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jarjargist21

jarjargist21

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  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530864#Comment_3530864

    Don't put the turrets right on top of a working gen. Put them near the tile you're going to run to after Xeno emerges and the turret comes off cooldown. What's the point of putting the turret on top of a gen when they're on cooldown immediately after exiting the tunnel? I get that solo queue sucks. I play it regularly. But I've played against plenty of teams that use the turrets effectively since Xeno's release. You don't need to pull it out of Crawler mode to make distance. I have held W all the way across Suffo Pit because of turrets on survivor. You can absolutely gain distance.

    Pre-dropping>looping is not a problem unique to Xenomorph. That's how you play against Clown, Freddy, Trapper, Blight, PH, Trickster, etc, in an optimal setting. Every killer whose power can guarantee hits on greed or animation locks should be pre-dropped against.

    Xeno is like a lot of other high tier killers. If they're good, the focus is distance management, not looping.

    See this person is absolutely right as well.

  • @Nirgendwohin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530853#Comment_3530853

    you mean they should buff soloQ?

    edit:

    "hold W" ... that means there is nothing else a survivor can do.

    With time you'll learn how to counter the killer. The killer just released a few days ago

  • @[Deleted User] said:

    The tail attack is fine. The flame turrets aren't weak, there's just a massive difference between survivor teams who use them effectively and survivor teams who barely put them down. Just holding W to the nearest turret will buy you time.

    At tiles, drop the pallet. Drop it earlier. Don't wait until you're going to be animation locked in front of the killer to drop it. Don't try to loop something until you're in a lose-lose. And this should go without saying, but don't animation lock yourself in a vault right in front of the killer.

    This person here is absolutely right, you need to learn how to play against that killer instead of crying for nerfs.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/389517/my-thoughts-on-the-alien

    "The hitbox is broken, and he isn't fun, but he is fun"

    huh?

    Only on the tail

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512463#Comment_3512463

    That's understandable I guess. Just weird to make a forum post asking for help, get some replies, only to say I quit.

    Trust me I will continue trying to do that challenge but I want a break from it

  • Been doing that challenge all day yesterday and today i will try ya builds. But I want a break from clown

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387645/any-recommends-for-clown-builds

    The problem I personally see with your build strats is all your eggs are in one basket. My build has a little something for every thing honestly. Not to mention you need to know the biggest weakness of a killer and choose a perk/s to help alleviate that. Clowns biggest issue is pre-dropping (technically is map traversal but.....) so that why I bring brutal to help with that.

    I just give up on that challenge

    @Xernoton said:

    Brutal Strength, Jolt, STBFL and an info perk of your choice should work really well. Or you use Deadlock instead of info.

    This should work pretty well. But unfortunately the past few days have been a bit extreme in terms of gen times. So you might not get it on your first attempt.


  • @WeakestNurseMain said:

    Listen, take this from the number 1 boon hater back in the day, boons are dead.

    They suck now, they're decent in a SWF and that's it, there's much more pressing things to worry about now, but Mikaela and her little glowing bones had their time in the lime light.

    No they are not

  • @JustAnotherNewbie said:

    Is this 2022? Probably playing vs a SWF if you had trouble with boons. No one brings boons anymore.

    Swf are 80% of the time

  • @AssortedSorting said:

    Night Shift does a job and isn’t all that special, it likely will get Survivors to open the Exit Gate if they notice the regression. Better utilized feeding into other Perks like Blood Warden or Remember Me.

    I don’t see how to change it without stepping on No Way Out or changing its effect.

    Animatronic Fright, as others have said is a bit cheap. No indication it’s in play other than when it happens, and no room for counterplay.

    I’d suggest changing it into the following:

    Surprise Party - The first time you Damage a Survivor, other than your Obsession, you gain a Token. Once you have three tokens, entering chase with your Obsession exposes them for 20/25/30s and resets this Perk. Damaging the Obsession also resets this perk.

    For Deadly Preference, I don’t like the lack of involvement prior to the Gens being completed, but I do like the idea of playing around with Mori’s. (Same sentiment with Rancor). Perhaps make it a Scourge Hook variant of Devour Hope that activates in endgame? Where it powers up based on how Many Scourge Hook Hooks you’ve gotten?

    Actually like the sound of surprised party. It could do really well with nemesis.


    Deadly preference I had put more thought into it. At first I thought of Scrounge hooks that a gain able stack that increases your movement speed in the endgame or even after being unhooked you suffer from the exhausted and broken status effects for 40 seconds. But I kinda want to do something special with the moris, I want it to be at least different then devourer and rancor.

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383371/some-of-my-perk-ideas

    The name of the second perk could be changed but it's not bad

    Maybe basic attacks should be only way to gain stacks

    That's the idea of how the perk should work. Basic attack could only work.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481153#Comment_3481153

    They've got strong effects but I feel there are better alternatives/dont work super well practically. For example night shift regressing gates is super good, 99ing is gone. But if they realize you have it they can just open the gate and deal with egc, which will take 4m to go down if someones hooked/in chase which is the only real reason they'd stay if the gates were open. I love the concept though, I had an idea for pain res where if you get a scourge hook in endgame then the gates regress to 0 if the perk is deactivated (so you cant get value from hard tunneling all game).

    I like the design philosophy for animatronic fright but I feel the effect would be kinda unfun to go against. its not like getting hits is easy by any means but randomly getting instadowned for your teammates mistakes doesnt sound fun even if powerful. Its similar to STBFL in that you only get value as a skilled player. But against AF you would just get instadowned, rather than just gaining less distance off on hit burst and still being able to express your skill to not go down.

    I'd also love to see more mori's! Their so cool yet so underutilized.

    I was think about changing Animatronic fright when you get 6 hits, you as in killer can instadown a survivor of any of your choosing ofc there's a timelimit.

    Originally idea for Deadly preference the killer gains a token, total of four it would increase your speed in endgame. But that's to similar to play with your food.

    Night shift is good as it is.

  • @nars said:

    i think night shift would be better as something tacked on to some other endgame perk, it doesnt really seem worth running on its own.

    Im not a huge fan of animatronic fright, but im generally not a fan of easy instadowns. The event has shown me the face of bloodlusters getting rewarded for overcommitting and it scares me.

    Deadly preference doesnt seems amazing, I like the concept but there are better endgame perks. if you want an easy kill endgame bring rancor. Plus if they get unhooked while the gates are powered they are definitely escaping.

    Well these are really strong in an endgame perks.

    Like for example with this build, remember me, night shift, no way out and deadly preference could make the game much more challenging for survivors

    I do see where you're coming from tho, but for Animatronic fright is for rewarding the killer with one instadown for doing their job

    And I honestly want to see more Moris I might teak the deadly preference bit more.

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373065/heres-my-rant

    Or auto aim deciding you wanted to hit the corner of a pallet or a wall when you are right on their back. Its so annoying.

    It sometimes it is but in this case it's not auto aim. Like straight on missing as you're close enough to the survivor to hitting where it should hit.

    If you don't believe me, then play Demo he's the killer I used that gave me the problem

  • @ARTRA said:

    Mate, i also noticed that with Demogorgon, like, "How i wasnt in range of that?". And i was just in top of survivor.

    Quite a lot of times. May be something is broken.

    Funny enough that's what killer I used when this happened

  • I don't have that problem because I use leverage, sloppy, dying light, and coulrophobia

  • @Pulsar said:

    I mean, would you rather people bring Medkits or toolboxes

    Fair enough, true I would just bring Franklin's for toolboxes and medkits.

  • @Wa_ge said:

    I just got camped and tunneled out of a game for the nth time today, so I am emotional and going to rant. How come when killers cried about dead hard, they nerf the perk every time. However, survivors have asked and asked to prevent camping and tunnelling but nothing has happened except for base kit BT. How come the devs ignore their community?????? We asked for a solution to this problem, because it makes survivor a living hell and not fun to play when the killer tunnels them out. Killers cry and they get responded to. Survivors cry and they ignore us. It is just frustrating getting tunneled and camped out of a game.

    For one DH hardly gets nerfed. And the game is a lot more easier for killers if there's 3 survivors remaining in game. There's no way to stop camping or tunneling as it is a game tactic that the killer can use.

    Note if the gens and heal wasn't so fast maybe killers would camp and tunnell less. If a survivor whom is fully healed and unhooked in front of the killer leaving the killer with two opinions, go after the healed survivor or go after the injured survivor to increase their of winning.

    I understand the game can be rather stressful , I recommend playing a different game to relax yourself.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367282/fix-ya-maps

    What map? I was just in a game where the killer slugged us all near each other and was able to get us all to hooks just fine.

    The only maps that can be a real issue at time for killer is Midwich. RPD used to have issues too but I think it's reasonable now.

    Myers map. The design of the map is good. But the loops and placements of hooks are less desirable. Again I was forced to let survivors go and survive with the awful hook placement.

  • @Gandor said:

    That can happen only in midwitch under very unfortunate conditions (but midwitch generally favors killers the most out of all maps anyway).

    If you got your hook sabotaged, that's another thing and good play from survivors. You would probably call it unreasonable if survivors complained about your ability to chase them away from gen and being able to kick it (for base regression).

    There's no sabotage players just awful hook placement which made me lose where I could have won.

  • If you're trying a new killer for the first time and trying to learn their power, players are going to use noed to ensure a kill or two. Specially since the new gen perks and swfs can finish within extremely fast matter of time.

    It's kinda hypocritical if you're the type of survivor that runs adrenaline as well.

    You can't really complain about noed if you use adrenaline and refuse to do the bones. Even though noed is so weak.

  • So you decide to cry instead of turning off cross play?

  • @AverageKateMain said:

    You can have my luck. I'm super tired of going to Father Campbell's Chappel

    I would happily trade for that

  • @[Deleted User] said:

    I got it dozens of times a day during the event (without offerings) figured maybe they boosted it & I missed the news because I wasn't playing much before for personal issues.

    But even now its probably my most played map on any given day (again without offerings) I miss when I practically lived in autohaven wish I could go back more often!

    Keep getting without the offering.

  • Two things

    Firstly if you don't want to be tunnelled play killer for a whole month

    Secondly it's a strategy for killers to make the game more easier for them if they are losing or they are playing as a weak killer they're going to tunnel.

    Just bring perks that would help against tunnelling killers and don't body block with bt or otr because that shows the killer that you are willing to be chased again.

    Also don't have teammates that would unhook right next to the killer that's trying to kill you and your team. Like literally wait for the killer to leave the area.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/348800/my-thoughts-on-this-ptb

    Dw my friend. Have you seen the next rift cosmetics? If not I would happily recommend go check them out. Your frown will be upside down. Who cares about this ptb when you got new ghostface masks. In the next rift

    I'm pumped for the next rift. I honestly love the scarecrow look and we are getting other masks as well

  • Yeah, I love having ruin! Not!! It only lasts so shortly after first 30 seconds of the game.

  • Oh also forgot to add all of the badham maps as well. So like most of all of them have pretty bad hook spawns. If anything hooks should have better placement. So I didn't get why your crying about of hooks.

  • You have maps like rcpd, Halloween, meat plant, and midwitch that have really terrible hook spawns. So why are you complaining?

  • @UntilValhalla13 said:

    It probably doesn't help that survivors have to open an exit to get their masks.

    That's not true though

  • They only look good on killers. With the right outfits.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003188#Comment_3003188

    https://forum.deadbydaylight.com/en/discussion/comment/3003184#Comment_3003184

    It will be done by tomorrow/Saturday....it's not a huge number at all.

    Maybe @MandyTalk was mistaken....or maybe we all are glitched :(

    I hope so. I've already finished the anniversary tome just wait for everyone else to finish so I can move onto my next challenge.

  • @adam1233467 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003184#Comment_3003184

    3 million is extremely unnecessary, for me this number has to be decreased

    30,000 is better or 3,000,000 even

  • @adam1233467 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3001908#Comment_3001908

    One question, I already done my personal contribuition in the first challenge, but, I need to wait the global progression to be completed to be able to do the next challenge?

    Seems like it, I think that's ridiculous. We should be able to move to the next challenge after completing the personal challenge.

  • @Sluzzy said:

    That's funny. The last match I played was over 4 mins and only one gen completed.

    This is more of a problem of killer not applying pressure and not utilizing the vast number of perks and strategies available.

    I would love hear your take on DBD on MrGimms' broadcast. I think you could really express yourself and show your points of view from the forums to the broadcast.

    If you're nervous that's alright MrGimms is a very nice guy, he only teases around with the forums.

  • @GillyBeannn said:

    So here's the real problem. A solo gen takes 80 seconds to complete and for one survivor, it's just holding m1 the entire time which is really boring and not interactive. Increasing the speeds on that will just be more miserable and more of a chore then something fun. Survivor spawns and Map sizes and map design are the real problem. 4 survivors spawning on separate gens is very broken and it just guarantees them a free win. Survivors should always spawn together at the start of a match and not too close to a gen. Decreasing Map sizes as well can also solve the killer mobility problem as well since majority of the killers have no map mobility and they can have a chance to pressure gens more.

    Also I do think that Corrupt Intervention should be basekit but on a much shorter cooldown. Like 1 min before you can work on the 3 nearest gens then 2 mins. Maybe only if those two things don't get changed. Idk. That's my take on all of it.

    I have correct you gens take about 40 seconds to finish

  • @Marigoria said:

    If you want to play a game that is more than 4 mins, which most of mine are, just play legion with thana, dying light, ruin and some other slowdown.

    I like playing with different killers with different builds. Playing the same killer and same build gets boring.

  • @DrDeepwound said:

    as a surv I am on a gen in seconds of match start, it baffles me how often I do a complete gen before killer even makes it round the map to me.

    3k hour killer btw

    So you agree it's ridiculous right?

  • Note I play on PS4 and I tried everything to fix this problem but was unsuccessful?

    Is there any advice on what to do?

  • @Lastchild said:

    Frankly we have no killer who can hide and block the survivors at the same time, might as well do that

     Your teleportation idea just sounds too much like another killer.

    Even if it means using a scarecrow, I suggest this idea instead :

     The Scarecrow can summon Scarecrows to slow Survivors and surprise them.

    Base Movement Speed : 4.6

     Alternate Movement Speed : 5, when exiting a Scarecrow.

    Number of scarecrows that can be summoned : 4.

     Special ability : Block.

     When you place a scarecrow, it is part of the scenery preventing a survivor from advancing.

     For example a scarecrow can be placed where a trapper or a hag would place his traps in front of a window, instead of a pallet or in front, in the frame of a door etc...

     The scarecrow can be destroyed under the following conditions:

     - The survivor stops and starts destroying the scarecrow.

     - The killer destroys his own scarecrow.

     Special ability : Stealth.

     When you place a scarecrow, you can hide inside.

     Survivors can't tell if you're in a scarecrow or not, but there is a wind noise notification letting survivors know you've been hiding in a scarecrow.

     When you are in the scarecrow you gain undetectable status.

     Undetectable status remains for 15 seconds after you exit the Scarecrow.

     Brown Addon :

     - Increases the duration to destroy a Scarecrow by 5 seconds.

     - When a scarecrow is destroyed, gain a speed bonus for 10 seconds.

     Yellow Addon:

     - Increases the duration to destroy a Scarecrow by 10 seconds.

     Green Addon :

     - Increases the duration to destroy a Scarecrow by 15 seconds.

     - When a scarecrow is destroyed by a survivor, that last cry.

     Purple Addon :

     - Increases the duration to destroy a Scarecrow by 20 seconds.

     - When a scarecrow is destroyed by a survivor, the latter suffers exhaustion for 15 seconds.

     - The aura of survivors passing within 16 meters of a scarecrow is revealed to you.

     - Survivors passing within 16 meters of a scarecrow are blinded for 30 seconds.

     Red Addon:

     - When a scarecrow is destroyed by a survivor, the latter is exposed for 50 seconds.

     - Increases the duration to destroy a Scarecrow by 30 seconds.

    Ohh I like these ideas!

  • @lemonsway said:

    So let's see if i understand. You want another Teleporting killer that inflicts a status effect when he hits someone through one of the traps?

    There's plenty of issues:

    1- do you control where you place the traps?

    2- how manny traps can you place?

    3- how close can the traps be?

    4- how fast can you TP there?

    5- is there a TP range limit or you can go from anywhere to anywhere?

    6- do you have any recovery before you can attack after you TP?

    7- do survivors get a massive warning you're TPing?

    8- can you TP multiple times without cooldown or is there a cooldown for each individual TP?

    9- How fast can Survivors destroy the traps?

    10- How visible are Traps from far away? They should not be very visible otherwise people know exactly where to avoid going to.

    11- Why would you want to see a Survivors aura for 6 seconds after they destroy a Trap? Isn't knowing that they destroyed the Trap enough information about where they are and what they are doing? Plus you can't TP there because they destroyed the Trap so what do you gain by seeing their aura for 6 seconds?

    12- IF TPing is their power then congrats you're another M1 killer, the worst kind of killer in DbD.

    13- The status effect? Yeah good luck ever getting kills because of it. Even if Survivors couldn't remove the Fear effect getting 6 hits via TPs will be way too hard because of everything i've already mentioned, placement, number of traps, time of travel, cooldowns, etc.

    14- You're giving survivors the ability to disable your entire power and status effect... GIGA YIKES. Why does everyone wanna give control of killers abilities to survivors with 0 negatives towards survivors disabling a killer? At least make the Survivor Exposed instead of Aura reading. IF they disable part of your power then there should be a trade off. Loss of Mobility is a gigantic problem for any killer so at least make the survivor take an equally demanding risk by removing part of your power.

    1- yes

    2- 7

    3- 20 or 30 meters away

    4- as fast as the dredge tp

    5- anywhere but not next to one you just put up

    6- yes, 7 second recovery

    7- yes, the scarecrow would let out scream

    8- yes, but with an add-on you can destroy the scarecrow you teleport too

    9- 15 second, once the scarecrow is destroyed the survivor aura is revealed to the killer for 6 seconds

    10- survivors would be able to see the scarecrows within 10 meters

    11- well depending on the add-ons. They could be exposed for 15 seconds, or exhausted for 5 seconds also it takes time to destroy a scarecrow

    12- this is just a killer concept idea, there's still more work to improve this character

    13- again this isn't a real chapter

    14- there are add-ons that would punish the survivors for destroying the scarecrows

  • @Bran said:

    Seems okay, probably need tweaks, but what doesn't.

    Thanks I'm just trying messing around with ideas I have lol

  • @Emeal said:

    That would not work, Survivors need a way to cleanse themselves of the Mori effect, no way BHVR would allow you such as effect.

    Take Sadako for instance, Her power isnt a bout the mori, its about slowing the game down, like the Pig too.

    Of course there will be a way to remove the fear meter. It will on a timer limit, but killer needs to teleport and hit the survivor about 6 times successfully.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983883#Comment_2983883

    Quick mori ofcourse, your idea is not healthy for game.

    Pyramid Head needs to make you death on hook for quick mori.

    Sadako needs 7 stacks for quick mori but even with 7 stacks, you can remove them with using tape.

    Quick moriable should not be easy like that, which looks like issue with your killer. There is not counterplay. There is no way to remove fear meter.

    Of course there will be a way to remove the fear meter. It will on a timer limit, but killer needs to teleport and hit the survivor about 6 times successfully.

  • @MikaelaWantsYourBoon said:

    Yeah...

    I don't wanna see this concept in game, thanks for sharing.

    Why's that?

  • Wow that's why it's called a challenge, it's not supposed to be easy.

  • It's the wifi. The same thing happened to me when I was playing blight. The survivor and my wifi were really far away for each other

    It's impossible for console players to hack. The red circle above the left hand side proves it was WiFi.

  • I love how the map looks but my only complaint would be the hook spawns. You literally need iron grasp and agitation to even make it to the basement.

  • @Chaos999 said:

    I want wraith to have a special mori on autohaven to toss someone into the car compactor.

    I agree

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