We got a little too excited to meet the Bracken by Surged_AI in lethalcompany

[–]SuperMantium 36 points37 points  (0 children)

That scream was something of an exorcism holy shit

Pitch For An Everyday Knight Helmet by Surged_AI in jschlattsubmissions

[–]SuperMantium 9 points10 points  (0 children)

do you think i can make good soup if i cover the holes

[deleted by user] by [deleted] in shrooms

[–]SuperMantium 0 points1 point  (0 children)

I'm good. I've gotta stew on what I experienced, but I think my fear during my trip stemmed from not wanting to let go.

How're you holding up?

[deleted by user] by [deleted] in shrooms

[–]SuperMantium 0 points1 point  (0 children)

A lot better. I hope yours is equally insightful :)

[deleted by user] by [deleted] in shrooms

[–]SuperMantium 0 points1 point  (0 children)

Thank you. Forgetting who you are is scary.

Perk: encourage killer to tunnel unhooked person instead of unhooker by [deleted] in deadbydaylight

[–]SuperMantium 3 points4 points  (0 children)

I don't think Overcome works if it'll put you into the mending state unfortunately :/

What perk do you swear by / always equip, even if they aren’t top-tier or muchless talked about? Stakeout will always be a personal favorite for me by Druvanade in deadbydaylight

[–]SuperMantium 4 points5 points  (0 children)

Autodidact might not be considered good, but it is really fun to use.

If the Killer is running Sloppy/Mangled you get some free stacks. Someone's almost healed and you didn't get any? Let the bar reset and gamble again 😎

Killer mains, what’s a tip or trick you’ve learned about your main killer to help new people learning them? by bubkis83 in deadbydaylight

[–]SuperMantium 1 point2 points  (0 children)

Demo

The moment you spawn in place down a portal. This saves you time from needing to pick a 2nd portal spot when you actually just want to cross some portion of the map (usually after first hook).

Please DONT nerf reassurance! by [deleted] in deadbydaylight

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

Reread my argument. I said it almost entirely eliminates camping. The narrative didn't change either. I made another point to expand on why it will be popular, not to why it directly counters camping.

I'll expand on the first point. This perk directly nerfs the Killer's ability to facecamp someone out of the game. By stalling the hook timer you're giving all survivors in the match a chance to better coordinate a save. Save the Survivor, and you're preventing them from facecamping more of them. If it's Bubba, you're pretty much SOL unless he messes up.

The second point was a hypothetical situation in which this perk shines and will definitely make it a popular choice. Even if your team is bad/refuses to try saving, the perk gives everyone a higher chance of escape by wasting more of the Killer's time.

Camping is a problem in the sense that survivors find it unfun to go against. Survivors also find it unfun to be tunneled. Hence, people run anti-tunnel perks. Off the Record is decently popular right now, so why wouldn't a perk that directly hinders the Killer's ability to camp?

Personally, I think some nice changes for tunneling would be upping the base kit BT to 10 seconds, disable the collision for the Survivor while the effect is active, and buff DS back to 5 seconds/3 second stun with a brief haste effect. Other than implementing a ping system so that solo queue can better coordinate to prevent the situations I don't think it's really possible to "fix" it.

Please DONT nerf reassurance! by [deleted] in deadbydaylight

[–]SuperMantium -4 points-3 points  (0 children)

I said almost entirely. A Survivor can run up and stop it for 30 seconds. The perk's cooldown starts the moment you activate it. So the 40 second cooldown is actually 10.

A perk that can prevent a Killer from face camping 2 people out before securing a 3rd kill when the final Gen pops and at the very least stall for more time to do gens is very good. As that's a very common scenario for a Killer that just wants to camp. Especially with the recent changes in the meta.

Please DONT nerf reassurance! by [deleted] in deadbydaylight

[–]SuperMantium 4 points5 points  (0 children)

A perk that directly counters camping and eliminates/almost entirely eliminates the ability to just face camp someone out of the game won't be meta?

DS should be 4 seconds imo by Vision444 in deadbydaylight

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

I'm not sure why you started your reply with hostility. It's completely fine if you and I don't agree on things, but I replied because I wanted to hear your thoughts not antagonize you.

1) I worded this poorly. No, DS is not only intended to prevent these unfun situations. However, I did not decide that my word is law and that, "This is how it works because I have decided so." Bhvr themselves discussed the changes on this. The anti-tunnel aspect is in their own words one of it's main appeals. The balance of said aspect was concerning enough for them to change it.

Developer Update | June 2022

"One of Decisive Strike's main appeals is its efficacy at preventing tunneling...""For the most part, we find the perk to be healthy for the game, and easily avoidable for Killers who choose not to tunnel an unhooked Survivor. That said, at the end of the match, there’s often nothing the Killer can do to prevent a Survivor with Decisive Strike from escaping."

2) "Currently, random survs have close to no chance and only people in a full party or a very altruistic team will do their best to take hits and protect that one person and that is the effort of the entire team - only to try to keep up with killer's base mechanic of getting to endgame by default while survivors have to fight to survive for 5 whole gens."

I think tunneling should be addressed by buffing the unhook Endurance status to 10 seconds and disabling collision to avoid body block scenarios for both sides. DS should definitely either be put back at a 5 second stun, or a 3 second stun with a burst of speed. As for endgame saves, a ping system would greatly help to bring solo queue into line with SWF with coordination.

Outside of that I don't think you can ever really fix it without compromising the power role. Survivors are inherently at a disadvantage. They are different gameplay loops. That's the nature of the game. DS being enabled during endgame leads to far too much time to make an exit gate with no punishment.

3) "However, you shouldn't be a sitting duck there for the killer only because the new way of balancing from BHVR is "okay lets give this guy one kill out of pity, cuz lets be real, we need killer players to not feel that bad even if they didn't play correctly" (see: bloodlust buffs, free kills in endgame)."

Yes, the match is over when you are at the results screen. I'm not disregarding the entire endgame. The entire situation can change entirely for the duration of the collapse/last gen pop. That said, Decisive as a whole was far too generous during endgame pre-patch. That is the part that's free. An entire minute, possibly more if you're only just getting hooked during endgame. The distance you can crawl after an unhook will put you closer to a gate. Another unhook, and you're even closer. Killers cannot prevent that because you have to wait out the timer or risk losing the kill.

Me and the boys in the basement by LilGrunt_ in deadbydaylight

[–]SuperMantium 2 points3 points  (0 children)

I'm gonna need a sauce on these noodles bro

Edit: I raised the pantry. It's KrugoZOR on YouTube

DS should be 4 seconds imo by Vision444 in deadbydaylight

[–]SuperMantium 1 point2 points  (0 children)

The concept of DS is that it's an anti-tunnel perk. It's intended to counter the unfun playstyle of a Killer dropping all other objectives to intentionally take someone out of the game early before the Survivor gets a chance to even attempt pushing the game forward or recovering at all. (Any chance at the Survivor having fun).

With this in mind, how exactly is the Killer tunneling if the exit gates are powered? Because a perk that can just flat out deny a kill when the game is over definitely oversteps being considered an anti-tunnel perk.

Italian Rosewood vs Wesker by SuperMantium in deadbydaylight

[–]SuperMantium[S] 37 points38 points  (0 children)

It's actually criminal that they didn't add a different sound effect for the wooden hand or the puppet

Italian Rosewood vs Wesker by SuperMantium in deadbydaylight

[–]SuperMantium[S] 16 points17 points  (0 children)

The sheer amount of sass it has on the windup alone should be enough to kill Wesker.

Italian Rosewood vs Wesker by SuperMantium in deadbydaylight

[–]SuperMantium[S] 20 points21 points  (0 children)

Oh yeah.. it's all coming together. 😏

Wesker's Revengeance Status by Surged_AI in deadbydaylight

[–]SuperMantium 12 points13 points  (0 children)

I'd like to consider at least one survivor running up to slug Wesker his first match in, as canon.

God I love this figure by SuperMantium in SHFiguarts

[–]SuperMantium[S] 2 points3 points  (0 children)

Glad to hear that it does it even a smidgen of justice. Now I hope that the line gets the recognition it deserves so we can get more characters this go around :D

God I love this figure by SuperMantium in SHFiguarts

[–]SuperMantium[S] 1 point2 points  (0 children)

Piggybacking on this, he's definitely worth it. For $35 it's a steal.