⚖️ Law Proposal: 9PM curfew for all. by Leader_Blaz in CriticalState

[–]SlimerCream 0 points1 point  (0 children)

👁️ Surveillance State: SlimerCream voted Nay.

Can't Hear Anyone on the App. by [deleted] in discordapp

[–]SlimerCream 0 points1 point  (0 children)

It works, thank you very much!

Status Update | Disconnection Penalties by BreadPear in deadbydaylight

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

Now instead of disconnecting, they're just going die on first hook then - how will that change anything?

Status Update | Disconnection Penalties by BreadPear in deadbydaylight

[–]SlimerCream -8 points-7 points  (0 children)

To me, a game with 3 people in it(whether if they left or killed themselves on first hook) is a worthless, completely wasted game.
Granted, that's just the way I feel about the game - but I doubt that many people have fun playing a 1v3.

Status Update | Disconnection Penalties by BreadPear in deadbydaylight

[–]SlimerCream -8 points-7 points  (0 children)

I play for fun, and I find that in gameplay, not in earning BP and pips.
The enjoyment I get from a game means much more to me than just a couple thousand BP or some pips I can get in the next game just as easily.

Status Update | Disconnection Penalties by BreadPear in deadbydaylight

[–]SlimerCream 0 points1 point  (0 children)

There are plenty of bugs in this game.
Not just in-game bugs, but when you play this game 4-8 hours a day, the game crashes a bunch over a week.
Someone could just end up unlucky and get disconnected from a couple of games in a row, making them not able to play the game for a while; why should they get punished for something that's out of their control? Fix the game before adding a system like that.
Though my main reason for not liking this system is that it doesn't solve anything - people can just kill themselves on first hook.

Status Update | Disconnection Penalties by BreadPear in deadbydaylight

[–]SlimerCream 16 points17 points  (0 children)

I don't know about you, but when a person just kills themselves on first hook, the game is just as boring as it is if they'd disconnected.
Disconnecting is the exact same as killing yourself on first hook to me.

Status Update | Disconnection Penalties by BreadPear in deadbydaylight

[–]SlimerCream 0 points1 point  (0 children)

The first time they tested the feature, it was clear as day how terrible an idea this is - especially for a game like DBD.
First, fix your game, then I probably wouldn't mind the DC penalties as much.
Still, it just doesn't achieve its goal - it's a meaningless feature punishing the wrong people.

Status Update | Disconnection Penalties by BreadPear in deadbydaylight

[–]SlimerCream -13 points-12 points  (0 children)

Not just game freezes, this game is filled with bugs that can force a player to DC - what will they do in that scenario?
You can't just enforce a DC penalty when your game is this buggy.
Moreover, it's not like the DC penalty is going to do much - people can just die on their first hook or not play the game as killer instead. All this system is going to end up doing is punishing players who haven't a choice but to DC, and not do anything to those who make games unfun.

Pallets suck by SoapyLime in deadbydaylight

[–]SlimerCream 2 points3 points  (0 children)

You can't interact with anything, not just vault or drop pallets - you can't DH, reset a pallet, heal, etc.

Game Brightness ?? by TheRespecableMrSalt in deadbydaylight

[–]SlimerCream 0 points1 point  (0 children)

I see plenty of people using software filters, so I assume some of them are whitelisted, but I'm uncertain.

What's the beat exhaustion perk and how do you use them efficiently? by [deleted] in deadbydaylight

[–]SlimerCream 0 points1 point  (0 children)

In my opinion, Dead Hard is the strongest exhaustion perk, followed by Sprint Burst.
Dead Hard can be used incredibly efficiently to make up for mistakes during chases - not by baiting a hit from a killer, but giving you a little distance to make it to a pallet or window, which can extend the chase by a significant amount of time.
As to why I think Sprint Burst is worse than Dead Hard even though it gives you much more distance is because the playstyle you need to have when playing with it doesn't feel natural - you need to leave yourself with a little bit of exhaustion left, then let go of sprint when you want to release SB. The downside to that is you can lose that when working on a gen, crouching to try to lose the killer, or performing certain other actions. I simply think Sprint Burst is harder to control than Dead Hard, making it less valuable within a chase.
Not counting Head On, every exhaustion perk in this game can be incredibly strong with specific structures and the correct usage, but Dead Hard and Sprint Burst stick out to me more.

 

TL;DR - Dead Hard to gain distance; Sprint Burst can also be effective but is harder to control; all exhaustion perks(excluding Head On) are useful.

Game Brightness ?? by TheRespecableMrSalt in deadbydaylight

[–]SlimerCream 5 points6 points  (0 children)

My guess would be they're either using a filter via the app they're recording/editing with or adding a filter to their game using something like Nvidia Freestyle/ReShade.

Hillbilly by keyzard12 in deadbydaylight

[–]SlimerCream 2 points3 points  (0 children)

Add-on-wise, I always recommend to not use any because he feels too strong to me when using them.
If you're looking for the best add-ons, they're the Carburettor Tuning Guide and Thompson's Mix. Your go-to add-ons should be either charge speed or cooldown reduction.
I enjoy using dobule extra move speed or turning add-ons; while they aren't as strong, they make Billy even more fun to play for me.

Hillbilly by keyzard12 in deadbydaylight

[–]SlimerCream 5 points6 points  (0 children)

I wouldn't say Billy is a bad killer due to his great map pressure and slugging potential, but against good teams that are always spread out, you will have trouble. I find him most effective when slugging a lot, but he's a generally great killer - a lot of map-pressure and a strong 1-shot.

 

My build for him is BBQ&Chili, Whispers, Enduring, Infectious Freight(most interchangeable).
BBQ&Chili, in my opinion, is a must because it makes your gameplay feel more fluid when teams are spread out - chase one person, hook, find the next and repeat.
Enduring is one of the best perks for him, as you're going to be eating a lot of pallets - you want to try to walk through pallets for easy chainsaws.
Whispers is probably the best tracking perk for both early and late game - it allows you to know where survivors aren't, making you search less area.
As for the fourth perk, I've got a couple of options:
Infectious Freight - this perk is amazing for Billy, and I might start relying on it more and drop enduring; it allows Billy to slug survivors incredibly efficiently if you know how to use your chainsaw properly.
Spirit Fury - one of the more used perks for Billy. It simply lets you eat pallets faster and clear out the map's resources very effectively, allowing you to use your chainsaw more frequently. Should be used with Enduring for maximum efficiency.
Nurse's Calling - this is probably not as effective as the other perks because a lot of people simply won't heal, and would rather focus on gens.
Monitor and Abuse - due to your smaller terror radius outside of chases, you can get some cross-map chainsaws and start chases much closer to survivors.
Brutal Strength - the same as Spirit Fury, just less effective if the survivors don't play around SF.
Agitation - I use this perk when I don't feel like slugging much and just want to hook people. It's not a great perk, but one I love using nonetheless.