND it stops on the last slug when the hatch opens.
This is not designed to punish the killer at all. And the timings could be tested and tweaked to be completely fair to killers who hook their slugs. It is ONLY designed to stop the "all 4 are down so I'll go afk while they all bleed out"
-
Ok so back to topic. Yes, DS skillcheck being ruined by lag is sucky. But the perk is redonkulously strong in the right hands due to being abuseable. Changes that could make it better:
Base kit? Up for debate after the rest of the changes are made.
Skillcheck/No skillcheck- Both are fine to me. Laggy skillchecks suck. Or maybe make it easier. I ONLY miss it due to lag. But I can see the issue presented. I guess removing the skillcheck is a "compromise" that could be made for the other necessary changes below.
Getting in a locker, touching a gen, or being healed result in DS deactivating since you were not tunneled and these situations are the ones that result in the most abuse of the perk.
If another player is hooked at any point, DS is deactivated.
Tada. A DS that actually stops tunneling and isn't completely abuseable.
-
@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1163514#Comment_1163514
It's not scum
Its playing effectively.
Why would I let survivors activate 90 perks and have 3 "lives" on the hook?
Well you do want to hook. That's bloodpoints and rank. But if your sole goal is to kill people as quickly as possible without gaining rank or BPs then the Culling is for you! Just down all 4 and chill out for 15 seconds and boom. 4 dead. No more waiting for them to bleed out.
-
@wojtech said:
Or give option like when you crawl up to someone you have an option to sacrifice yourself and the other person gets one life state.
This causes issues. You are then taking away the killers option to hook you. That's his rank and bloodpoints. Can't have that. Sorry fren.
-
@not_Queef said:
How about if all four survivors are on the floor at the same time, the match is automatically cancelled because it's not a real game anyway.
Or. And hear me out. Do the thing in the post because it was a mixture of tactic on the killer side AND mistakes on the survivor side if there are ever 4 on the floor. Lol
Try getting 4 on the floor at rank 1. I'll be here.
-
As mentioned above. It's all situational. Yes a combination is best. I'd say slug at the beginning to gain momentum as it's a more efficient way to get people injured and keep them off gens longer. Generally.
The 4man slug only really happens for me if I down someone and spot someone else within mere SECONDS. Usually the fault of the survivors for being too gutsy.
-
@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1163566#Comment_1163566
Ok, I went on a tangent and trying to go through multiple points (I'm tired), but a change like that were to go through, it'd all be connected.
The original post was for speeding up an unwinnable game and guaranteeing 4 kills right? Or more or less skipping the hook phase or dodging a ######### killer or a bandaid for the silent slug hunt.
It skips every variable the game builds upon. You refuse to hook 4 downed survivors.....why? Everyone has DS? Someone would have the gall to actually kobe and make a comeback?
And at what point does the game get considered unwinnable? If they're all on death hook except for one guy, then does it give him a chance or skip it just to move things along?
And how would the last guy even get hatch if everyone has 15 seconds? Wouldn't the killer just wait it out to deny the hatch anyways?
I stay on topic this time? I'm dizzy. Got no sleep trying to grind out the rift.
Not quite. The original post was to speed up a killer who chooses to bleed out everyone on the ground instead of hooking.
The hatch problem was addressed with the timer pausing when the hatch becomes available.
If that scenario happened currently, the hatch wouldn't be available until the 3rd guy bled out. And the 4th would have the remainder of his bleedout time to try to find it. Yes the Culling would remove that part of the game. And take that SLIM chance from that slug. But I'm sure he'd rather get it over with quicker anyways.
As for why killers do this? I don't know. But it happens. And this would stop it from happening. Or at least make it much more tolerable while giving no benefit or additional punishment to the killer or survivors.
-
@Accullla said:
I think this could be a neat trick to remove the annoying situation when 2-5 people have to wait a 4 minute bleed out timer just because the killer can't find their slug. The only two issues I could see are:
- the killer has no hooks nearby and the survivors will die to the culling, instead of having a chance to wiggle out of their grasp (I. E. The killer would have otherwise picked them up, but now desides not to, because they don't have to wait out the whole 4 minutes)
- killers who want to hook, but struggle to find their slugs, due to sound bugs causing survivors to not make any sound on the ground will sometimes be denied the opportunity to hook everyone, because they'll have less time to look for slugs
I support your idea @rhodamia. I think this is a good solution to a common annoyance for both killers and survivors, that does not really favour either side
For killers with no hooks nearby, they would still be enticed to try. A Culling kill will only net them 300bp each and no rank gain in sacrifice category. Carrying them and them wiggling free will stop the Culling. And give you a chance to chase, down, and hook in a different location to earn the bloodpoints.
I don't think a bug should stop a new change. Once the bug is fixed, that wouldn't be an issue.
And if the killer decides to slug multiple people, they can bring one of many perks to help them with locating them. BBQ, Deerstalker, Whispers, Infectious Fright. How often do you have 3+ slugs on accident? If you plan to slug. Bring a perk to help. If you don't plan to slug, chances are you will only have 2 max. One of which is at your feet because you just downed them. Which is still a solid 30+ seconds to find the other guy who you can estimate location based on the time they were slugged.
Just my thoughts on the responses. Thank you so much for the positive feedback!
-
@AddictedToMosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1163574#Comment_1163574
Seriously though, given the absurd gen speeds, you should play top tier killers (Billy, Spirit) and try to secure a kill early on. Tunnelling and slugging survivors with DS is often necessary (SWF teams will go out of their way trying to save their buddy) . Don't waste time at god loops, don't respect and pallets and try to make sure that the last 3 gens are close together.
That's my best advice if you want to stay at red ranks, but know it won't be fun. Survivors use killers as a tool in order to have a good time. Show no mercy.
I love it, thank you for the advice.
I'm terrible about giving up on chases. I need to learn to abandon. But it's hard. Sunken cost fallacy.
Spirit. I love mindgaming killers. I main nurse, hag, and pallet Freddy. All of which have mindgaming in their own capacity. But I just can't get the spirit under my belt. I SUCK at her lol. So! I can open a new thread if need be, but since it applies I think I'll leave it here.
Any spirit-specific tips? People stop running and then they are just GONE lol. Do I need Stridor?
-
@AddictedToMosh said:
With killer? Unfun tunnel is the way to go.
Ew. Lol
-
@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1163508#Comment_1163508
How about those scenarios where there's two survivors with one being slugged constantly and the other hiding in a constant loop till they bleed out and die? Putting in a "guess I'll die button" is no different from DC'ing for hatch imo.
They can try to find the last person but don't pretend it isn't an artificial stall. Just hang them and get the hatch before the other person does.
Maybe they should rework the hatch to count as a loss. It is a last ditch effort to escape. And keep it closed when the exit gates are open. There's no point to having 3 escape points for the last person. Keys would see less use if people really cared about rank and bloodpoints.
Despite appreciating a comment. This has nothing to do with the topic at hand.
Slugging one to find the last one is also a viable tactic. You have until they bleed out to find the last guy.
In doing so, you take the chance of losing your slug, or them being healed. Not to mention WAY less bloodpoints and rank if they do bleed out.
It's a tactic. But one that is unrelated to this post.
-
@TheLastGreatStar said:
I think like most things in this game, it’s a tactic that sometimes works. It’s not a definite win. If the survivor has Unbreakable, they will stand up faster and without the aid of others. Also some teammates refuse to pick you up until they’ve finished the generator they’re on. So if that’s the case, you’ve not only lost a hook, you’ve lost a generator. It also depends on how competent the team is at chases, as you don’t know how many gens will pop whilst you’re trying to get that first down. Like I said in another thread, it’s a very situational tactic. Not something I’d recommend always doing.
100% agree. It is situational and you have to read the survivors skill and act accordingly.
Slugging a great runner is detrimentally handicapping yourself.
And them finishing a gen is fine! they would have done the same to a hook as they would to a slug, that's just optimal survivor play. The difference is slugging gave the killer more time to potentially find and interrupt that gen than if he had taken the time to pick up and hook.
But you are right. Situational. As with most killer decisions.
-
@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1163463#Comment_1163463
For what reason? Playing like scum?
It wouldn't happen because it would defeat the WHOLE point of The Culling which is to discourage bleedouts.
However, double bleedout bloodpoints. Is still less than if they just hooked ya. Just FYI. It would be 600 per slug for letting the timer run out vs (3k each? For each hook and sacrifice)
-
@Tactless_Ninja said:
How about it gives one person unbreakable if everyone is slugged and killer isn't hooking.
Play stupid games, win stupid prizes.
Or you could just bring unbreakable. Why give someone a free perk when the killer played fair?
This isn't to punish any side or add strength to any style of play. It only acts to speed up bleeding out if the killer chooses not to hook people. But allow them to hook and play normally if they wish as well.
-
@Reborn2020 said:
No. I dont want to lose bp just because you losing.
Also to add to the above response, if you are slugging 4 on the floor then you are doing it on purpose. Which is totally okay and viable! I do it all the time.
We would just have to keep The Culling in mind and be sure to bring BBQ or Deerstalker or Whispers in order to ensure we get all of our hooks. And if Bloodpoints is what you are after, you likely have BBQ anyways. So you wouldn't have any issues getting all your points. You would be largely unaffected by this.
Even people who slug and bleed out the whole team would get the same bloodpoints with The Culling as they would for doing it now. It would just happen faster.
-
@LetsPlayTogether said:
And the killer shouldnt get any bloodpoints.
@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1163458#Comment_1163458
Instead the killer gets double bloodpoints
@Reborn2020 said:
No. I dont want to lose bp just because you losing.
In response to all of you. Lol
No BP: It's like a bleedout. So give them the bleedout points. It's not much.
Double: We don't want to encourage bleeding them out. We want them picked up and hooked like normal. We are trying to DISCOURAGE the bleeding out/running out the timer.
Losing bp: In what scenario are you unable to find a survivor in 30 seconds? That's a long time. Find em. Pick em up and the time slows, hook, fresh 30 to find someone. Hatch opens, find em or the hatch, etc. It should literally be IDENTICAL points to what you get now. Regardless if you bleed them out, or hook everyone. The ONLY way you will lose BP is if you are unable to find one of your multiple downed survivors in 30 seconds. Which is a lot of time when there are multiple slugs. Keep in mind the timer pauses when it's one slug left and the hatch is open. This won't hurt your BP friend :)
-
@Shaped said:
How to red rank as both roles: just play more.
Despite the exquisite detail you gave me.
True.
But I gave examples, what I've learned, how-to, etc. That's what I'm looking to get stirred up in the comments. Little things that help top tier killers. I'm good at killing until like rank 8. Then it gets tough.