Mang_Anwar
Mang_Anwar
About
- Username
- Mang_Anwar
- Joined
- Visits
- 666
- Last Active
Comments
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I lost half of my killers... and I got a daily ritual of one of those killer... I tried to logging out steam then re-login, now I don't have the game... THIS IS GREAT!
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Hell no, Cages is unique to PH and I liked the way it works.
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A friend suggested DBD to me 2 years ago, started playing 4 swf for weeks, teach me how to play. Now i am the only one still playing this game...
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I've been playing DbD for 2 years now. I always spam click continue in the post-game menu to avoid things like that (Playing from Steam, so i don't get messages from strangers mid game). So I don't have the experience to know exactly how to defend yourself. But what I know is that, you WON'T BE BANNED for this.
Was your playstyle bad? No, I don't think so, it's reasonable to not go for the save if the killer is camping/patrolling the hook/shack. Yes you can actually go stupidly if you really want to save them (let's say you have a ritual to unhook others safely), but you need certain perks like Borrowed Time or 3 stacks of Mettle of Man to make it work. If not then you can still hope your teammate have Decisive Strike.
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Just by stalking from afar, survivors starts running. Reach level 3, survivors starts hiding.
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WAYTOOSMART This here is an actual big brain strat.
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Mastering Demoboi is MANDATORY here! GO SHRED THEM ALL!
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I play both side equally, when playing survivor I used to play with friends back in the day. Now they told me DBD is not as fun as it were back then, I also think that it is getting a little boring. I only do daily rituals nowadays, with no friend interested going back on DBD, therefore I am left with playing solo as survivor.
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All your progress is saved like BP, items, add-ons, character levels. Everything will be the same no matter how long you have been away. You will derank every month for sure..
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Camping happens a lot in low rank games, just like when the last rank reset happen I was put into rank 11 and got matched up with rank 12 - rank 20 killer and survivors. Where the killer is camping and the none of the survivors trying to save me. Now that I am back to rank 4, I have never encountered anybody camping the hook.
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I think there were people uploaded their Idea about Chucky as Killer in the 'Share Your Work/Creations', where Chucky is carried by Charles Lee Ray as tools/ability instead of Chucky being the Killer and changing its body size.
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Everybody should get one
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I only do mori if there is a daily ritual for it, I don't want to spend money on something I am not going to use very often.
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Hmmm, I also remember that you can still use DS if you missed it the first time. I am not sure if they changed it, haven't played much of survivors recently.
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Bought the game in 2018, never played it. Start playing it in 2019...
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1048512#Comment_1048512
So Bait is an exhaustion perk? I'm not sure if I'm reading this right. The description seems to say that you can regenerate Bait while running.
Also, Careful Touch only hinders you against a decent killer because you'd just be taking longer to unhook for no reason. The icon change isn't hard to notice.
No, bait IS NOT an exhaustion perk, the perk goes on cooldown once you either escaped a chase or put into dying state, which almost the same as Exhaustion from Dead Hard which can only be recovered if you are not running. It says "After you escaped a chase or is put into Dying State, Bait goes on cool-down. Bait has 60 / 50 / 40 seconds cool-down." I am just stating how the COOLDOWN of the perk works, yes it can recovers while you are running but it's not meaningless. If you can hide for 40 seconds after escaped from a chase, you may get chased again with Bait activated again. If you Immediately gets in a chase after only 5 seconds leaving a chase, bait would not be activated, and can't be activated in mid-chase, if somehow Bait finishes its cooldown while you are in a chase.
Yeah I see that, if you have any suggestion for the perk so it might be a good perk. I will appreciate it, thanks bud.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1048169#Comment_1048169
Dead Hard doesn't regenerate while sprinting though. You could get found again and the perk would continue to come back.
If the icon is the same, the perk's kinda useless since any good killer would notice the icon change.
That's it, Dead Hard doesn't regenerate while sprinting, either you lose the killer or getting slugged so Dead Hard can be used after 40 seconds of not sprinting. Bait is supposed to be like that, once you get into a chase the perk activates, the perk starts on cooldown when you escape a chase or put into dying state. The main reason is that so you can get into a chase again after 40 seconds elapsed and give other survivors information about the killer so they can do gens while you are being chased.
Yep, Careful Touch can actually be a useless perk if the Killer is good at keep tracking at everything.
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@Yung_Slug said:
Knock Knock is a bit too similar to Pebble, I think.
The cooldown on Bait is pretty much meaningless. If you're put into the dying state, 40 seconds will almost certainly pass before you're able to be chased again. You'll probably also be able to last at least 40 seconds after losing the killer.
How would the icons work on the HUD when the survivor is unhooked?
With Diversion you must stand within killer's terror radius and not in a chase for 45 seconds before you can throw a pebble, while Knock Knock can be used anytime as long as you are within the Killer's terror radius. This can be used to fool the killer like when you are running into jungle gym and stun them with pallet you can knock on a window to fake that you are fast vaulting over it but you are actually walking into the other side to hide.
As for Bait, almost the same as waiting for Exhaustion status effect from dead hard to deplete in 40 seconds, either you are put into dying state or losing the Killer in a chase, so you can start walking and the status effect starts cooling down.
Icon on the HUD would be the same, it's just the killer won't get any notification that someone was unhooked, that's all.
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@yobuddd said:
Lol, imagine a Knock Knock + Pebble combo!
Altogether I like these ideas. Careful Touch can be really aggravating to killer as he will constantly be losing track of his hooked survivors. Agree that maybe it doesn’t need exhaustion though.
Knock Knock + Pebble would be a meme combo for sure.
Yep that was the idea of it, and now the status effect is removed.
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@Brucecastro81 said:
Don't see the good part on careful touch, bait with resilience and spine chill should be incredible, good that you blocked the window
Yeah careful touch was kind of dumb, I was thinking to remove the exhaustion status effect and change the speed of unhooking to 70% / 60% / 50%.
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ahhh, no
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Hag always got me...
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Pretty sure everyone would agree that Scalped Knot is the most useful one, often combined with Lion Fang.
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It's been like this for quite some time. Too many people playing survivors, nobody wants to get stressed out playing killer.
My suggestion is to play survivors for now, spend the bloodpoints on killer, get some perks then go back playing killer.
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I don't really mind about Hex: Ruin change, as I am a Killer main and never thought about Hex: Ruin as a MUST HAVE as Killer. I can still get 2 or 3 kills every game, sometimes get 4K in 1 out of 5 games.
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I am fine with it, I only play like 2 or 3 matches nowadays and completing the daily ritual. I ain't having fun no more.
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When they lunges? Like grunting?
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SWF with toolboxes finished game under 10 minutes.
If I went solo its either flashlight or key. But toolbox still my favorite.
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Nope decreasing the timer is too much, just remove the speed burst upon getting hit.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1010618#Comment_1010618
And this is why we can't have rational debate. It's often just dismissive, almost trolling comments. "show me 10 4kz in a row or (insert thing) is not OP."
Thankfully the DBD balance team doesn't seem to operate under the same criteria.
Yep, couldn't agree more.
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@Zephinism said:
I was watching my friend stream last night and they were playing a rank 17 Killer.
They were put against Rank 8-11 Survivors and their Killer queue time was less than 10 seconds.
I remember Rank 20-12 Killer queues being quite long so this is pretty alarming.
edit: On Steam
My friend got worse, getting queued up against at least 2 red rank survivors and the rest purple or green, and he was still at rank 19. He just started playing this month, barely got any sacrifice.
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I made a perk where any hex totems is disguised as dull totems, so survivor had to go look around and break every single dull totems they encounter till they got the disguised ones.
Here:
https://forum.deadbydaylight.com/en/discussion/119301/killer-perk-ideas
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/993758#Comment_993758
So hex totems are also disguised for the killer?
Yes, the killer can't see which dull totems is the disguised ones.
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@Yung_Slug said:
Extra bones would be insane with thrill of the hunt.
Yes the cleansing time would be long, but any hex totem is disguised as dull totem which means the killer doesn't get notified when someone starts cleansing a disguised totem.
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@GeneralSpudmuffin said:
https://forum.deadbydaylight.com/en/discussion/comment/989578#Comment_989578
Alright, ill look into it. What if it were only 10 seconds?
Might work with 10 seconds.
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@GeneralSpudmuffin said:
No Time sounds similar to my Bloodthirsty, but with clearer numbers. I'm surprised I haven't seen more bloodlust perks, honestly.
I just checked your post, and it does sounds similar. IMHO, Bloodthirsty is a powerful perk for sure, but it would be too much map pressure with the Bloodlust lingers for 15 seconds after leaving a chase. Like legion for example, they would be too strong with the Bloodlust lingers for 15 seconds and the cooldown after hit is only 10 seconds.
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That's cool, but as you might know most green add ons are powerful even some more powerful than iridescent. Doing this would probably make level 50 bloodweb prestige 3 less rewarding since most add ons are unlimited, especially for killer. While survivors still need to find the items in order to put them on.
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Oni has to charge his power before he can use it, and I find it interesting and more challenging to play as.
Hillbilly on the other hand is too easy to play as in my opinion.
That being said, I enjoy playing as challenging killer more than the others.
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@Munkey_Mush_1000 said:
Hello, I would like to include the perk "party crasher" in one of my killer ideas. You will receive credit for the perk.
Hi, that's cool. I would love to see that. :)
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YES, definitely an A tier killer with his flick back.
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A perk we killer main needed in dedicated servers.
I LOVE IT!
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That concept of yours is amazing, my friend.
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@Cornpopers_Evan said:
I would personally make it so the first perk does not stack with toolbox usage but otherwise I really like these perks for the most part.
Yes, the first perk seems to be a really powerful perk combined with toolbox. But I think decreasing the number of tokens seems balanced enough.
Thanks for the feedback, I really appreciate it.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/926674#Comment_926674
4/5/6 seems more reasonable - that would mean that you get a small speed boost even if you're working on a generator with another survivor, but it's not quite as much of a boost as you get using a toolbox, which seems pretty well balanced to me.
Having said that, it would still be very powerful when stacked with Prove Thyself, but I'm not entirely sure how to mitigate that. Perhaps just making it so that Adept Mechanic only boosts solo repair speed would be the best way to keep it balanced. It's still a larger speed boost than you get with Prove Thyself, but it's also more conditional.
Okay, got it.
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@Fibijean said:
I quite like the first two ideas - although the first could be a bit much when combined with a good toolbox and/or a perk like Stake Out (bit of a Forever Freddy situation) so the numbers might need looking at. Maybe a lower cap on the tokens or something like that.
The third idea I think might need some revision, since again, you need to think about how it would interact with existing perks, and something like that in combination with Object Of Obsession, for example, would be completely broken. I do like the concept of a perk that keeps you safe by putting other survivors at risk, though, just because it's something really interesting that hasn't really been done yet.
About the first idea, yes I was thinking to decrease the tokens before posting it here, but I want to see the feedback first. Would 4 / 5 / 6 tokens be a decent replacement?
Yes I can see that the third idea isn't good, since I haven't put much thought on perks interactions with each other.
Thanks for your feedback, I really am appreciate it.