Avatar

SamuraiDragon27

SamuraiDragon27

About

Username
SamuraiDragon27
Joined
Visits
128
Last Active

Comments

  • @bornagain234 said:

    by that logic standing at the exit games with all 4 survivors teabagging until a microsecond of endgame collapse is left would be bannable wouldnt it

    The difference there is the killer can force survivors to either leave or get downed. If they sit there and take it that’s on them. The only counter to the situation above is to dc and eat a penalty, or do your taxes while you wait to bleed out

  • I think a lot of the hate is stemming from it being a very salt in the wound perk. We’ve all had that killer match where we played like garbage and just want it over. But that one survivor is almost in your grasp and boom. Last gen pops, meaning game is all but over and your prey has just ran all the way to Missouri, and all that time was for nothing. Well, at least you still have thet one survivor on hook! Oh wait they’re fully healed now. It makes a bad game feel worse and a good game feel cheesed. Other than that not terrible to go against. If it’s that bad run terminus

  • DBD meta is not as constricting as some people make it out to be, and the game is pretty balanced with a few exceptions. As someone who has played overwatch for years, this game’s meta is nowhere near as defined as OWs. You can still run off-meta and win 9/10 of your matches just based on skill and game knowledge alone.

  • 1,000+ hours and my strongest piece of advice is keep playing. With survivor, a lot of the game is dependent on looping, which you get better at with time and practice. You learn the lunge ranges, the power details and all the nitty gritty. A couple how to loop guides don’t hurt. For killer? I recommend playing surv first and at least getting the basics down. You learn how they play, game sense is enough to carry you. Even with someone you’ve never played before. Knowing how survivors act and being able to make an educated guess will get you far. All in all it just takes time. And the number one most important rule is I pip, I win

  • It would be so cool to have a haddonfield like map but snowy themed for ormond. Could have the gas station where the legion got rheir first kill and Jeffs video tape store he worked at. Maybe have his dog running around somewhere

  • @sizzlingmario4 said:

    Broken Hilt is supposed to apply the Mangled status effect, looks like the description got messed up. You should report this in the bug report section here:

    https://forums.bhvr.com/dead-by-daylight/categories/bugs

    I assumed so. Just don’t play too much of him and thought I was tripping lmao

  • I legitimately play everyone. I have a wheel I soin to decide what killer I play. I funnel a few webs into them, make a semi-off meta build and see how it plays out. Then rinse repeat. Who cares if I lose? Gives me more knowledge in the long run and makes me flexible

  • @IMhereRUN said:

    IMO, Bill’s perks aren’t abused as often.

    Now, a killer doesnt have to slug a survivor that remained injured and pressured a gen immediately after a hook. As such, unbreakable will not be as much use as it used to be.

    BT is “ok”, we just need to remove collision from the endurance effected survivor so it’s no longer abused to encourage poor plays.

    Fair enough. I was just making the joke because BT and DS seemed like the Bonnie and Clyde of the meta. Now it’s like Bonnie swallowed one too many martinis and is only good for one second while Clyde is confused

  • Post-...eh, Post comment here, apparently Sole Survivor is so garbage it caused me to have a mental seizure while writing it and I misspelled like every other word. Sorry for the inconvenience.

  • well for the grey one he obviously put a tad bit of useless in it with a dash of bp. the green one has a few aura reading perks stirred in there, and the red one probably has clown juice in it with a bit of hillbilly chainsaw

  • It's ok, but it kinda takes away what I assume the main use for sole survivor was and that was to use OoO a little easier as the match progressed. but no one uses that anyway so whatever I suppose

  • we have all these abbreviations for perks but no one says Mna or ma. we just say Monitorandabuse as fast as humanly possible lol

  • Anyone who can play a fun, fair game and not be toxic about it. even if they kill us all as long as they played the game normally I'll respect it. extra props to killers who jump scare me

  • @rglarson13 said:

    I agree with you, seeing as I'm someone who pretty much only plays survivor with friends.

    We're (what I assume is) the most common type of 4-man SWF: a rainbow of ranks from 3 to 17.

    This results in some pretty awful matchmaking, where we're normally destroyed because the average of our ranks means two of the four are outmatched and die early, leaving the other two to struggle mightily. (Sure, sometimes we up against a rank 19 killer, or whatever, but more often we're matched with a red rank killer, despite only one of us being under rank 9.)

    But I disagree with the way you dismiss the value of communication for survivors.

    Comms are several free perks. I don't need Kindred because we can coordinate on unhooks. We don't need Bond, Empathy, Alert, etc, because we can tell each other everything. We never leave a gen to run across the map only to have someone hop off the hook with Deliverance. And who needs Open Handed when you don't need aura reading perks?

    A big part of the game is built on limiting information, and perks are meant to help with that, at the cost of a perk slot.

    And then there's the benefits of knowing things no perk could ever tell you: I know that my teammate is going to lead the killer towards shack, or whatever, so I can get out of there, work a different gen, etc. I get to know who the killer is and what perks and add-ons they have, before I ever see the killer. I know immediately if the killer has BBQ because the guy who is downed tells us if the killer looks around right after hooking him. Stealth killers are hugely nerfed because now he's not hiding from just one survivor, he has to hide from all four of us.

    Are those things that my mediocre team can put to full use? No, because we're not good enough; even with perfect information we're simply not good enough at the game to beat a good killer. But it's definitely useful. It helps us win, for sure.

    Fair enough. I'm not exactly saying that Comms aren't overpowered, It's more saying that the dev's can do nothing about survivors talking, so there's no use in constantly complaining about it. One of the reasons we're considered a toxic community by others is how much we whine. I'm 100% on swf being annoying. just 0% on complaining about something unlikely to get fixed y'know? But I'm just haha funny man. Don't take much of what I say to heart I suppose

  • Yk I'm getting real sick and tired of the whole swf debate. Yes the survivors get an advantage. Yes, the survivors get a advantage being able to communicate. However, if you are a good killer, swf shouldn't matter too much. They get a bit of extra info. So? doesn't help if you know how to play the game and can get fast downs. Oh but they can be toxic. so can a solo que. And even after all that if they manage to beat you? Move. On. It's one game. just load into another and put it behind you. yes it's frustrating if you brought something good just to be bullied but I don't see how they can nerf having friends play the game with you. In the words of Cote, If you don't like it play something else.

  • @Beelzeboop said:

    This was amazing.

    I am going to go through every post you've ever made and upvote them.

    Thank you kindly friend. I gotta find a way to output comedy somehow. glad you liked it

  • It really all depends on how I'm feeling. I'll say I definitely run some non meta perks just because it's fun to see them work. stake out, after care, better together, any means, empathy, Quick and Quiet, and underrated perks like that are fun. also, no. I don't run DS cause it's getting nerfed to high hell, and you can only really use it once. I'd rather have perks that prevent me from being downed than a perk that'll save me last minute and just make the killer angry

  • I usually give hatch if the player was skilled, but not toxic about it like I've seen before. You can really tell the difference between hey, I'm good and trying to play the game, and HaHa I sLaMeD a PaLlEt On Ur HeAd GeT wReCkD. Also wiggling as I am trying to find hatch shall be punished with death.

  • I wish I knew how useful some of the perks I use now were. I used to think tenacity was tapps best perk. now look at me. a p3 bill running fun perk builds...god why tenacity???

  • I usually am one to give advice on changes, but this is a SERIOUSLY bad idea dude. What if someone has Sprint burst? then they can just zip around the corner, escape a chase, and for 30 seconds basically have speed hacks. Or how about balenced? that was nerfed so that it's lack of fall stumble couldn't be abused. You add this, that little haddonfeild window becomes an infinite for the next 30 seconds. I do enjoy the idea of a perk negating exhaustion, but this is just unfair on every level. Once again, I don't usually complain, but this is an EXTREMELY op perk that would be unhealthy for the game in all aspects. (edit) or even worse, Infinite deadhards. exhaustion is there to make sure stuff like this doesn't happen, and even then, exhaustion add ons are a gamble of whether they'll be useful or not. Usually killers just run add ons that will make up for their powers shortcomings

  • I can't hear you my screen is too bright

  • Some perk ideas for a Puppeteer killer, because I can:

    Encore: Your performance has attained the Entities interests, and you cannot help but to show off. Any perks equipped with a timed cooldown have this cooldown reduced by 10/15/20 seconds.

    Set the stage: Activatable perk. A show cannot begin without the proper preperations. Start the beginning of the trial with 2/3/4 tokens. If you have any hex perks equipped, they are not activated. These tokens can be consumed by pressing the activate ability button on the appropriate object to do the following: Destroy an upright pallet, block a generator for 60 seconds, or activate a hex on a dull totem of your choosing. Once all tokens are consumed, any hex perks unnactivated are activated if possible on random totems. hex perks do not gain stacks while unnactivated.


    Stage Fright: Your presence frightens a survivor to the point where they're ability to function around others is flawed. You become obsessed with one survivor. For each survivor within 10 meters of the obsession, action speeds performed by or with them are reduced by 5/10/15%. When the obsession is within your terror radius, performing an action will increase the penalty for missed skill checks by 12%


    credit for the names go to my sister, who had the idea before me, but had trouble making perks

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1539591#Comment_1539591

    Same thing happened to me on suffocation pit after I devoured a survivor's hope. I'm surprised it even let me place a portal there.

    @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1539591#Comment_1539591

    Dude this happened to on Auto Heaven. I was carrying a survivor to a hook on a hill and then I just got randomly stuck. I don't play Demo very often, but I have never been happier to be playing them than when this happened.

    @AGM said:

    Yea happened to me as Demo on Groaning Storehouse. Luckily I was able to place a portal and escape it that way, but if it were to happen on some other killer with no movement power, game over man.

    so is this just happening to us demos?????

  • Ah been waiting for this. Billy. As a console player, I attempted one match as billy prior to mmr. Of course at high ranks, with a new killer, I got chicken mc bullied. However, after mmr came out I tried him again. lo and behold, I learned to get good with him and learn his curve and now use him as my rank up tool. tbh, I kinda miss mmr. gave me chances to experiment with a fair chance

  • Actually, I think this works on every hill. I've had it happen to me on macmillan too

  • she wanted to impress frank? sounds like a M.O. to me. at least our poll votes agree lol

  • I remember back when oni came out I kept getting father campbells chapel. even THROUGH an offering for hawkins. weird stuff

  • @HatchIsMyMercy said:

    Susie actually doesn't want to kill, she's actually kind of nice.

    *COUGH*sparkling knife cosmetic description*COUGH*

  • 16, I needs more challenges. til the new ones come out I've been grinding the previous tomes for bp

  • Ha ha demo go reeeeee

  • @tippy2k2 said:

    The problem with Demo stuff is his two perks (Mind Breaker and Cruel Limits) are both so situational that they essentially border on useless. Cruel Limits requires a generator being done and gives you 30 seconds of a much easier chase but that means it can only be used up to five times (assuming you're even in the position to make use of it) so at the very best case scenario, you get an easy hit on one person one time when your very objective is being failed (stopping the gen from being fixed).

    Mindbreaker feels like a perk for a stealth killer but they slapped it on Demo instead. Like...how often as a Demo are you going to be able to get close enough to hit someone coming right off the perk that the exhaustion will still be in play by the time you get there (the max is what, five seconds? The survivor usually has longer than that to hear you coming with your TR. Even using the Upside Down World gives the survivor warnings of your incoming arrival).

    Surge is the same thing, it feels like a M1 killer perk that was slapped onto The Demo instead. While yeah, I suppose he is kind of a M1 killer (Shred still only does one damage state), Shred is the only thing Demo has going for him and Shred makes Surge useless...

    Basically it feels like his perks were designed with different killers in mind but they slapped them on Demo just to get them in the game and left him high and dry for his own perks.

    EDIT: Also, apologies if you touch on all of this in your post. I read it pre-paragraphs so I ended up skimming a lot of it and now I have to go to work...

    I do touch up on the situational usage of them a bit. as for why they slapped mindbreaker on demo, I feel they kinda took the whole "undetectable status effect when emerging through a portal", a little too much to heart. if ya hear the demo roar, most likely you'll get off the gen y'know?

  • @terumisan said:

    https://us.v-cdn.net/6030815/uploads/SOAXQ5OWRVJN/103811764-267596430988408-1112485856940274543-n.jpg

    The first buff surge needs is to remove the cooldown i have no idea why its there to begin with

    I agree with your cruel limits buff

    I like your mindbreaker changes

    thank you for agreeing with me. however, I can see the reason surge needs a cooldown. then again, I can see why it'd be ok without one. It all comes down to situation I suppose, but at least that ones in a good spot as it is rn

  • @Emeal said:

    Argh! Do you even Section?

    fixed that. I was so caught up in typing I forgot what an enter key was

  • @LordRegal said:

    I can't solve matchmaking because that happens regardless of when we're talking, but queue times for killers get a lot shorter at night...no idea why but more survivors play later in the day than earlier on.

    I can confirm this. Day for survs, night for killers is how I play

  • I like his halloween cosmetic. I was extatic because I could get it for free

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394293#Comment_1394293

    Detective's is immensely helpful for new maps. Even on maps where I know where they'll probably spawn it basically acts as a totem counter. Which to me is invaluable. Add in you get a better picture of how gens are placed on the map. That way you can avoid a 3 gen situation.

    You're right it's dependent on gens getting done. But if you don't get those gens done. It's really not going to matter what perks you brought. Cause you're dead.

    A strong argument my friend. I cannot deny detectives had helped me get the feel of maps when I first started playing. And whenever a new map comes out, I always play legion, since I use zanshin tactics on him, it helps me get the feel of the spawns of pallets, windows, ect. Also, zanshin is just amazing on legion

  • @tariousx said:

    Favorite Perks:

    BBQ: Not for auras, PHENOMENAL BLOODPOINT POWAH

    Inner Strength: So intuitive, so much better than Self Care ever thought about being.

    STBFL: This just feels so good when you get up between 6-8 Stacks

    Mettle of Man: Before nerf, Yes completely OP, however, was a ton of fun to use

    Were Gonna Make It: Delicious fast heals, feels nice

    Trail of Torment: This new perk is alot of fun to use, makes new possibilities turning any killer into a stealth killer for a few seconds is fun

    PGTW: Kinda boring but it feels nice to get that piece of candy after that chase you just won

    Just a few here...

    VERY good choices. I have a lot of these teachable. In fact the only one I don’t have is inner strength, which is on the bucket list. Btw, have you tried MoM and breakout? I’m trying to get yui’s teachables, and have had fun using the build: sprint burst, breakout, mettle, and...sigh, self care. I know it’s a bad perk, but for a build mainly focused on taking hits, it helps

  • @thrawn3054 said:

    For survivor either Spine Chill or Detective's Hunch. Spine Chill is great for the little speed boost it gives you and the early warning. It's especially helpful if like me you don't have the best hearing or vision. Detective's Hunch because ######### Noed. It's not going to proc in my game. It's also nice to help you find gens on indoor maps.

    For killer it's either Stbfl or Shadow Born. Stbfl saves so much time if you can get it stacked up. Shadow Born is great for the increased Fov. It makes spotting survivors so much easier.

    Your choices are for the most part very solid and understandable. Detectives Hunch however, I have mixed feelings about on my side. I feel it suffers from the same hinderance as deja vu: the longer you play the game, the more useless it becomes. I played a lot of tapp when I got him, and have used all of his perks a fair amount (especially stake out) but detectives hunch has dwindled in viability for me over time. Playing this game a lot, I have learned the locations of most gens and totems. I can’t argue wanting to get rid of noed however. Tis a fair use, and gives more use than small game. However, it’s useless if you can’t get gens done

  • @Buttercake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394258#Comment_1394258

    Spine Chill doesn't give direction. I need to know which direction to step off too.

    True, but I still find that premo is a gamble for if they’re even coming for you or not. The cooldown could be nerfed, and MAYBE it could be up there w spinechill. To each they’re own I suppose

  • @Satelit said:

    Iron Will,mainly because Spirit and the fact Jane is so damn loud without it

    For killers it's thana

    Being a person who plays a bit of jeff on the side, I feel that, and need to get iron will, ASAP. Thana is a perk I’m in the process of getting rn actually. I’ve been grinding bp to level up nurse for her teachables. Since I’m a console player, nurse does not come easy. I must say however, using pwyf is a fun combo on her

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/166568/what-is-your-favorite-perk-in-dbd-and-why-both-sides

    For survivor, resilience! Most of the community uses it with Spine Chill for the vault speed, but the perk was designed for my playstyle simply because I spend 90% of the trial injured.

    For killer, Make Your Choice! This perk is great for killers with high mobility and it cuts chases in half the time and is underrated af!

    Very interesting choices. I’ve seen resilience used a lot, but make your choice is quite the underrated perk. As I mentioned in a reply above, the saw dlc was my first dlc (because funny enough, tapp was the first surv I played in dbd, on a friend’s account) I believe a lot of people shove pigs perks aside because of the killer. A lackluster killer, that has AMAZING perks, especially with hangmans rework. For the short time I used pig, make your choice was a fun perk to run, and I am considering finishing her bloodweb for that last teachable

  • @Buttercake said:

    Survivour: Premonition. I have a hard time hearing the Killer coming. Especially if I'm doing a gen. I cant play without this perk.

    Killer: NOED. I love the "Surprise M. F." Aspect. Lol. If I catch someone with it I always let the they go. But its too funny not to scare 'em.

    Hmm. I must say I did not expect premonition to be on here. I find spinechill to be a much better option. No cool down, and it’ll tell you if the killer is looking at you. Where as with premo, if the killer even fringes on the small radius, the perk is deactivated, and you can’t tell if they’re even going for you. Not to mention spinechill gives you a boost in whatever your doing whilst being stared at. Very good for exit gates.

  • @FGC_HELP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394221#Comment_1394221

    No no I actually love no mither, I pair it with resilience and prove thyself along with dead hard.

    People say it's terrible to run but I enjoy it and often can escape as long as I stay out of business with the killer but I accept being killed in one hit. However for games where I face a bubba, insta down hatchets, infinite tier 3 myers or any other insta down killer it's actually a helpfull perk. Take onis power for example. If he leaves me I get back up if he hooks me he's wasted time he could have spent downing others.

    a very good point you have made my friend. No mither does pair well with these perks, and I can understand fully why one would run it with these. My biggest problem with it, is that it’s not good with it’s own gimmick: Being able to pick yourself up indefinitely for the trade of injury. This is difficult because theres a big ol “hey, I have no mither” symbol at the beginning of the match. If they could find a way to rid of this, the perk may actually have a chance to be fun. Until then, I see it as a tad useless unless paired with a build like youra

  • @hahadrillgobrrr said:

    Killer: Pop helps me pressure gens. Other one I really like is Haunted Ground. Survivors know they made an oopsie and I'm hungry for blood.

    Survivor: Calm spirit. It counters Doc and Infectious. Also crows not making noise is nice.

    Pop I understand fully. Calm spirit is an interesting choice. I for one never worry about crows, unless I realize in hindsight the killer has spies. I also feel it has limited use. However, the strong counter to doc is an advantage that can’t be ignored. This perk also counters clown to some extent. Him being one of my mains, there’s been countless times I’ve wasted bottles because I thought I didn’t hit the jake

  • @FGC_HELP said:

    https://forum.deadbydaylight.com/en/discussion/166568/what-is-your-favorite-perk-in-dbd-and-why-both-sides

    For me:

    As survivor it would be "no mither"

    As killer it would be "iron maiden" because I main huntress and I love seeing people jump out of a locker and scream after ive walked away from a gen

    Another set of interesting choices. No mither I’m pretty sure is a meme reply, so I won’t go into that. But Iron Maiden is a true underrated perk. And rightfully so. On huntress it’s god tier, but others, it’s kind of lackluster to me

  • @Khroalthemadbomber said:

    Survivor: Autodidact. It can help significantly in a multitude of situations. Get people back in the fight as fast as possible.

    Killer: Blood Echo. The great equalizer. If you can manage to slow down or negate healing, it becomes a one on one fight without crutches either way. No Dead Hard for distance. No Balanced Landing, No Head On. Just whomever can out skill the other at loops.

    Very interesting choices. Both are pretty underrated, even by me! Autodidact I haven’t had the pleasure of using, since I don’t have adam. As for blood echo, I am unfortunate enough to almost never get it in my bloodweb. I’d LOVE to try to use these though

  • @CashelP14 said:

    I didn't expect it but I love Blood Pact. Also WGLF is a very close second.

    For killer it would have to be STBFL. Never used it until a few months ago on Demogorgan and now I love it. Can't wait to see is it any good on pyramid head once I get him P3.

    Bloodpact is a perk I have yet to get teachable. Haven’t bought the dlc yet, but am planning to. It seems like a more useful un breakable. As for STBFL, that’s another perk I love to run on certain killers. Demo, trapper, and one shot killers are a few those help preserve stacks under certain circumstances

  • @Cheers said:

    My favourite perk by far is Devour Hope for killers, because when it works it's great to see survivors scramble, running frantically while trying to find the totem.

    For survivor, I'd say Spinechill or Aftercare. Just enjoy them for no particular reason.

    Oooh aftercare is a good choice as well. It’s a more useful bond, and another very underrated perk. Jeff was one of the first dlcs I got along with tapps,(pretty obvious with my perk choices) so I’ve had a lot of fun with aftercare

‹ 1 2