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Jasuo

Jasuo

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Jasuo
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  • @Kebek said:

    Just👏make👏hatch👏spawn👏after👏all👏gens👏are👏finished !

    (and also when only 1 survivors remains, possibly add small 3s animation too just to be safe)

    I agree with the first part of this. In the same vein as moris, they should only be usable when the objective is basically completed. Mori is usable on death hook, keys should only be usable when you can open the gates.


    Honestly I think the whole mechanic of moris and keys are outdated and need a complete overhaul, something they said they're working on with moris right now. However I hope they include keys too, because as it stands keys are not good for the game.

  • Swf is not cheating. Personally I feel that the game wasn't originally designed around voice comms, but they've given killer so many tools since then that it doesn't really matter anymore in most cases.

  • Myers is the funniest to me, but I feel like Ghost Face better represents how I feel irl from getting pallet stunned.

  • @Kellie said:

    From what I heard, its more common because of the dedicated servers which should honestly go.

    It wouldn't be so bad if the game mechanics actually functioned properly. It feels like they left the code exactly the same as when killer was the host, which results in some very fucky interactions

  • It's interesting in theory. Anything that spices up the current mechanics is welcome so long as it doesn't make the game feel worse to play. I feel like this is one of those cases where I'd have to try it out before I have a firm opinion on it, but on paper it does sound like it could make chases more interesting. It also poses a risk for survivors that are looking behind them 100% of the time which would be a solid trade off for being able to see exactly what the killer is doing when he's chasing you

  • I'm assuming the anime/manga option was in reference to horror, such as Junji Ito's stuff. If you look past all the, uh, questionable stuff in anime and manga, there's actually some really good horror themed works out there. Obviously they wouldn't implement it literally in anime style, they'll do their own creative spin on it. While I'm not actively advocating for anime/manga IPs to be added, their own creative takes on Japanese horror could be VERY interesting if done right.

  • The only things I don't do are tunnel and camp. I very rarely slug too but sometimes it's the only way and it must be done.

    And yeah, you literally need hooks to pip. I've gotten several hooks in games where survivors would immediately heal every time they unhook and I still barely manage to get brutal killer at 2k and sometimes even 3k

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414145#Comment_1414145

    If you're out in the middle of nowhere, why would a Exe chase you? It's clear bait and something Survivors have done forever. Draw the Killer away from gens so someone else can finish them.

    What if the Exe doesn't fall for this? What if he uses that against Survivors? That's one reason why I run Distressing on Exe. As people want to gain as much ground as possible, they tend to depend on the terror radius to run before seeing Exe. But if that terror radius is bigger than normal, they waste time running too early and sooner or later start to ignore it. Then once they start ignoring the terror radius Exe is allowed to get too close for them to run away before it is too late.

    I see it all the time in my games as Exe and it simply works. Early game tends to be mostly people running away gaining ground and avoiding me as much as possible, then by mid/late game they just stop caring about the terror radius and Im able to walk right up to them if they don't have line of sight. I also run a very non meta anti healing build and swap targets often. Something that doesn't work for other Killers but does for Exe.

    Distressing- This is to counter early runners to force them to waste more than they needed and as a loud stealth once they start to ignore the terror radius from it almost NEVER going away.

    Coulrophobia- This combos with Distressing very well. It makes it so that once wounded someone REALLY wants to get out of my terror radius to heal. So if I swap targets after wounding someone they will very much likely just not heal at all from how long it will take or run to the very corners of the map before healing. Either way I gain an advantage.

    Deathbound- I use this as my tracking perk and additional stealth. Seeing how Survivors will want to get very far away from me in order to heal, they will trigger Deathbound doing so. Then once Deathbound triggers I know where at least 2 Survivors are and can use that to figure out my next move. With luck I can even catch the healer/s out of position due to Survivor meta wanting to split up. It gets funny at times running bipolar stealth when Survivors can't trust anything.

    Blood Echos- Seeing how Survivors will tend to be wounded longer than normal for one reason or another I might as well make use of that. Blood Echos offers added tracking and removes a number of pesky Survivor perks at the same time. This forces Survivors to want to heal to keep their perks, but they can't heal without either wasting a lot of time or telling me where they are.

    I don't think I have had more than a couple of games who made it to the gates being powered since Exe came out running this build and having a playstyle that almost never breaks or respects pallets. Can't be certain of this, but I can legit only remember 1 or 2 games that had all 5 gens finished playing as Exe doing this.

    Your first point is why I run Monitor and Abuse on him; your terror radius deceives them both ways. I've been able to sneak up on people because it's smaller out of chase, and during chase they think I'm always on their ass until I fall out of the chase and my radius shrinks back to being tiny and they think I left, had several times where they'd turn around and run right into me because they thought I was gone.

    Also as for Pyramid Head not wanting to chase you if you run out into the open; isn't that kind of the point here? OP said he can't deal with Pyramid Head during chases but if he gains distance while out in the open and there's nothing to slow him down, if Pyramid Head decides to drop the chase and go somewhere else then he successfully won that chase.

  • Both @Yamaoka and @NekoTorvic's posts could not be more accurate. I main Pyramid Head and every single word those two have spoken is the complete truth.

    I won't deny Pyramid Head is strong; in chases at least. When you learn how to play against his chase game he feels considerably weaker. He's literally only going to be able to use his power on you at pallets and vault locations, if you gain distance on him and lure him out into the open he's basically caught with his pants down. There isn't a damn thing he can do in that situation other than slowly gain on you, giving you more time to think and make decisions on how to outplay him.

  • @FlamingkittyUmad said:

    I think we should even out the OP perks first.

    -Pop (no cooldown, extremely abusable on high mobility killers)

    -Adrenaline (you don't need the speed AND the heal, one or the other.

    -DS (only when the survivor is not being tunneled/ when the gates are powered. Otherwise this perk needs a buff to have any value as an anti-tunneling perk)

    -infectious fright (should not proc on insta-downs)

    -Fire Up (literally most OP perk in the game bro :^) )

    Pop should not be nerfed/reworked, it's the only real gen pressure you have. Ruin can get borked almost instantly if they do totems, and gen tapping completely ######### normal kicks.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/168754/why-is-it-so-easy-to-rank-up-as-killer-or-is-it-just-me

    How easily killers rank ups is based on what killer you play:

    You can be afk on legion and probably still pip.

    Meanwhile if you constantly keep players broken as the plague then you can 4k and still DEPIP(This has happened to Otz on stream I believe that or Tru(Maybe both)).

    I remember seeing that video, I believe that's because he killed them so fast he didn't get the chance to earn points in other categories so he pipped down

    I think the emblem/pip system is in dire need of a rework, it feels odd to want to not end a game if it's very much in your favor to allow the other side to recover enough to ensure you get enough points to rank up.

  • For me it's very subjective to what time of day you play. If I play in the evening I tend to get very easy games at rank 7 killer, however once it starts getting later and eases into the very early morning hours I get ultimate sweatlords, regardless of rank. Some times it feels impossible to rank up and others it feels way too easy

  • I feel like if nobody even sees you for literally the whole match and they see you're the wraith in the post game lobby, they're gonna report you for being afk. It's nearly impossible to not find people as the wraith.

  • Killers have been the verbal punching bag for several years now. Unfortunately that's just how it is, no matter how you play, how well you play, what you do during a match, what perks you use, etc. you will ALWAYS be a ######### killer to them. Makes the victories where no one gets out alive that much sweeter.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1413371#Comment_1413371

    I hear ya. The thing about over in Overwatch is that every friend I ever made in that game was on my team. I have yet to make a friend from the opposing team since doing so requires having Match Chat turned on, and that channel is a cesspool on par with DbD endgame chat.

    I had enough BS experiences with endgame chat as a killer, especially a low-rank killer going against red ranks that run roughshod over you, know they did, and still insult and crap at the end, that I just said to hell with it in DbD.

    Unfortunately, I stopped playing survivor after three days in a row this past week of never getting unhooked off my first hook. Not once in a single game. And I both did gens and unhooked others, so it isn't like I was some useless, edge-of-the-map-hugging, urban evasion Survivor. It was about as much fun as playing a one-fight-and-dead battle royale.

    I haven't played with voice comms on Overwatch but even still the text chat was still pretty toxic at times. Blew me away how serious people took that game, literally trash talking you for your rank in unranked lol.

    And yeah, I'd be lying if I said I haven't had my fair share of abuse as killer too. I only have just short of 200 hours in the game, but I literally only play killer unless some friends feel like playing once in a blue moon. I've seen just about all of it, death threats, uninstall, nonstop ridiculing, etc. I report it most of the time too but I doubt it actually does anything. I've had people go ballistic over NOED too lol. Had this one bad game in particular where I wasn't doing so good, they're feeling rather confident at this point so they're going for ballsy plays until the last gen pops and NOED activates. I was in the middle of a chase with a Feng when this happened and I downed him right after it activated, which lead to me zoning everybody away from hook since they were too scared to ######### with NOED. Game ended with only the Feng dying, and this guy was PISSED. Like literally frothing at the mouth in the post game chat about how ######### I am for using NOED, how ######### I am for not 4King with NOED, etc

    Like good god man, no matter what you do you're a trash killer I guess.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1413323#Comment_1413323

    Well, in all honesty, I only own a few games on Steam: DbD, Left 4 Dead, Left 4 Dead 2, Borderlands 2, a few Telltale titles, and State of Decay Year One. And DbD is just a side game for me. I primarily play Overwatch, Heroes of the Storm, and World of Warcraft. I've been a Blizzard player since 1994 with Warcraft: Orcs and Humans. My in-game friends are all in the Blizzard games, which is also where most my family plays as well.

    If DbD was a main game for me, I'd probably join the DbD Discord to meet like-minded players.

    Yeah I feel you, most of my WoW friends are people I play everything with. I usually play dbd solo, so I had my chat off for a bit. I ended up turning it back on though and sometimes people genuinely are just really friendly after the game, no matter what happens. That being said I ######### despise the people that run full meta perks with keys and insta end the game after they get enough points and trash talk in the post game chat. Toxicity is twice as common as friendliness, but I just leave my chat on in the hopes that I get the latter instead. Most of the times it's not the case so it degrades my mood, but people that ARE friendly really do make it a better experience. I don't blame you for turning it off though, saves you a ton of sanity in the end

  • @Kilmeran said:

    My steam profile is private.

    Endgame chat is forever closed off.

    So, people can rant all they want at me, I won't see it. 😂

    I'd do this too if it weren't for meeting really cool people occasionally. Just the other day I made 2 friends, which wouldn't have happened if my chat was off/profile private

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405925#Comment_1405925

    nvm he gets slowed to 110% but one thing I also didnt know is that trails slow survivors.

    Trails slow survivors? Since when? Honest question, this is actually news to me

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405925#Comment_1405925

    It's enough to leave patches of torment, you only have to leave a trail when you want to bait the survivor into evading a punishment that may or may never come thus approaching them faster.

    Also are you sure trail of torment slows him down? I'm not sure about that, a huntress cannot catch a survivor in many loops without axes but I seemed to do just fine when leaving the torment trail while getting looped.

    I believe he goes from 115 to 110, which isn't a huge amount but it's enough to keep him from hugging your ass for a few seconds, which if that's how close he is anyway he can just hit you.

    Considering his Purples and Pinks are absolute trash, would it really be that bad if he at least had an add-on to apply torment on Punishment hits?

    I dunno man, maybe the rough games are slowly driving me insane and it feels almost worthless to me. Good survivors just seem to find ways to avoid it

  • Absolutely. Play who you wanna play. Everybody has their own play styles and preferences, if hard killers were all that mattered then the game would have only hard killers. Personally I like having 2 mains in just about any game I play, one that's easy to play and one that's harder to play.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405905#Comment_1405905

    In many maps abandoning a loop just because of trails leads to a free hit unless RNJesus hates you and puts loop next to loop in which case you're ######### anyways

    Edit: I suck at reading. While I kind of agree, it still feels like you have to almost intentionally walk on it to get tormented. Not to mention there's a cap on how much you can have on the map so if you use it at multiple loops they'll start despawning at the other ones

  • Yes, yes and yes. Absolutely. It feels like it should apply it in all honesty, it's odd that it doesn't. There was a thread earlier this week in which Cages got brought up once again where a poster mentioned that they'd be fine with trading being able to see the cages with having Punishment apply Torment on hit, and I 100% agree with this. However... Only half of those adjustments actually happened.

    I think it's very important to take into account his power balance. Half of his power ONLY works if you're Tormented, which you can only put on people by forcing them to walk on a trench at a loop. So what do you do if they run to a different tile while you're trenching the current one? Well you're ######### out of luck.

    I 100% think that if they really needed to not only take away his ability to see the cages, but ALSO make them respawn on the other side of the map if you're standing next to it for ONE SECOND, they should have made his Punishment apply Torment on hit.

    @BigBrainMegMain said:

    It should be an addon.

    Get rid of his "Hemorrhage" addons and replace it with "Apply Torment Upon Hit" one instead.

    I would absolutely be fine with this. Anything beats hemorrhage and blindness. The only addons even worth using are the range addons, which are overkill if you stack them.

  • I'd say 3 out of every 5 games I play are pretty bad for me, but the games I do good in make up for it. My main issue is there's no consistency due to nonsensical matchmaking. It's typically either: they stomp me or I stomp them. There's the very rare, elusive match where we're both equally skilled and it's this thrilling game of cat and mouse, and those are just the BEST in the world. It reminds me why I love this game so much. But then I queue into sweatlords that teabag and tell me to uninstall in the post lobby chat and I find myself questioning my life choices all over again. It's a vicious cycle.

    Personally I just love everything horror, it's my favorite genre. This game is a very nice balance of casual and competitive, of which I'm a fan of both. So it's a match made in heaven, almost. Definitely a lot of things that frustrate the ######### out of me but there's also a lot of things that make me enjoy the game as well. For better or worse, no matter how much the game makes me want to scream at times, I'm gonna stick with it because I have faith they can make the game even better. For those that weren't around back in the day, there was a LOT more bullshit in the game than there is right now. So I have faith they can keep improving upon the game and really make it shine.

  • What's next, nerfing his Punishment to make it even worse? Can't wait to lose the game for using my power.

  • @anarchy753 said:

    I personally don't like it, and I think a lot of the people that find it useful have just used it for so long that they're used to the information it gives so consider it more useful than it already is.

    We have an array of perks nowadays that give much more precise and useful information with auras, gen highlights and everything else under the sun.

    I'd take Discordance over Whipsers any day of the week.

    Yeah, I've been wanting to run Discordance on pyramid head but I need to actually unlock the perk first lol, I've heard it's really good on him though

  • @1anioh said:

    https://us.v-cdn.net/6030815/uploads/RD1F2RD1M029/20200701-234549-7e2.jpg

    You mean something like this? Lol, in case photo is too blurry thats a me, 15, getting bad touched by red survivors. I thought the level cap difference was at 8? But maybe that was just a forum post I read saying that.

    There's supposedly a 6 rank difference cap, but at this point I'm convinced it's a myth.

  • @TheRockstarKnight said:

    https://youtu.be/3kbSJm5U9i0

    This video should help.

    If you can't/won't watch it for whatever reason I can summarize.

    Basically Whispers is insane because it lights up whenever you're within 32 meters of a Survivor.

    This means no wasted time checking gens when you see Whispers off, an easier time finding slugged or hiding Survivors if you have map knowledge, and basically a free win if you can close the Hatch and they don't have a Key.

    It does take awareness to use though; you shouldn't just be stumbling around looking for people as soon as it lights up. Keep track of when it lights up and you should be able to get a good idea of where the Survivor since you know they're 32 meters away from you.

    It's also doubly helpful with experience since you'll start to get a feel for where Survivors like to hide as you play more.

    Not only is Whispers strong; it's one of the better designed perks IMO: it's strong, but it requires something from you for you to be able to get value from it.

    I'll give it a watch, thanks for the insight.


    Thanks to everybody posting tips as well, I'll take them into account while using it. So far it feels really hard to use efficiently

  • @SloppyKnockout said:

    Not sure why you're assuming the matchmaking will fix that. You're not with "better players" because they are at red ranks and you're not. That's a fallacy, and all you're doing is psyching yourself out. Even the devs have stated rank in this game is purely a participation reward at this point.

    How does that change anything? If they change matchmaking to target players of similar skill level, which is what they're trying to do, then this won't be a problem.

  • Edit: Inserting my own OP from the thread I made earlier because there's no point in having 2 separate ones.


    I'm a PC player and I've literally always played against green or higher ranks since starting the game, which I've gotten accustomed to. Ever since hitting green rank up to my current purple rank I almost exclusively queue into red ranks every game. Sure, I have some experience and good perks now so it's not so bad, but it's still irritating as hell.

    Now this isn't what drove me to start this thread. I recently got the chance to try out the game on Xbox because my bf has the gamepass, so I figured why not? Might as well see how it plays. Mind you, he has never even TOUCHED the game before, so I was going into it completely fresh.

    Every single game was against red ranks with meta perks. All of them. Not a single game had anyone below red. Starting from rank 20 with 0 MMR or w/e bullshit this game uses to track "skill".

    Imagine if you were a new player and this happened to you. You'd never touch this [BAD WORD] game again after experiencing what I just did. This is why the new matchmaking/MMR changes NEED to happen soon. More likely than not the game is turning people away because the beginner experience is absolute horseshit. I love this game, but good god does it feel like it hates me.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391183#Comment_1391183

    Yep, it's insane that the last time they pulled map stats it had over a 50% kill ratio BEFORE BL was changed. SO SURVIVOR SIDED. I'll never understand when people complain that maps are survivor sided. The last time they released map stats every map had OVER a 50% kill rate, the only ones where people always said "were survivor sided" had only SLIGHTLY over 50%(the lowest kill rate map was 53%, which btw, 50% would be considered balanced. Killer sided maps had a lot higher iirc).

    People need to stop using their feelings and arguing them like they're facts despite given contradictory statistics, it's a big problem with the world today.

    I'm assuming these are the stats you're referring to

    maps.png

    Okay, it has a 56% kill rate, roughly meaning that usually killers get a 2K or a 3K on this map. You know what else is interesting? The most played/strongest killers during the 3 month window these stats were pulled were Spirit and Freddy. You know, the killers that have insane chase AND gen pressure.

  • @Respectfulnancymain said:

    Tbh i never really understood why killers hate haddonfield

    Every time i get sent there I usually 4k

    From my experience it's absolute suffering for killers with no mobility. This is even worse if they take perks like Balanced Landing for those Myers house shenanigans

  • My personal thoughts are that they should split matchmaking queues into two parts: Ranked and Unranked.

    Ranked has a SWF cap of 2 players, while Unranked does not have a cap. The game is allegedly balanced around 2 kills/2 Escapes, so I think this cap would even out the issues. Two people being on comms is a lot more manageable than 4.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391317#Comment_1391317

    I said life as an example because it's true. I'm not saying the game is life. Ask yourself if being camped, tunneled, or slugged is something you would find fun, or are you a entitled killer because you don't want to find out? Also those strategies aren't efficient either since they're all time consuming and time is everything to the killer. Only low ranks fail to those kind of strategies while the best players can avoid them. Then there's the meta perks. Examples: Soul Guard/Unbreakable counters sluggers, Decisive Strike counters tunnelers, and Borrowed Time counters campers. But if you want to keep doing that stuff, by all means continue. However, I'm sure you'll grow out of it as the ranking systems penalize those kinds of strategies and you stay in mid ranks at highest as a result. As well as a scarce amount of bloodpoints to reflect your effort.

    First off, you're assuming that I camp and tunnel because of my response. I do not use these "strats" because yes, it does indeed waste a ton of time and actively causes you to lose points in the higher ranks. However there are people that do use these strats for a variety of reasons. Maybe they aren't good at the game, maybe they flat out just don't care. The truth of the matter is that everybody has different play styles and at the end of the day they're going to do whatever they want to do. And who's to stop them? This is what I meant by my post. Survivors do not play by the "rules" that killers set for them, so why should killers have to as well?

    I addressed the "honest life" thing because this is a game where people can play as a brutal killer and murder people. From a casual standpoint, why would they want to play "fairly" and not do any of these things that are deemed toxic by the community? Their goal is to kill you, so they'll do whatever they can to achieve this. Once they get better at the game and realize that those strats don't really work anymore, they'll either adapt, quit playing, or stay stuck in the low ranks forever. You know what that means? You can outrank these campers/tunnelers. This is why I don't understand why there are so many complaints about them, unless this forum is filled with nothing but low ranks.

    Based off of your response though I think we agree with each other, just a small misunderstanding

  • @TalkedToast505 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1390684#Comment_1390684

    Any killer with a brain will wait dead hard. Ds anti tunnel perk not my fault you picked my up within 60 seconds. (bamboozle a perk that meant to ends infinite but yall block some infinite before it's but into use.) I don't see that as a problem. I don't see bt as a problem meant for safe hook a d that what it does. " Second chance perk". Adrenaline reward you for doing the objective or you let your team do all the work and get rewarded for doing nothing or killer close hatch. (now that a second chance)

    You won't see a lot of things as a problem until you play against them. The issue is that while none of these perks are inherently the devil on their own, when all 4 survivors run all of them at once it often comes down to slugging or even tunneling to get even a single kill. Which, of course, you can't do because it's not fair/fun 🙄

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391198#Comment_1391198

    First of all, you're not impressing anyone, it's yourself. Second of all, it's more fun that way. What a game should always be about is challenge, but many think it's to win by any means. Camping, tunneling, and slugging is thus strategies. While sometimes it's necessary, the best way to overcome challenges is skill. It's also how things are earned in a honest life. If you just care about winning without even putting an effort, the game gets boring and people won't want to play with you.

    Survivors are going to use everything at their disposal, "skillful" or not, so why must killers abide by these invisible rules? Also this isn't an honest life lol, this is a game where I dunk people on hooks for the pleasure of some eldritch being

  • To be honest I don't even understand why Alessa looks like that in the border image, she looked nothing like that in Silent Hill. And as another poster said, Alessa and Cheryl are kiiiinda the same person so I don't think they'd look much different anyway.

  • NOED is solely an end game perk, one that can be cleansed too. Killers are going into the game with 3/4 perks until the exit gates are powered, and that's IF you don't cleanse the hex before then. Also where are all these claims that NOED just automatically wins killers the game coming from? I've played with NOED (not a fan of it, I don't like a portion of my power only coming into affect when the game is basically over) and I've also played against it. It's by no means broken, maybe get your hands off a gen for a few minutes and break some bones instead.

  • Trash talk like this is never justified. I think iri head is too powerful, but at the same time I don't judge you for using it. You already know survivors are going to use everything in their power and toolkit to ######### you over, so why can't you do the same?

  • Huntress is a high risk, high reward killer. You move slowly, so most of the time your only reliable chase pressure is your hatchets, which do eventually run out and you had to reload at a locker which takes some time. Not to mention you actually have to be good at aiming them to land them.

    This being said, I do think an instant down ranged attack is too much. Just because the killer is difficult to play does not mean the power spike should be that high to compensate. You play hard killers because you want a challenge, not to have an absurd amount of power. I agree that they should remove her instant down. You already gain enough power being able to hit and down survivors from a distance (cross map, even) so being able to instantly down them on top of that is crossing the line IMO.

  • @Wubalubadubdub03 said:

    Idk about other killers, but I am getting send to Haddonfield at least daily. There are four survivors and there is a high chance at least one of them will bring a map offering.

    The map is just not fun. If the game gives it to us by chance, fine, but im sick of being brought there.

    People are tunneling Lisa so that the devs will notice peoples problem with her, and I think killers should do the same with Haddonfield so the devs fix the map. Even if they don't fix it, survivors would stop spamming that offering if killers facecamp and tunnel.

    Do it brother. Personally I wouldn't do this but I understand your frustrations with that map 100%. I honestly think it should be reworked at some point because it's insane how survivor favored it is (how the ######### has the Myers' house not been changed, good lord).

  • @BigBrainMegMain said:

    Don't like DS? Use Pyramid Head.

    Easy solution, easy fix. Stop complaining.

    Maybe not everybody wants to play the same killer

  • On the flip side, I had a game where me and this Kate decided to farm points but everybody else tunneled gens and rushed the exit gates. I even tried to convey to the others that I was willing to farm but they just ran to the other side of the map and did gens. I got the least amount of points and lost a pip. So yeahhh, I feel your pain.

    Also the cake is bugged? I feel like an idiot for spamming mine now if that's the case

  • I think the small rework they did to DS was a step in the right direction, however I think the power it provides is still frustrating in specific scenarios. I'll use a recent game as an example for this.

    I just had a game where survivors were very efficiently completing gens to the point I had to pick my targets and chases very carefully. I decided my best strat would be to heavily punish unhooks when they went for them, as trying to overly protect my gens would cost me time I couldn't afford to lose. I did not tunnel, in fact I went out of my way to always go for the unhooker even though it would be easier to down and hook the person who just got saved. I did this for a majority of the game while also applying pressure to gens, but as fate would have it the gens get done and everybody is still alive. I protected the exit gates fairly well, gave everybody plenty of chase time, and injured them all before the gates inevitably got opened. It was looking real bad for me so I decided to just down the survivor most recently saved from a hook and leave the game with a 1k, at least it's something. You can see where this is going.

    I chase everybody else out of the gates, go to pick up the last survivor, I get DS'd. Everybody gets out scott free, and the "ggwps" go out in chat as I rank down from something that was out of my control, even though I played "fairly" and relatively well.

    Bottom line is, I understand this is supposed to be an anti tunnel perk, but the thing is it always finds a way to ######### you over even if you're not tunneling. I think they should take another look at it and try and figure something out, because it's NOT fun to deal with.


    TL;DR: Had a game where I went out of my way to not tunnel, downed a recently hooked survivor as the 3 others escaped and was hit with a DS, resulting in a 0k instead of a 1k. Absolutely great "anti tunnel" perk.

  • In my opinion, I think the perfect buff for him would be making his Punishment apply Torment. I've played a great deal of him at rank 7-8 and it just feels wrong that it doesn't apply it. You either need to force survivors to run on your trail at a loop, which can be avoided if they run to a different loop, or they have to step on it on purpose/without caring to give you half of your power. Punishment is already hard enough to land on people that know how to play around it, so I think applying torment would make it more rewarding for landing the skillshot. Plus, downing somebody with it that doesn't have torment just feels strange, almost like it SHOULD torment them.

  • @EvilJoshy said:

    If this bug was in reverse. No sound for survivors. It would have been patched by now.

    It's very possible, but I won't deny that there are some survivor bugs which also severely impact their gameplay as well. However in this case sound is as important, if not MORE important than visuals for the killer. I'm really hoping it's not low on their priority list of things to fix.