Avatar

w_sohl

w_sohl

About

Username
w_sohl
Joined
Visits
387
Last Active

Comments

  • I kinda need @not_Queen to respond as my bet with the other person is that the devs would say this isn't holding the game hostage. And she speaks for the devs.

  • A little late back to the party, but I like how my idea became a reality. And like I said, as a perk, it's only a gimmick.

  • And For the People doesn't work.

  • @Ekthanol6 said:

    Just had 2 games in a row where the last 2 survivors just jumped in the hatch infront of me while all i could do was to stand and watch because of a key

    First game they bringed in a key but i didnt see it at lobby so i was suprised by them opening the hatch but fair enough

    Second game made a 3 gen as blight killed 2 of them 1 of them found a key in chest and the hatch spawned right next to them

    after that last game i finally realized why people tunnel and bring moris because the game forces you to do this or you just get bullied and "outplayed by a key spawning in a chest "

    But atleast the killers are the power role right?

    Boo ######### hoo. Grow up.

  • @KingFrost said:

    Obviously its time they add some new Ultra Rare offerings.

    Some ideas:

    -Bloody Buffet (3x Bloodpoints for all in the trial)

    -An offering that guarantees a survivor spawns closest to the killer as possible

    -An offering that has the exit gates spawn close together

    Exit gates spawning close together? Really? They should never be close together. Once they are powered all the killer has to do is patrol two spots, he shouldn't be able to stand in one place and cover both doors. They already get to see the aura of the doors so they know right where to go.

  • The most fun I've ever had playing this game was when we decided to not do any gens and hide. We were all Claudette on Yamaoka and one of us brought Distraction. The killer was Bubba and I can't remember how many times he just walked right past me hiding in bamboo. Eventually we started doing some gens and he killed three of us. Messaged him after the game, "Fun?" His reply, "Had a blast, glad only one of you had pebbles or I would have lost my #########."

  • Then open the gate yourself if you see it's 99ed!

  • @Swiftblade131 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483743#Comment_1483743

    Facts, but I can complain about stupid bullshit while not buying it

    Then actually complain about stupid bullshit.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469208#Comment_1469208

    You want to be warned that a killer, who's entire power is stalking, is stalking you? You're kidding right? Would you like an aura to show when Trapper sets a trap as well?

    That's not what I'm saying. Read my comment again. What I said was GF shouldn't be alerted when you are revealing him. I absolutely do NOT think survivors should be alerted to being stalked. If you aren't aware of your surroundings that's on you.

  • The real question is, why does GF get an alert that a survivor is exposing him? Survivors have no idea they are being stalked till it's to late. So why does GF get that knowledge?

  • @supersonic853 said:

    Didnt you know you can tunnel multiple people at once? Someone needs to read the survivor rulebook.

    /s

    Yawn, tired excuse. Survivor rule book, blah blah blah.

  • @bumcheeks1 said:

    https://youtu.be/4OoH3ia08RU

    For anyone curious, here’s the video of the full match (the DS hits at 8:00).

    So all this whining about DS and you got a 4k? Boo ######### hoo, it took you a minute longer to get your 4k.

  • @Huff said:

    This is why I'm saving loads of moris on any killer I get to P3. It'll be my "DS insurance" so I don't have to deal with stuff like this. Anyone who gives me crap for using probably the most powerful killer tool will just get told the same thing that people who hate DS are told "I need it to counter this certain type of playstyle, just play better it's so easily counterable."

    A Mori and DS are two different things. A Mori ends that players game, DS doesn't end the killers game, it just extends a chase.

  • @hinoutoumei said:

    https://forum.deadbydaylight.com/en/discussion/comment/1374609#Comment_1374609

    I was under the assumption it was always there, and the spawning referred to it opening, because Multiple times as a killer i've found the hatch within the first minute of a game. it's hard to keep track of the other factors such as #of gens repaired when I made this assumption. Most likely I'm incorrect, which would make sense considering the video.

    You have never found the hatch within the first minute of the game. It is not visible till there is only one survivor left or the number of complete gens exceeds the number of remaining survivors by one.

  • @rogueplayer00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372341#Comment_1372341

    I was exaggerating, the amount of times I get DS'd four times in a game is overwhelming though. And thats the issue. If I hook you once, you are invincible for a whole minute and if you're playing against smart survivors, you're never able to make that timer tick down at the same time. You're looking at 4 minutes of invincibility throughout the course of a 8-12 minute game. How is that fair in the slightest? Yes you need to get hooked for it to activate, but that still doesn't change the fact that it allows an instant boost of confidence and the ability to challenge the killer, and upon said challenge, you do normally get away scratch free, unless the killer continues to tunnel chase, in which case, gens fly. Once again any perk that allows a survivor to 1v1 a killer in a 1v4 situation is bad design. And adding a timer to that makes it worse. I'd honestly like to see it be a one use exhaustive with no timer or prerequisite. At least that allows them to choose when to use it, giving it a pseudo buff, but also making it so that killers aren't punished for playing around it because they can't really. Honestly I'd appreciate that more.

    One survivor has that invincibility, not four. If they just got unhooked, that means a survivor without that invisibility is in the area, chase them or chase one of the other two.

    Also, when trying to make an argument, don't exaggerate, it takes away from your point. People focus on the exaggeration and not the point your trying to make. Stick to the facts.

  • @rogueplayer00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370404#Comment_1370404

    The issue is there's no perks that do that to survivors, who plow through generators. If I get my first down, and 3 gens get instant completed, there is NOTHING I can do. I can kick gens, I can chase survivors, but I can't just UNDO a gen, like a survivor can TAKE BACK a down. I love DS. As a killer, I love getting DS'd and having to reinstate a chase, because it feels more rewarding, and its immersive. It makes you feel like you're chasing someone who is fighting for their life, and you're winning if they had to use their trump card. But whats not fun? Is getting DS'd 5 or 6 times in one match, and not getting passed the first hook with anyone on a coordinated team running OoO, all DS, and Iron will. I love the idea of the perk, and even what it does. But it shouldn't be free "hah I can get in your face, waste a 30 second chase, and still make it out without a hook." Killers are supposed to be the power role. Its a 1v4, not a 1v1. Stop playing like its you vs the killer, its your team versus the killer. And the more perks come out that allow survivors to continuously escape the killer and have almost no consequences? Not to mention, "playing around" DS isn't an excuse. I down you 25 seconds after you get unhooked. "Playing around it" is waiting 35 whole seconds. That punishes me. For your mistake as a survivor. I play around it? I risk you having unbreakable, or a coordinated team getting the save, and i waste my own time, meanwhile a blendette or a meg with a toolbox is rushing gens while I'm focusing another chase, or sitting on the body to "play around" ds. Thats why I love Executioner. I dont have to sit and wait for your 2nd trump card this match. I can say F your perk, go to the gulag. Its definitely an issue. I love the perk. But not in its current state. In a 1v4 game, 1 of the 4 shouldn't be able to go toe to toe with me and get away scratch free. That goes against the entire threat of the killer.

    LOL, DSed five or six times? What matches are you playing in where this is even remotely possible. The most it could happen in a match is four.


    Also, you don't get away without a scratch with DS. You literally need to be hooked for it to activate. I wouldn't call that without a scratch.

  • You should really average about 550 experience per game. You'll have some in the 400s and others where you'll get 600+. First survivor match of the day, bonus 300. First killer match of the day, bonus 300.

    1: 550+300=850 (1 fragment, 50 extra) 1st killer

    2: 550+300+50=900 (1 fragment, 100 extra) 1st survivor

    3: 550+100=650

    4: 550+650=1200 (1 fragment)

    5: 550+400=950 (1 fragment)

    6: 550+150=700 (no fragment)

    7: 550+700=1250 (1 fragment)

    8: 550+450=1000 (1 fragment)

    9: 550+200= 750 (no fragment)

    10: 550+750=1300 (1 fragment)

    11: 550+500=1050 (1 fragment)

    12: 550+250=800 (1 fragment)

    Based on this you should receive a fragment in your first two matches every day, 1K and 1S. Then, whichever side you prefer to play after that, you should roughly average 2 fragments every three matches. Your first level every day should only take about 13+/- matches, then about 15 matches per level the rest of the day.

    In my experience I've actually averaged closer to 575 per match so my first level reach day only took 12 matches on average.

    I reached tier 70 with 30 days remaining thanks to COVID. I have a friend however that reached 70 with about 45 days remaining.

    When I'm working full time I just look to gain 18 tiers per rift level. Levels one and two are two weeks long and levels three and four are three weeks long.

    If you are only 8 tiers away, you only need to play 1K, 1S and then 4-5 matches of whatever you want each day and you'll easily hit it by day 70.

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370347#Comment_1370347

    Someone hasn't played at red ranks, where DS is essentially 60 seconds of immunity to most people.

    60s of immunity from what? I get downed and get to crawl around for 40-45 seconds. Wow, thank God for that immunity. It's amazing how many gens you can get done while waiting for the killer to pick you up.

  • @TinyMoon3 said:

    I went from 15 back down to noob 20 for survivor. I can never seem to get out of yellow rank. No matter how much stuff I do in a match, I either get no pip, lose a pip, or extremely rarely gain a pip. I should have been a red a long time ago. I play like a red now, but the system still thinks I didn't do enough to rank up. Ive been playing this game since The Oni was released. What else do I need to do? Give a little dance for the killer? Learn to fly? Cook a yummy dinner for the killer?

    Dude it's really easy to pip till you get to purple/red.

  • @TAG said:

    @w_sohl

    Yes, it is the Survivors' fault because neither Survivor is trying to end the game, and both are actively contributing toward extending the game indefinitely. The Killer being bad doesn't actually negate that. If anything, it only supports that because it means the Killer is actively trying to bring the game to a close but the Survivors are preventing the Killer from doing so (through not allowing the Killer to progress their objective and ALSO deliberately not progressing the Survivors' objective themselves).

    If the Killer can't catch a Survivor while the other(s) is finishing gens, it's no problem. If the Killer can't find anyone while everyone is intentionally not doing Gens, Survivors are holding the game hostage because the Killer is trying to finish the game while the Survivors are not. If the Killer is standing in the middle of a 3-gen and is just pushing approaching Survivors away from the gens while also making no effort to chase/down them, then the Killer is holding the game hostage because Survivors are trying to finish the game while the Killer is not.

    Nope. Killer can search for them and find them. How do you know they aren't trying to do gens. Maybe they are too scared.


    They are trying to end the game, as soon as the hatch opens. They're looking to escape. That's what both are trying to do. If anything, the killer is holding the game hostage because he isn't looking hard enough.

  • So, two solo queue survivors are hiding hoping the other is doing the gen. The killer is so bad he can't find at least one of them. Survivors fault. Got it. πŸ€¦πŸΌβ€β™‚οΈπŸ€·πŸΌβ€β™‚οΈ

  • Wrong, killer can take the game hostage. Blocks last survivor in a corner and doesn't hit them. No way for game to end.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1312146#Comment_1312146

    It's clear as day there are only certain perks a majority of the community runs.

    This means either we need more perks to rival the strength of the meta perks, or we nerf the meta perks to be similar to their weaker, lesser played options.

    I get EXTREMELY tired of seeing the 67th trillion DH or DS tbh.

    I doubt you've played 1 quadrillion 5 trillion games.

  • @SnakeSound222 said:

    Looking at this website (https://dbd.onteh.net.au/#archives), Kate's death hook escape challenge is the one's that locked behind Dwight's hiding challenge. Tiers 3 and 4 have three and four starting points respectively.

    Also, is Dwight's last memory seriously locked behind this stupid as hell challenge? His story is getting really interesting.

    Don't you escape most matches on your second hook? If not, just try to kobe your first time on hook. Whala, challenge complete.

  • Her targeting send to be slightly left of dead center too.

  • An old movie, Excalibur, there is a scene where the enchantress Morgan LaFey gets Merlin to change the spell of Making. Those are the words from the spell in that movie.


    https://youtu.be/ttq_4FwvLJo

  • They don't have skill checks because totems are cleansed with an incantation and not physically. What they should add is the survivors saying said incantation.


    Unal la thrack

    Uthvas bethude

    Donviel dienve

  • @MikiDwilight said:

    This bug has been sticking around for few months, but idk if it's important to fix it.

    See comment above.

  • @ganimomu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224077#Comment_1224077

    Non-sense your comment. This bug that they are reporting is just visual, not functional. That's why is not important, like the other guy said. It should be fixed but wouldn't be a priority as you still can play perfectly with this specific bug.

    My original reply somehow ended up in the wrong thread. I posted a bug about not being able to struggle on your second hook, lagging out and bring sacrificed.

  • @FMLN92 said:

    It is not important but feels stupid and not realistic.

    Not important? I don't know about you, but I think it's pretty important to give your team a chance to rescue you from your second hook.

  • Some of you guys are looking at this wrong. It's not punishment for the killer. It's a survivor benefit that a lot of times goes wasted. It works once, and your done with it. Perk slot gone. Now you're playing a three perk survivor. A benefit to the survivors is not a punishment to the killers. A detriment? Potentially.

  • @AlexisFox said:

    Or, and this is a hot take here, the killer can learn how to run people off the gens in a way that makes survivors want to get healed which takes time that they aren't spending repairing gens. *Gasp* I know right! Expecting a player to actually try to get better at a video game instead of just changing things so one player doesn't have to learn how to adapt? That's unconscionable! (Yet asking for changes to help one player not have to learn to get better means that those on the opposing side have to then learn to adapt to the change and get better!) <-- This applies whether the change is to help killers or survivors as anything that helps one side hinders the other and whichever side is hindered is expected to learn to deal with it. Changes to the game should not be based on making things easier or harder for one side or the other, they should be based on making the game more enjoyable for both sides simultaneously.

    This exactly. I couldn't get out of purple ranks because my looping left something to be desired (it was terrible) so, I got better and made it to red ranks. But, I was worried that I still didn't deserve red rank till I played solo and was able to double pip a few times. Now, my looping still isn't the greatest, never be the quality of Fun Goose (looping God), but I got better, I adapted. Same with when new Doc came out. I still think he got a serious buff and I had to adapt my playstyle to his new ability. I did, still hate playing against him, but not so much anymore.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191395#Comment_1191395

    I have never seen or heard from someone calling the shack an infinite.

    Sure there are some killer that can combat god loops,but what about killers like legion or Leatherface?

    Nothing that you listed was a direct counter to god loops except maybe bamboozle and certain killer powers.

    Then again why is the killer supposed to run a certain perk to combat bad map design?

    It's like saying survivors are supposed to use Spine Chill and Resilience to not get hit through windows.

    Or like saying survivors should have to run Calm Spirit to counter Static Blast, oh wait....

  • "Many people are frustrated with these kind of loops because there is no counter play to them (unless you use certain killers or perks)"


    Those are my favorite types of replys. There is no counter, unless you use what was specifically put in the game to counter it. Uhh, then there is a counter, you just said so yourself.

  • @dannyfrog87 said:

    yeah played solo survivor .... against a spirit saw a lit dull totem. the spirit knew i saw it. i tried to cleanse it. and no other survivor bothered too cleanse it. 5 stacks devour hope. after that i was like. ok nope im out. morons ... lol. i didnt stick around for the after math but i know for a fact it was probably a 4k.

    What is a lit dull totem? It's either lit it dull, not both.

  • @Marcavecunc said:

    It would be nice indeed.

    In a similar type of idea.. if you get matched with randos, it would be nice if you could send them a request to join them without having to friend them first.

    You can, on XBOX, just join their party, or invite them to yours.

    in Rematch Comment by w_sohl
  • @Desh said:

    This would aid farming of achievements, challenges, rituals, etc.

    True, but only if you were farming to begin with. I would think that it could be set up so that you wouldn't be able to select a challenge before the rematch.

    in Rematch Comment by w_sohl
  • @JawsIsTheNextKiller said:

    I like people that play all the killers. I'm also impressed that you showed the screenshots of all the games, not just the ones that backed up your complaint.

    He didn't show any that backed up his complaint. Unless his complaint is that he wants every matche against survivors that have no chance against him and he deserves a 4k.

  • Wait, are you really bitching about minimum 2K every match you posted? If you think you deserve a 4k every match, just leave the game now. Hell, you DCed one match.

  • @Spooky13 said:

    https://youtu.be/o0XOSYLCTc4

    Give it a watch. In short, he goes in as Bubba with Speed Limiter and Award Winning Chili, possibly the worst killer in the game with an addon that takes away his one positive of instadowns. Surprisingly, he nearly wins before 2 gens can get done. Survivors have made a bunch of mistakes, and naturally he is profiting off of them like a killer should.

    But then Otz makes one tiny mistake, not assuming the Nancy had Unbreakable. This tiny little mistake nearly cost him the game. How can survivors go from being curb stomped after making dozens of mistakes, to bouncing back completely? Same for killer, how can he be in the winning position, but one tiny mistake can nearly cost him the game.?

    Survivors have so many second chances it's insane, and by comparison, killers have next to none. Making tons of mistakes as survivor apparently doesn't matter, when you can bounce completely back when the killer makes one tiny mistake.

    This totally disproves what you are trying to prove. Your point is that survivors have many second chances that help them win and then you show a video where they don't. All you've proved here is that those second chances aren't as strong as some killers would like you to believe.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083080#Comment_1083080

    True. I guess a low percentage would work. Maybe give it a few seconds after being picked up to prevent instant pallet drops, like 3 or 4 seconds after a pick up. But it would be annoying if the same survivor ran both that and Decisive Strike. Decisive Strike should have priority over the RNG of the automated pallet drop. Or the pallet drop needs both the RNG and a difficult skillcheck, not have it 100% automated. But not a skillcheck everytime a pallet is in sight, not to make it Decisive Strike #2. And one more thing. The pallet should break upon impact. Not just drop.

    Yeah, if you go up about 8 posts I suggested that they would break immediately like in Spirit Fury.

  • @Marcavecunc said:

    Making it base kit? No.

    Making it a perk? One use only, maybe, but even then.. Still no. How many people get downed and picked up under pallets, this would give the killer literally no chance at picking you up, even with no one nearby to drop the pallet for you.

    It isn't guaranteed to work. I think the percentages might be a little strong, but if it's a perk slot they need to be, especially if it's one time use.

  • @RayrafLPP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082213#Comment_1082213

    More like a "i want to play a real game wkth 4 survivors and not slaughter 3 pour souls that got left behind by a DC in first minute of the game" option. Without a penalty for anybody left.

    Survivors dc often and its boring for the killer and unfair to the other survivors. But you cant end the game without penalty and are forced to play agaonst 75% survivors.

    I've been in a match where we had a first down DC early. 3v1, we all got out on Ormond, not hatch escapes either. Certainly wasn't easy and killer wasn't allowing us to repair gens. He had no sympathy, not that he should.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082963#Comment_1082963

    Here's an example

    You're hiding from the killer and they caught you hiding for a hook rescue. The killer injures you and begins chasing you away from the hook.

    You reach pallet loop and spend 15 seconds keeping the killer occupied before you're forced to move on to the next tile.

    You reach a LT tile and the killer wasn't able to mind game you there for 25 seconds. Eventually Entity Blockers and Bloodlust forced you to quickly travel to the next pallet.

    This pallet delays the killer for 10 seconds because you barely made it there and the killer immediately broke the pallet.

    Killer drops the chase with you because you're taking too much time. Daring Escape needs you to be chased for 10 more seconds to activate and without taking damage.

    Later, when the Exit Gates are powered, you attempt to open the Exit Gates but was seen by the killer. You was chased for 15 seconds before you was downed, Daring Escape is activated.

    The killer picked you up and walked past a pallet, Daring Escape decided not to work due to RNG. You are hooked but someone hooked bomb you and the killer downed you.

    The killer is worried about DS and slugs you. After 60 seconds, you're picked up by the killer and again, they walked past a pallet, Daring Escape worked you left through the Exit Gates.

    So DE wouldn't deactivate if it were unsuccessful? If that were the case I could see 60s being valid. If you're hit before 60s does the timer start over or just stop calculating? Would you need to be healthy for the time to accumulate?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082928#Comment_1082928

    If this perk has the potential to be used multiple times by multiple survivors, there should be a heavy price to getting it to activate β€” especially when this perk can really hurt the killer.

    The point of this perk is to punish killers who couldn't down you within a reasonable amount of time and decided to carry you to a pallet. If you was downed at a pallet, the perk will have a short cool-down when you're picked up to prevent cheese. 😁

    So how would your idea work?

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082920#Comment_1082920

    Soon as someone like's your idea its "Β how discussion are supposed to work, thank you for being a civil human being" sorry to brake it to you but everyone that has posted was having a discussion and was being civil with it we just didn't like your idea and was pointing out the reasons why. Nice way to point out which post matter so unless you like the idea no point in responding as the OP will class it as not being civil and having a discussion.

    Guilty conscience? I wasn't calling anyone out and was referring to the way discussions typically go in these kind of threads. What I meant by how discussions are supposed to work was that he saw my idea, saw some issues with it and instead of just saying no way no how, he came up with some changes and ideas about how to possibly make it work. Even if he had tore it down completely I would have had the same response to him because he came with a solution.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/128901/new-pallet-idea

    Not a bad idea, just need a few conditions to balance this out. Second chance perks need conditions to be balanced and fair for both roles. 😁

    Daring Escape

    You will do whatever it takes to escape from your aggressor.

    After being chased for a total of 60 seconds without taking damage from the killer, this perk activates.

    While Daring Escape is active and in the killer's grasp, there's a 30%/40%/50% chance when the killer carries you beside a pallet that you will drop it down and the perk deactivates.

    After being freed from Daring Escape, the killer receives a 10% haste effect until a survivor is put into the dying state.

    Daring Escape can be activated multiple times.

    I think the 60s without damage is to long. No good killer is chasing anyone for more than 20-30s if they haven't injured you in that time.

    Also, what if we shortened the time, say 20s, you have the 30/40/50% chance to drop and stun. If you fail, pallet stays as is, but if you are successful, not only is the pallet dropped, but like Spirit Fury, it also breaks immediately?

    I kinda liked the idea of it being anti slugging, killer trying to avoid DS gets DE instead.


    By the way, I think Daring Escape would be a perfect name for this Perk.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/128901/new-pallet-idea

    Not a bad idea, just need a few conditions to balance this out. Second chance perks need conditions to be balanced and fair for both roles. 😁

    Daring Escape

    You will do whatever it takes to escape from your aggressor.

    After being chased for a total of 60 seconds without taking damage from the killer, this perk activates.

    While Daring Escape is active and in the killer's grasp, there's a 30%/40%/50% chance when the killer carries you beside a pallet that you will drop it down and the perk deactivates.

    After being freed from Daring Escape, the killer receives a 10% haste effect until a survivor is put into the dying state.

    Daring Escape can be activated multiple times.

    Now this is how discussion are supposed to work, thank you for being a civil human being. I like the idea. I'm fully aware that there has to be some give and take and if there is a potential advantage gained, there also needs to be a potential drawback.

β€Ή 1 2