Avatar

saiisam

saiisam

About

Username
saiisam
Joined
Visits
95
Last Active

Comments

  • @Accullla said:

    Unfortunately I don't think you can tell if you have kindred also.

    It would be nice to have the information that someone else is running kindred as well. After all, information is power in this game.

    1 status icon if your own kindred is active and an additional one for someone else's would be sweet

    This would be a great way to differentiate.

  • Definitely a perk worth equipping, yup. I guess it just puts me at ease when I know whether the others see the auras as well so we can work collectively, as opposed to just me seeing them and expecting them to eventually go for the save when I’m too far from the hook.

  • @pemberley said:

    I’m on ps4 too and tbh I don’t use aftercare BECAUSE it seemed like I got more bad apples than teammates.

    Tbh I really wish a new survivor’s perks would involve addressing bad and unfriendly teammates.

    Perks to address/protect yourself from bad teammates is a great idea, actually.

  • At least with Bond, there’s the element of proximity; if I’m on the opposite side of the map from the teammate, I have a slightly better chance than if I had Aftercare equipped. With Aftercare, I’ve had many games where the teammate would literally follow me around the entire map and point my location out to the killer.

  • @OGOzSnowChimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/811108#Comment_811108

    Not my thread. That scenario has never happened to me with somebody leaving an offering.

    I'll be sure to consider what you said if it ever does.

    Oh, my bad!

  • @OGOzSnowChimp said:

    A tbag is a tbag. TBag at me and we ain't friends.

    I was merely letting you know that he probably meant to thank you, especially since he accompanied the tbagging with the dropping of his toolbox. Most killers acknowledge this and aren’t salty about it. To each their own I guess.

  • I can’t speak for all survivors but I usually thank the killer for sparing me by t-bagging and dropping my item as an offering. It’s pretty hard to differentiate between the thank you t-bags vs the actual ones, but it’s a known thing.

  • @Laakeri said:

    Similar thing was tested and survivors abused it.

    The timer can be modified to activate only if there are no survivors around the hook or if the killer remains in a specific radius for a certain amount of time.

  • @George_Soros said:

    https://forum.deadbydaylight.com/en/discussion/comment/603529#Comment_603529

    Hah! That's why I use Whispers lately on all my killers :)

    That’s why I stay outside the Whispers radius when I hide near a gate, juuust in case.

  • Another player on here recommended this, and ever since I’ve done it, I’ve escaped almost 60% of the time.

    As soon as the killer closes the hatch, go to one of the gates and, after making sure the killer’s done patrolling it, open it for 4 seconds, leave it and hide. This way the lights stay off and you’re left with less time to open the gate. Wait for the killer to patrol again, and continue opening the gate as soon as they leave. Usually, it’ll be too late for them to down you by the time they reach your gate.

  • @twistedmonkey said:

    It makes you think how it was ever possible for people to avoid being caught with BBQ before the locker aura reading change was implemented.

    There are other ways to evade BBQ it just sounds like you are versing survivors who can't juke well.

    True. Then again, I think it also comes down to bad matchmaking as well; I’m a rank 6 and the rest are usually rank 15-17.

  • Sorry, wrong choice of words there, I meant that the hatch spawns but stays invisible.

  • Used to think P3 survivors (survivor main here) meant they were good at the game. Same goes for survivors with bright cosmetics.

    Also thought I couldn’t play a game without self-care; it’s now my most least-used perk.

  • Pretty normal to get frustrated with a game when you play it so much; I usually take a break for a few days and come back to it. Was on a losing streak a couple of days ago and doing much better today after the break; try it.

  • @RoKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/564944#Comment_564944

    Option 5: Give up, conclude that the game is unfair for not letting you escape easily and complain at the forum until they change it.

    @[Deleted User] said:

    There's four options you can do to increase your chance at escaping via the gates. Three of the four benefit from having "Wake Up".

    Option 1: If you know where the hatch is, but believe the killer also knows where the hatch is, find the furthest gate and wait for it to be ready to be opened, then when the hatch is closed, book it before the killer gets there to check. If the hatch is far enough away, the killer will have no time to get back to the door in time.

    Option 2: Do a bit of the gate, but not enough that one of the lights turn on (less than 20%), then let go of the gate and go back to hiding until the killer passes by again. This makes the gate look like it has been untouched, when really it will take only approximately 16 seconds to open instead of 20. 4 seconds can make all the difference, even if the gates are relatively close to each other, so long as they are not in view of one another.

    Option 3: Do a gate until a light DOES turn on, and then get the hell out of dodge and circle back around to the other gate. When the killer returns to check on that door, they may think you are still in the area and may spend more time than normal investigating. Meanwhile, you are now actually opening up the other one they just left. Even with gates close together, this can still work, so long as the gates again aren't in visual range from one another.

    Option 4: Pray to RNGesus, hope you find a key and escape via the hatch. Alternatively, just bring a key of your own.

    Not sure why my airing my grievances affects you so negatively; this post was also meant as an invitation for survivors more experienced than me to suggest ways to combat the problem, which many have already done. Hope your day gets better.

  • @[Deleted User] said:

    There's four options you can do to increase your chance at escaping via the gates. Three of the four benefit from having "Wake Up".

    Option 1: If you know where the hatch is, but believe the killer also knows where the hatch is, find the furthest gate and wait for it to be ready to be opened, then when the hatch is closed, book it before the killer gets there to check. If the hatch is far enough away, the killer will have no time to get back to the door in time.

    Option 2: Do a bit of the gate, but not enough that one of the lights turn on (less than 20%), then let go of the gate and go back to hiding until the killer passes by again. This makes the gate look like it has been untouched, when really it will take only approximately 16 seconds to open instead of 20. 4 seconds can make all the difference, even if the gates are relatively close to each other, so long as they are not in view of one another.

    Option 3: Do a gate until a light DOES turn on, and then get the hell out of dodge and circle back around to the other gate. When the killer returns to check on that door, they may think you are still in the area and may spend more time than normal investigating. Meanwhile, you are now actually opening up the other one they just left. Even with gates close together, this can still work, so long as the gates again aren't in visual range from one another.

    Option 4: Pray to RNGesus, hope you find a key and escape via the hatch. Alternatively, just bring a key of your own.

    These are some pretty solid tips, thanks so much for taking the time to write these out!

  • @[Deleted User] said:

    There's four options you can do to increase your chance at escaping via the gates. Three of the four benefit from having "Wake Up".

    Option 1: If you know where the hatch is, but believe the killer also knows where the hatch is, find the furthest gate and wait for it to be ready to be opened, then when the hatch is closed, book it before the killer gets there to check. If the hatch is far enough away, the killer will have no time to get back to the door in time.

    Option 2: Do a bit of the gate, but not enough that one of the lights turn on (less than 20%), then let go of the gate and go back to hiding until the killer passes by again. This makes the gate look like it has been untouched, when really it will take only approximately 16 seconds to open instead of 20. 4 seconds can make all the difference, even if the gates are relatively close to each other, so long as they are not in view of one another.

    Option 3: Do a gate until a light DOES turn on, and then get the hell out of dodge and circle back around to the other gate. When the killer returns to check on that door, they may think you are still in the area and may spend more time than normal investigating. Meanwhile, you are now actually opening up the other one they just left. Even with gates close together, this can still work, so long as the gates again aren't in visual range from one another.

    Option 4: Pray to RNGesus, hope you find a key and escape via the hatch. Alternatively, just bring a key of your own.

    These are some pretty solid tips, thanks so much for taking the time to write these out!

  • That’s actually what I normally do: I open a gate and hide when I hear the killer closing in, wait for them to leave, go back to it and continue opening and so on. The problem with this is that my location is now revealed to the killer because of the lights and they can now just focus on finding me instead of heading back to the other gate. 


    I’m not sure how suggesting that the lights be dimmed for the killer is a free escape - dimming the lights won’t affect the killer’s ability to continue patrolling both gates. 


    It is a bit of a stretch, I admit, but I’d love to hear other suggestions that would make it more balanced.

  • @Mister_xD said:

    cough Trapper cough

    restricting their Trap areas even more would be extremely dumb though...

    Survivors have the option of disarming traps, though. Without a flashlight, we can’t destroy a hag’s trap unless we activate it.

  • @Carpemortum said:

    Some addons cause her phantasm to have collision. But just traps is weird...

    I know the scarred hand add-on gives collision, but I also know it prevents teleportation, abd she teleported throughout the match. Another add-on, maybe?

    I think they should definitely work on disabling the add-on when the gates are active in this case.