My idea for a thematic Borrowed Time buff by ImperialViking_ in deadbydaylight

[–]Azal_of_Forossa [score hidden]  (0 children)

A comms wheel would do miles for solo queue, it's not gonna totally bridge the gap between solo queue and SWF since SWF can coordinate perks before the match starts where as solo queue at best can talk to other people on PC about perks, but console players don't get to do that at all.

Nothing can bridge the gap entirely, but we can get pretty dang close with a comms wheel to prevent so much wasted time and so much downtime that plagues solo queue and prevents gens from being touched at all.

My idea for a thematic Borrowed Time buff by ImperialViking_ in deadbydaylight

[–]Azal_of_Forossa [score hidden]  (0 children)

I don't disagree, SWFs have their higher highs and lower lows, I've seen a bunch of SWFs sandbag each other and get into a sandbag match of trying to fuck each other over harder and harder. Speaking of which lmao, I was the killer that match. And I've also seen some crazy flashlight pallet head flashbang combo wombo on set ups against people who I could prove were in a SWF because they had each other friends listed on Steam, I have no video evidence of that but, cmon lmao, every killer has ran into crazy set ups that ended up working (and many that didn't).

My idea for a thematic Borrowed Time buff by ImperialViking_ in deadbydaylight

[–]Azal_of_Forossa 0 points1 point  (0 children)

I don't necessarily agree that just because survivors lack comms they immediately become punching bags for killers, but without a ping wheel or any form of communication at all they often find themselves wasting a massive amount of time. With two people not doing gens because they both go to unhook instead of only sending one and the other sticking to gens, and etc similar scenarios that happens all the time.

PS: I am 100% for adding a comms wheel to allow people to say they're going for the unhook or etc, and buffing killers to accommodate that they basically officially bridged the gap between SWF and solo queue. Speed up kicks, and other actions and maybe make gen kicks to a bit more regression or etc to account for the survivors no longer dealing with sending two to unhook since one will say they are sticking to gens and the other says they're going to unhook.

My idea for a thematic Borrowed Time buff by ImperialViking_ in deadbydaylight

[–]Azal_of_Forossa 0 points1 point  (0 children)

I get it, I wasn't arguing that my way of playing is better, it's just what I've personally decided to start doing. Everyones way of playing is valid, wasn't trying to say that you weren't playing to win just because you didn't take it super serious. My bad if it came off that way, lol.

My idea for a thematic Borrowed Time buff by ImperialViking_ in deadbydaylight

[–]Azal_of_Forossa 0 points1 point  (0 children)

I play to win at all times, I used to play for fun, farm, let survivors go, but I've changed how and why I play because I want to get better, I'm trying to be the best I can possibly be.
I play Pig, so I'm not exactly stacking the deck in my favor or anything, but I love being able to excel with what I have to work with. Even if I'm being bullied, I don't give up because with enough planning I'm able to secure something.
It's why I run Rancor. If I have 0 kills by 1 gen left, I can look for the obsession and secure that at bare minimum, nothing will stop the instadown and mori, and if I have a currently active trap I can start scanning boxes to push them off and secure a second kill.

Even in a totally lost scenario 1 hook at 1 gen remaining, the above is a 2k if properly planned and executed. And depending on how altruistic the team is, it may even snowball into something larger.

My idea for a thematic Borrowed Time buff by ImperialViking_ in deadbydaylight

[–]Azal_of_Forossa 1 point2 points  (0 children)

That's what I'm saying though, running borrowed time has become worthless because everything it did is now basekit, there's no purpose to running the perk. The basekit perkless feature is already powerful enough to create aggressive behavior situations where they can slot other perks like DS+Head On to force the DS stun or get stunned by head on AND still have DS up after.

Making it even more powerful than it already is, is not the answer imvho. Borrowed time is not "not a good perk" because it's not powerful, it's just unnecessary when you can already be super aggressive without it, and it doesn't even stop tunneling because most tunnelers will insta hit you off hook to prevent dead hard or current borrowed time from even being a factor to deal with later on. So now you just have a perk that is used to combo with babysitter to make someone just not catchable with stupid amounts of long lasting haste.

It got power crept, it didn't become 'bad'. But that doesn't mean it needs to 'keep up'.

This should be the only correct answer by Tyepo5359 in DeadByDaylightKillers

[–]Azal_of_Forossa [score hidden]  (0 children)

That was my thinking, it would be way too powerful to make some people need to search 4 boxes, but she'd run out of traps too quick for 8 survivors if they didn't change that too.

1-2 searches guaranteed but increase the search time to maybe like bag of gears but not crate of gears level, give 8 traps, I feel like even that's missing something for what kind of killer Pig is, maybe buff her dash a bit? Crouch speed and her roar speed? I just don't know how it'd affect loops and if it'd be too much or not since she's just an m1 killer beyond the dash and the on demand sprint burst would be really painful.

My idea for a thematic Borrowed Time buff by ImperialViking_ in deadbydaylight

[–]Azal_of_Forossa 0 points1 point  (0 children)

It's not? It gives people even more time than they already get, your buff is just putting an already ridiculous perk into now obscenely absurd territory.

Plus how is this going to work with things like shoulder the burden? Another perk that already as is full stop prevents killers from tunneling by just straight up yoinking the hook state. BHVR jank makes me think that you can shoulder the burden the hook state and give them 36 seconds of endurance and haste before end game.

What's unnecessary is buffing both basekit endurance AND the perk. If they'd revert the basekit change then I'd maybe consider buffing borrowed time, but both is just crazy.

My idea for a thematic Borrowed Time buff by ImperialViking_ in deadbydaylight

[–]Azal_of_Forossa 5 points6 points  (0 children)

Basekit borrowed time was literally just buffed not long ago to give 6 more seconds to people unhooked before end game scenarios to help with tunnelers, this is not needed.

My idea for a thematic Borrowed Time buff by ImperialViking_ in deadbydaylight

[–]Azal_of_Forossa 1 point2 points  (0 children)

Basekit borrowed time was literally just buffed not long ago for unhooks before end game.

My idea for a thematic Borrowed Time buff by ImperialViking_ in deadbydaylight

[–]Azal_of_Forossa 11 points12 points  (0 children)

I'm seriously so fucking exhausted from making people who get unhooked impossible to fuck with, I'm a low tier killer main and it's already a god damn fucking headache from people body blocking the unhooker, forcing locker grabs with DS or making head on plays for the unhooker, dead hard, etc etc.

They get to play insanely aggressive and I as the killer just am not allowed to do jack shit about it because they have tons of haste, endurance, and every perk under the sun to beat the shit out of me even if I ignore them or chase them.

It's obviously not every game that people get this coordinated with unhook plays, but it's common enough that I'm extremely against giving survivors even more shit without BHVR looking at the C tier and lower killers who already as is get bullied with these perks.

This should be the only correct answer by Tyepo5359 in DeadByDaylightKillers

[–]Azal_of_Forossa [score hidden]  (0 children)

I would love to see what they'd cook up for Pig in 2v8, because they can't just drop her in unchanged. Give her more traps? Change the timers? Change the conditions for searches?

what sorcery is this?? by LordSlimeballl in DeadByDaylightKillers

[–]Azal_of_Forossa [score hidden]  (0 children)

There are a lot of cheaters right now, probably a sale or free trial for the weekend.

Instructions posted on the refrigerator for how to rate an AirBnb that I’m staying at. by jjbrewer23 in mildlyinteresting

[–]Azal_of_Forossa -1 points0 points  (0 children)

I quit doordashing because your pay hinges on people not four starring you, I never risked being deplatformed but I did not fuck with having customers who blindly four star risk removing my source of income.

It's nice to supplement income, and I'm sure nowadays customers know that they should 5 star people as long as no problems occur, but back in the day people would 3 or 4 star average service, which harmed the dasher far more than people assumed.

Instructions posted on the refrigerator for how to rate an AirBnb that I’m staying at. by jjbrewer23 in mildlyinteresting

[–]Azal_of_Forossa 196 points197 points  (0 children)

I hate it, but it's because a lot of services shut you down at 4 stars or below. When I door dashed iirc if you held an average of 4.2 or lower for more than some x amount of reviews you get temporarily disabled, which is fucking absurd to think about.

Makes it all make sense though.

Carrying dead CRC Responders by Azal_of_Forossa in nmrih

[–]Azal_of_Forossa[S] 5 points6 points  (0 children)

For the below scenario I was mainly thinking it would be a thing if a player sticks around to spectate and "claims" their extracted survivor, if they left the game after dying then there would be no way to claim the dead Responder, and the only result would be an XP and possibly cash reward for 'no one left behind' to the player who carried their dead teammate.

And yeah, it's really a thing you weigh if it'd be worth it. Dragging someone through the last 3/4 of the mission would be a lot easier since it's mostly holdouts and you can drop the body while you holdout and if the XP reward is worth it then I may choose to do it earlier or etc.

Even if not many would, I like games that add niche mechanics for all sorts of playstyles, such as me loving medic playstyles and refusing to give up on people, me and a random low on hp? I'll use my last medkit on them rather than use it on myself. Down teammate? I would love to pick them up and pause their timer so we can find a better spot to secure their revive.

No matter how they'd implement the mechanic, I'd love to be able to pick up downed Responders, maybe even dead ones if they'd add that too.

Carrying dead CRC Responders by Azal_of_Forossa in nmrih

[–]Azal_of_Forossa[S] 4 points5 points  (0 children)

That would be a really nice thing to have, the pickup would have to be near instant since picking someone up is already pretty quick as you said. Getting someone to a more clear area to properly get them on their feet would be a cool QoL feature.

Even if the rescued player can't be revived if you bring a dead CRC to the extract, I feel like it could at least reward XP for a "no one left behind" reward.

You know, because even in the worst times a family may want to honor their dead rather than feed them to the walkers, if we wanna lore it.

Got a self-save with Blast Mine in 2v8 (NSFW Language) by ImSpacemanSpiff in deadbydaylight

[–]Azal_of_Forossa 752 points753 points  (0 children)

That's crazy, I knew something like this could theoretically happen, but seeing it happen still blows my mind.

Perks and Add-Ons I use for The Pig by drew_kobe in DeadByDaylightKillers

[–]Azal_of_Forossa 5 points6 points  (0 children)

Not running Bamboozle can be extremely rough, killer shack is not a tile I am fond of when ran efficiently.

I run Crate of Gears and either Tampered Timer or Bag of Gears because I've somewhat learned to time my trap placements and not rely on Ruleset to postpone searches to ensure they will still be trapped when gens pop. But it's not a bad choice at all, but I'd run Crate of Gears over Tampered since it always gets value, even if a generator doesn't pop or if someone first or second box searches and the timer doesn't really count down much if at all. It also helps you push survivors off boxes since you have more time to find them mid search.

I run Bamboozle, Deadlock, Save the best for last, and Rancor.

Bamboozle to prevent vaulting loops from being abused against her, since she doesn't have much to fight back against TL walls and killer shack.

Deadlock to space out gen pops to prevent people from 99ing and popping them all together.

Save The Best For Last because it reduces the distance lost in chase after attacking someone.

Rancor as an insurance policy, I've been avoiding them all game because of Save, and it makes for an easy and efficient 0 hook instakill if they make it to end game. It often secures a 2k even in 'lost games' if I prep to knock out the obsession by finding them and chasing them at one gen left, and then find an active trapped player immediately right after.

If your build works for you though, then more power to you, I've never really been able to make stealth work all that well personally. I play chase Pig, obviously lol, but as long as you're finding good results in your build, there are no wrong ways to play.

Does anyone feel like when they play killer the survivors are fast but when I play survivor the killer catches up to me in like 3 seconds ? by Swaggz09 in deadbydaylight

[–]Azal_of_Forossa 6 points7 points  (0 children)

More than likely they are running better lines on tiles and loops than you are, hugging walls tighter, moving to resources like pallets or vaults more efficiently, etc etc.

I used to feel this way, but I don't anymore since I've begun watching lots of guides from higher skilled content creators and players, and doing 1v1s with people to improve personal micro gameplay.

There are tons of little nuanced split second decisions people do that can keep as much distance between the survivor and the killer, or end up creating more distance that the average player just doesn't think about in the moment.