pedroframil
pedroframil
About
- Username
- pedroframil
- Joined
- Visits
- 114
- Last Active
Comments
-
Franklin's Demise as Killer, for sure. I know it's not meta, but it's so much fun. Nobody never expects it.
And as survivor, Adrenaline is my favorite, even tho i don't run it that much currently.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1515577#Comment_1515577
Jack The ripper is the character though since the identified who he actually was. Jack the ripper the character has been in a bunch of media. The multiple movies (including one he faces off against sherlock holmes) he's in assassind creed. There was a scooby doo back in time episode that involved him if i remember correctly. The character jack the ripper (who i don't even know is licensed) they could literally just do what they did was ghostface and name the killer "the ripper" and give him their own backstory. He'd probably be more of a scary character than the legion and clown anyway. You are not glorifying Aaron Kosminski as he wouldn't be the character in this world.
It's something completely different to make a NPC, or a secondary character based on a serial killer and make it a playable character.
The examples you used never put Jack as the protagonist, the playable character. Never made people try to "be good" using his method. Never glorified and gave points for your brutality. And putting him as a killer on a game you control makes you do all that. Put the man on evidence. Help creating a new image, certainly more positive, which is a terrible thing.
-
@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/1515519#Comment_1515519
The game has the doctor whose theme and methods is likely inspired by either some crazy chinese doctor or a cia research program that included torture of random hospital patients.
Should he get removed?
No, he shouldn't. And neither should Bubba.
But we don't have Ted Bundy, the Butcher of Rostov or the Milwalkee Cannibal on the game because we don't want to glorify them.
When you translate some things or references to games, movies and books, you will have real world references, and it's not a problem. But when you start giving space to despicable people on pop culture, you not only pushes them away from the terrible things they did, but start a fandom revolving over them (or their representation ingame).
-
It's hard to talk about killer balance on the game, cause we have a lot of situational things.
Considering only their base kit and perks, a lot of killers can be considered balanced, including our top-tier Nurse, Spirit and Freddy.
But a single shared perk or pink addon can change that drastically. Nurse with Surge+Surveillance. Spirit with Stridor. Freddy with Pop and BBQ/thrilling. Huntress with Iris and Belt.
I don't think it's possible to just say "that killer is balanced". We can try to think about killers that perform well on any ranks, without great dependance on perks or addons, but still i can't think about one that is all of that. We have a lot of weak killers that can be better (not great) on specific scenarios. We have some "balanced killers" with addons or perks that break the game.
By the end of the day, it's all about your skill and playstyle (even if its scummy). We have some pretty good and some pretty bad killers, but I don't see any of them performing fairly on every skill level and with any perks or addons.
-
Come on guys, do you really want to glorify serial killers? There is no way that it can be a good thing.
We have a massive number of interesting characters in pop culture, and a lot of possibility for original characters that would not hurt the memory of REAL WORLD VICTIMS.
-
@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1515400#Comment_1515400
And the devs already said it will be fixed SOON™
Do you remember where? I haven't seen such a post and the search is broken so I can't look for it.
I remember someone quoting here on another post about this bug. And I also think there was a message running on McLean's stream (he is one of the devs and also a twitch streamer) saying the staff acknowledges the bugs and are working on them.
-
It's a bug, much like the weird flashlight angle. And the devs already said it will be fixed SOON™
I played her for the first time this week and went like "DAMN, the aiming is hard", hahaha
-
Well, i'm not exactly a nurse main, but I'm currently playing something like this and it works pretty well:
Corrupt Intervention, BBQ, Surge and Surveillance.
If i see a lot of medkits on lobby, i usually ditch corrupt and go for Nurse's Calling.
Nurse is all about map control and Surge/Surveillance does miracles for her. But if you just want quick matches and kills, slugging builds with infectious fright and/or whispers are good too.
-
@Dimek said:
https://forum.deadbydaylight.com/en/discussion/179577/about-the-new-mmr-system
well said bro <3
thanks, i'm happy someone agrees with me
-
@Sunbreaker7 said:
You mean, broke them? I can barely see the auras. I have literally stopped using BBQ and Kindred because I can't make sense of the auras.
They reverted the aura changes today.
-
Oh, come on! What is not to love on that "WHOWRGHHHHHHH!!!!!!!!!!!!"?
I still think it's funny :v
-
@WARW0LF said:
https://forum.deadbydaylight.com/en/discussion/comment/1510391#Comment_1510391
i've played for 3 and a half years, bought every DLC, bough alot of skins and buy the rift pass, it's not entitlement to want to be treat like a respected customer rather than a feeling of being shafted with a miserable playing experience, i love this game, but they have screwed up, we have the right to push our own views and ideas, when i say demand, thats a misnomer for vote up and garner attention because we care where this game goes, if you have a counter argument on why we shouldn't be able to see our skill level or the skill level of others then share, you have every right i do
I agree. It's not entitlement to want to be treated like a respected customer.
But to say things like "i pay your wages", "i demand to be shown this or that info", and phrases that imply the staff owes you something larger than respect is the DEFINITION of entitlement. Making suggestions, and even giving criticism is not a problem at all. But that over the top attitude is totally a expression of exaggerated self-entitlement very present on toxic fandoms.
I don't have a counter argument because i also think it would be nice to have access to our MMR. I made a MM/Pip system overhaul suggestion some time ago, and it was pretty similar to what they have done, but on my idea you would be able to see your score by monthly rank updates.
But I don't think anyone can demand things to be done their own way. After all, we all bought the game, DLCs, skins, rift passes. It doesn't make our opinion or ideas more important.
-
@WARW0LF said:
https://forum.deadbydaylight.com/en/discussion/comment/1510119#Comment_1510119
i pay their wages, i think i am, thanks for your useless input tho, always good to have a chuckle to lighten the mood
E N T I T L E M E N T
But now, seriously... Do you really think that spending (let's guess pretty high) 200 bucks on a game is enough to demand anything?
You are not their boss. You don't pay their wages. You bought a license to play the game they develop, that's it.
The simple idea that if you paid to play the game, you have this kind of position above the developers and the rest of the staff reflects pretty much why good part of this community is toxic as #########.
-
@tylxr_jay said:
Hey guys,
Right now moris are obviously and unquestionably unbalanced. People just tunnel and mori off first hook, its extremely annoying as a survivor and just makes the games unfun. Its too easy to get a 4k as a killer and games often are over within minutes.
So heres a potentially perfect solution to fix all that.
=============================
Cypress Memento Mori - Cypress should just be base kit. You can only kill the last person anyway so it wont affect gameplay in the slightest
Ivory Memento Mori - Remove them, with this rework they are unnecessary.
Ebony Memento Mori - Ebony is the only mori now and it will work as the following:
==============================
The new mori rework runs off a token based system:
- You start with 0 tokens.
- Hooking a survivor gains a token.
- Mori'ing a survivor consumes a token.
- You need a minimum of 4 tokens to mori a survivor.
- You can kill any survivor as long as you have the minimum tokens required.
For example:
- If you mori someone while on 4 tokens, you will go back to 3 meaning you have to gain another token before being able to mori someone else.
- if you have 5 tokens, you can mori 2 people before having to gain another and ect.
- that also means once your at 3 tokens you can never get any lower then that.
==============================
Why this would be a better system:
- With a system like this, a killer will no longer be able to camp, tunnel and mori off first hook. A killer will still have to play normally to start mori'ing people.
- A system like this will now no longer mean a free win for the killer, a killer will still have to actually play and not be given a free win.
- Games will last standard times, they will no longer be over in a minute and 23 seconds.
- It will be alot more fun for both sides and will not affect normal gameplay.
- And most importanty, it will be COMPLETEY BALANCED.
===========================
Also before you people get salty at me for suggesting this, keep in mind i have listed all the reasons on why it would be balanced, why it would be more fair and why the system should work like this So if you people disagree with me, be sure to tell me why. Dont just get all salty because you cant tunnel that one person you hate off first hook anymore.
Let me know what you people think :)
No reason to get salty at all. But I have to say that i don't like that rework idea.
First game hook straight-mori would not happen, but there is a lot of ways players could abuse the system. Hook-tunneling for stacks and then straight killing the other players would be only one possibility.
The biggest problems that involves the current Mori state are:
- It totally breaks the game balance, without any possible counter to it.
- It's way too easy to get ebony mories on the bloodweb, specially when you already own every perk that your killer can learn.
- His current mechanics encourage players to tunnel and camp from the first hook.
- Matches versing mori killers are annoying and unfun.
I think in this case the best solution is the simple one: Instead of requering a hook, make the mori require death hook. This way:
- It will not be a game-breaking mechanic, but a situational instead. A quick way to not lose balance when you down a death hook surv. And you can also avoid DS, unbreakable, flashlight saves, body blocks while saving time. The only down would be hook perks, like BBQ.
- It would not be necessary to make changes about its rarity or remove variations from the game.
- Camp the second hook to tunnel means not only that it will not happen in early-game (at least not as much as currently happens), and will hurt a lot more, cause the killer would lack pressure on mid-late game. And camp until the survivor reaches second stage could cost multiple points and generators for the killer.
- And well, if you think that be killed instead of sacrificed on last hook is annoying and unfun, your problem is with the game, not the mechanic.
I don't call that idea "perfect", but i think it would be better, and while it would be a huge nerf, at least it wouldn't turn the offering into trash while stopping the bs gameplay that currently happens around it.
-
@PigMainClaudette said:
Since when was everything about proving that you're better than someone else through any means?
Why can't we just get along and realise we all need each other for this game to work?
How can you honestly justify making other people MISERABLE for a reward that lasts for all of 30 seconds and comes with so much hate attached?
Why aren't games about fun any more?
These are several questions that I find myself lately, especially in regards to Dead by Daylight. This isn't a competitive setting where people's livelihoods depend on it, outside of a few streamers who could honestly jump ship into another game if it. So why do so many killers these days act like getting 4 kills every game determines their entire life? I play killer to not only test myself but to test the survivors and see what they're made of. I play survivor to see just how well I can do and to see if I can be the support for others that I wish that I've had before.
Lately it feels like I'm being forced to use perks and strategies that I personally despise because of the mindset of "I payed money, I can play how I want" when everyone else did and some of them now basically CAN'T play because you decided to only focus on 4 kills, or just suicide because you were found first. I am now having to equip perks like Decisive Strike and Unbreakable to deal with killers on a general level, rather than running perks I want to such as Dance with Me and Quick & Quiet because of the amount of tunnelling and slugging with this new MMR matchmaking that is giving me worse rainbows than the previous iterations.
I will not tell you to change your playstyle. That argument goes nowhere. All I'm asking is that we all just stop for a minute and realise that this is a video game. Something that we all do for fun, and if we don't stop acting the way we do, then nobody will be having fun for much longer.
If you must comment, then please just be respectful. No "git gud", no "entitled", no nothing. I'm not getting banned because you don't like that I'm challenging your ideals, and if I get a whiff of severe disrespect, I will be seeking the mods to close the thread.
This is just a game and we all need to remember that. Have fun. After all that's why we're here.
That's one of the things that bother me the most while playing DBD. The game offers you 20 killers with 72 different perks and 22 survivors with 80 different perks. A lot of items and addons. But the real experience is limited to a dozen perks, undefeatable builds, and a lot of sweat and tears.
And here on my region (South America) the community is extra-toxic. I have some NA and EU friends who play the game and even tho they face some toxicity, here it's another level. People really hope to destroy the experience for the other side.
The only way i really have a funny experience is when i get to face mid-rank players. That way i can play a little sloppy, go for adepts or meme builds while not ruining the experience for neither side.
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1504862#Comment_1504862
How is the game survivor sided though? In my experience lately the game is way more killer sided, if we want to go on the outdated statistics of kills vs. escapes.
Now, don't get me wrong. I'm perfectly fine with it, but it is purely about HOW I die, not IF I die. Lately, all my games have been trash with hook suicides and hardcore killers or high ranking SWF squads against essentially brand new killers.
People always complain when somebody says the game is survivor-sided. It is, under certain circunstances.
The current game situation is something like this: SWF Survivors -> Good Killers -> Bad Killers -> Solo Survivors.
If you are able to MAXIMIZE efficiency, the survivors can pop various gens across the map, no matter what killer they are facing. That way, a 4-man death squad can win every single game in a row. The same way a very efficient killer with good tactics and no fear of judgement (noed, tunnel, camp, slug when necessary) can do a pretty goob job when not facing a death squad. And even using a bad character. And that makes the solo uncoordinated experience almost a literal nightmare. But that doesn't happen because survivors are weak, but because you rely a lot on luck as a solo survivor. You can be left to die on first hook, you can get teammates that avoid the objective, who throws the game or just care about themselves.
As a survivor, you need to do gens and worry only about a killer. As a killer, you have to stop 4 people who can very much spread across the map from reaching their objective. So the game is a little survivor-sided, and it has to be, unless you want 4ks all the time while not SWFing, and I say that as a red rank on both sides. That's what my experience playing solo, SWF and killer showed me. We have other things that throw away the raw balance of the game and make matches unpredictable, but technically speaking, thats pretty much it.
@topaxx said:
What about a unrated Game mode, Just for fun?
I really think another game modes would make the game MUCH MORE FUN and challenging.
An adept only competitive mode.
An unranked multiplayer matchmaking mode.
A try-to-survive mode with only 1 hook to kill and a lot of players.
A killer-showdown mode.
But it seems prety distant from reality right now.
-
@pinkpowerranger said:
My gf got me this game for my birthday in May. I honestly thought I would play it once to make her happy and then delete it to free up space on my ps4. I was surprisingly hooked and it has been my object of obsession ever since. I think it is a fun, original game with an interesting set of rules.
I'm making this post because of the ill will and negativity directed at the developers on these forums that i think is way outside the realm of reason. Seems that people will complain about anything the devs do or don't do.
The auras are fine. I understand the argument from colorblind people, but other than that maybe the devs didnt like how auras were performing. Yes, it is difficult to see the aura of a team mate hooked on the other side of the map. Maybe that's the point. Maybe the devs don't like the amount of information you could get from auras. Maybe they want us to use different strats for location. They are the creators, they have the vision and every right to enact that vision for their evolving work of art.
Billy is fine. I played as and against him before and after the update. As killer I felt strong as Billy and like the gen pressure capabilities. As survivor I feel fine facing Billy and he seems very fair, not op. He was balanced and is still a balanced killer. I don't think he needed to be changed but the devs did and I respect that. He is still good, like with the auras, he just requires a slight adjustment and getting used to the change.
Its the devs world, we just play in it.
I agree that the level of self-entitlement of this community is high as hell, but i'm starting to think maybe some of the players are not wrong when they ask for a little more attention of the staff.
The disconnect/rank update forum, for example. We currently have a MASSIVE AMOUNT of people not being able to play the game, and we don't receive a single damn answer about what they will do.
If you try to talk about the game problems on the Feedback subforum, your post will grow mold before getting any attention. It's easier to just post here and hope that some member of the staff sees your complains before moving to the right area. Because if you try to do the right thing, nobody will care about it.
And just because you didn't get a little bothered about some of the changes, like the aura ones, but thats just your opinion and people have the right to be annoyed, specially when it's something undertested and unnannounced like this.
-
Well, I think that this kind of key binding issues can't really break the game. Otherwise, they would not allow Billy to steer using Q and E instead of the mouse movement.
Also, even if it makes she teleport quickly, it would not be a game breaking thing. We have a lot of other things like macros, etc, that can really change the game and are perfectly allowed. Binding into your mouse is just an adjustment that makes her gamestyle suits you more. And that is a good thing.
But anyway, we also have to think about accessibility, and if you block the rebind of keys cause of something like that, you would hurt people with reduced mobility, making them leave the game. And nobody wants that, right?
-
Not a huge difference, tho.
-
@Nos37 said:
Automatically reload Clown's bottles after hooking a survivor
@AhoyWolf said:
Sounds good, but doesn't make much sense, or any sense at all.
I think decreasing his reload time from 5 seconds to 3 would be fine, or maybe the reload speed would depend on the amout of bottles he has left.
3 bottles left, 1 missing - 1 second reload
2 bottles left, 2 missing - 2 second reload
1 bottle left, 3 missing - 3 second reload
0 bottles left, 4 missing - 4 second reload
I don't see why both could not be possible. A pink addon that makes the entity refill your bottles after a hook would not be broken. And the time of reload being proportional to the number of bottles is also not that big of a deal.
That's the kind of suggestion that should go to ptb to see how they would affect the game.
-
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1431397#Comment_1431397
I absolutely disagree with you. Slugging may not be friendly, but it is categorically not cheating, and cheating is not tolerable just because you don't like how the other team is playing.
The solution would at least give the killer a chance to find the hatch, rather than instantly ending the game by it opening under a player's feet. And the amount of cases of cheap, scummy, cheating, far outweigh the cases of "2 survivors left and my internet just happened to drop out at that moment!"
The devs already said they were thinking about making the survivors' husk remain after a DC, but that was over a year ago, so I'll believe that when I see it.
In any moment i said slugging is cheating. I just said the dc against a 4k slugger is something "tolerated", cause it's just not fun to wait minutes lying on the ground without being able to do anything.
Basically what i said is that although it is a little frustrating to experience that, the DC penalties are already enough punishment (when they are working) and that we can't get something as situational as this and create a rule that can penalize players that were not hurting fair play.
I had my fair share of situations that would get me punished by the change you proposed without even playing on SWF groups. That's a one side biased proposition, since it would really offer the killers an unfair advantage on 1-surv left situations. Solo players would be punished for actions of some SWF players. It's a "give the killer a free win" situation, especially when we know that specific situation only occurs after you have already defeated at least 3 of the survivors. It's already a win, just now a flawless one.
-
@anarchy753 said:
3 games in the last week I've been cheated out of 2 kills because someone just decides "lol I'm gonna DC so my friend can instantly use the hatch.
This isn't even like slugging for the 4k or anything, just out of the blue someone tells their SWF friend "found hatch" and boom, my game just ends in the middle of nowhere.
I just hooked the third remaining survivor and there go 3 more possible hooks.
Hey but at least I get brutality points that I already maxed, not sacrifice that literally cannot be maxed because of 2 people cheating their way out of the match.
The problem with this suggestion, is that like most of them, it's based on what you want the game to do because of a bad experience of yours, and not exactly what would make the game better.
"That happened to me, thus we need this change so i can have a better experience."
As you said before, there is situations where this kind of behavior should be tolerated (slugging for a 4k, for example). And the presented "solution" would not really fix the issue. The last survivor could hide for 60 seconds until the hatch is free, and else, the game would turn into a mouse hunt situation for the survivor, who alone can't do much versing a killer for at least a minute without being able to escape.
There is also situations where a solo survivor would be punished for ragequitting DCs, or people getting penalized for internet problems of other players. If that is a problem with SWF teams, the DC penalties should be enough to deal with it. So we just need it back as soon as possible.
Or we can think about a solution that doesn't hurt a lot of players just cause we have a few problematic ones.
-
@lovrguru15555 said:
Would have a terror radius and be a avoidable if u have eyes or ears brail people shouldn't play this
Don't get me wrong, but this is the kind of change that would break the lore and ambientation, creating some weird gameplay style.
Trapper-boi could really get some buffs, but we need to discuss things that are a little more realistic.
Some players already talked about this and some interesting ideas were thrown over the table, like make the auto-setting traps become part of the killer basic kit. You know, every 30 secs one random trap sets itself up. With that, the iris stone could cut in half the auto-setting time.
That would be a huge buff, but not enough to make the killer unfair.
Or maybe we could change the way traps work. Two little buffs would make the game much more balanced: i) Survivors catch on traps being unable to free themselves (only a teammate or the killer could remove it); and ii) add a risk to survivors disarming traps to get caught on them (something like 30%). Done, Trapper is now a much more balanced and threatening killer.
-
@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1428290#Comment_1428290
It still makes trials inconsistent, I think it would be better if we nixed them entirely and gave a small set of requirements for survs and killers to use they're effects.
I just used an example, not a throughly thought idea. The mechanics don't need to be purged, just tweaked a little :P
-
@MusicNerd_TC said:
Not a fan of alien or fnaf, but alien would be much more interesting. Fnaf is as cheap as horror can get, as all it has going for it is jumpscares and a bloated and flawed storyline. Alien would have a decent map, maybe a spaceship or something and I would like to see another non humanoid character.
Just imagine a "Nostromo" map, with a random space pod opening instead of the hatch. And some jungle gyms with breakable lab stuff.
It would be an awesome chapter.
-
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1428743#Comment_1428743
Well match making isnt that complex, its a problem because ranking IS complex and broken. Matchmaking itself is pretty straight forward. Because the ranking system is bad you end up with boosted survivors. With boosted survivors you also get boosted killers but theres a lag. This results in there being significantly more red ranked survivors than red ranked killers. They have to match those survivors up against someone while trying to keep que times down, so we get "red ranks" going up against non red rank killers and the whole system dominos from there.
Honestly though I dont mind it. The only thing thats f'd up is putting legit noobs up against people in red ranks. I think if they defined a noob as someone with less than 100 hours instead of by rank and then quarantined those people together only that would be better.
So forget ranks, chuck those out the window. If you have less than 100 hours you can only play against with people that have less than 100 hours. Once you hit 100 hours and 1 minute you can only be matched with people that have over 100 hours.
100 hours is just an arbitrary number i came up with for the example, im sure they could use data to come up with something more appropriate
You got part of my point there. And I heavliy agree with you. Just putting survivors and killers of the same rank to face each other doesn't mean a guaranteed balanced match.
But to change the MM system into a "really balanced" system would require a full rank/pip-system rework and a heavy change of criteria. And thats the discussion people who leash out against everyone is not ready to have.
-
Rank and matchmaking issues are way more complex than you think.
But i don't think you're ready for this conversation.
-
definitely alien.
Awesome killer and surv, great potential for even an indoor map.
I really don't get why people complain that much about that possibility.
It's not like the game is really attached to reality...
-
@Dwight_Fairfield said:
Get rid of both. Neither are fair or good for the game.
Or we can make little tweaks that turn them into situational mechanics.
Moris would not be so problematic if they only could be used after 2 hooks. It would be a little like PH's power. You can save the time for the last hook, stop flashlight saves/wiggling out and quickly get back in a chase while giving up the potential info of perks like BBQ. The moris could also award slightly more points than now.
Keys, on the other hand, could get a use restriction. Something like "you can use it to reopen the hatch after killer closes it". It would be turned into a EGC tool, basically. The killer closed the hatch? Not a game over anymore. To reduce the nerf, maybe remove the item loss or make the used keys turn into green broken keys and remove the latter from the bloodwebs and boxes.
Both "broken" mechanics would become a lot less powerful but not useless without the need of removal.
-
"HOW DARE YOU". Wow.
Why am I even impressed with this level of self-entitlement?
-
Nostromo is the only indoors map that i really think i would enjoy. Imagine going out to space or entering an escape pod instead of the hatch. It would be awesome.
-
The level of self-entitlement of the fandom is TOO DAMN HIGH.
-
@CertArn said:
https://forum.deadbydaylight.com/en/discussion/comment/1417997#Comment_1417997
Yeah, best thing to say, right? "You are new, i know better after 2000 hours and that's why my opinion is superior." And you know what? I'm not new. 50 hours is enough of my time investment in one game. I'm new with 5, maybe 10. Also i will never waste 2000 hours on that game. And i will not waste time to watch some streams. If game like this cant give enough feedback to player, it is badly designed. Simple as that. Lets be honest here, this is not MMO, roguelike, flight simulator or any other complex idea of a gameplay. Its simple.
Anyway, i know how this perk work. Don't treat me this way.
Also you should learn how to read.
...it is like talking to a brick wall over here. :-/
I don't have problem with perk, i know how it works, I DON'T KNOW THEY HAVE IT SO I CANT REACT TO IT.
Damn, it is really so hard to understand?
Let me put it this way, following your logic - You guys should always expect someone could sneak behind you and slap your head with baseball bat. You can duck, so you should be ducking all the time to prevent this from happening. And when i finally sneak behind you one day and hit you like that, you cant be mad at me, because you should expect i will do this, so it is your fault for not ducking this one time in the right moment.
(WUT, my answer just vanished. Or was it deleted?)
I really didn't get why are you so offended. Nobody here was bragging about being experienced players, we are just trying to give you some advice.
There are some ways to discover if the killer have BBQ, if that's your problem. You can use Distortion and see if a token is spent when a friend is hooked. That way you can react accordingly to it.
Or you can learn to read the killer moviments. I usually stay on a distant generator and if the killer comes after me right after hooking somebody, i know he has the perk.
But to be fair, BBQ is not exactly a "stealth killing" perk. There is a lot of ways of breaking survivors stealth and BBQ is not even one of the best. Unless you are hiding on a dead corner and stay put until the killer finds you.
-
@CertArn said:
https://forum.deadbydaylight.com/en/discussion/comment/1417997#Comment_1417997
Yeah, best thing to say, right? "You are new, i know better after 2000 hours and that's why my opinion is superior." And you know what? I'm not new. 50 hours is enough of my time investment in one game. I'm new with 5, maybe 10. Also i will never waste 2000 hours on that game. And i will not waste time to watch some streams. If game like this cant give enough feedback to player, it is badly designed. Simple as that. Lets be honest here, this is not MMO, roguelike, flight simulator or any other complex idea of a gameplay. Its simple.
Anyway, i know how this perk work. Don't treat me this way.
Also you should learn how to read.
...it is like talking to a brick wall over here. :-/
I don't have problem with perk, i know how it works, I DON'T KNOW THEY HAVE IT SO I CANT REACT TO IT.
Damn, it is really so hard to understand?
Let me put it this way, following your logic - You guys should always expect someone could sneak behind you and slap your head with baseball bat. You can duck, so you should be ducking all the time to prevent this from happening. And when i finally sneak behind you one day and hit you like that, you cant be mad at me, because you should expect i will do this, so it is your fault for not ducking this one time in the right moment.
I really didn't get why are you so offended. Nobody here was bragging about being experienced players, just trying to give you some advice.
There are some ways to discover if the killer have B&C, if that's your problem. You can use Distortion and see if a token is spent when a friend is hooked. That way you can react accordingly to it.
Or you can learn to read the killer moviments. I usually stay on a far generator, and if he comes right after me upon hooking, then i know he has the perk.
BTW, it's an easy perk to counter and stealth playstyle is not made impossible by it. There's a lot of things that break you out of stealth, and BBQ usually is not one of them, unless you are hiding on a dead corner while your teammates are being hooked.
-
@Actionjacksn said:
Bubba - he is a cannibal so every survivor he down he get more hungry and hungry, and hunger can kill motivation so he looses 10% movement speed.
Hag - she is covered with mud so when she trying to loop and get close to a wall, she stuck on it and her movement speed is reduced by 50% for 5 seconds.
Wraith - he has PTSD because of his former work, so when he hits a survivor, he gets a panic attack that causes blurred vision and 15% movement speed reduction for 10 second.
Oni - he is a demon, so survivors can hurt him by praying. When any of the survivor prays he is weakened and has 15% movement speed reduction and needs 3 hit to take down a survivor.
Spirit - she can take spirit form to travel, but in the spirit world there are more dangerous monsters than her. Using spirit form has 10% chance to get the Spirit killed during it, ending the trial and give +1 pip to survivors.
Huntress - the hunting is in her veins so when she charges a hatchet to drop, her insticts are get awakened and has 50% chance to autoaim that hatchet to a nearby crow.
Ghostface - as a criminal, he has to watch out of the cops. Every map against him has a telephone hided on it. When one survivor find that phone, the cops are called and the game is over, awarding +1 pip to every survivor.
I'm laughing out loud with Spirit and Huntress' nerf 🤣
