We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Alright, this is BS. I'm a killer player, but come on..

Chrona
Chrona Member Posts: 245

Bloody coil, on top of it. With his rework, he doesn't even need to patrol camp, he can be far enough away with his terror radius and still get them in time. I mean, he can't directly block access to generators, why should this be possible? :/

But hey, tell me what you think. Oh, it was Ruin 3, of course.

Comments

  • xmenfanatic
    xmenfanatic Member Posts: 816

    With the fact that the Bloody Coil is Ultra Rare, and no single player should be equal to the killer, this is annoying and I’d hate to deal with it but it isn’t exactly unfair.

    This is a circumstance where you probably have to work together with someone else, be it that they act as a distraction and get into a chase, or someone with self care triggers the trap and runs while someone else stays behind to dismantle the hex totem and take a hit.

  • Chrona
    Chrona Member Posts: 245

    There's one big assumption here: That I was playing SWF. Nope, solo.

    I ended up being the distraction, while others broke it, but either way, my problem is less with the addon and his change, but with how he was completely able to block a large objective with a single trap. There's a reason he can't put traps right next to a generator, you know.

    And frankly, working through ruin would be fine if it didn't do the whole "and now your progression is completely stopped for 3 seconds" bit. Really fun when you get 5 skillchecks in a row, and you end up back at 0% from 50%, with two people working on it

  • ChesterTheMolester
    ChesterTheMolester Member Posts: 2,771
    Learn how to hit great skillchecks.

    I play Killer like 80% of the time yet i hit like 80% of the great ones myself.

    It aint hard.
  • Global
    Global Member Posts: 770

    i dont understand? he could put traps in front of hex before the update even happened and its an addon that is supposed to help him any way. How about flashlights with odd bulb or batterys? those seems more powerful than a trap in front of a hex that will take you down one health state.

  • Esheon
    Esheon Member Posts: 568
    Im going Hex: Ruin, Hex: Devour Hope, Hex: Lullaby and Bloodhound and the bloody coil and the game map offering one day.
    Go all the way! Use Hex: The Third Seal instead of Bloodhound, and use Iridescent Stone. As long as it's up 3rd Seal is a better version of Knock Out (assuming you've hit everyone), so you can leave someone down to go protect another totem.
  • pauloandrade22
    pauloandrade22 Member Posts: 697

    @Chrona said:
    There's one big assumption here: That I was playing SWF. Nope, solo.

    I ended up being the distraction, while others broke it, but either way, my problem is less with the addon and his change, but with how he was completely able to block a large objective with a single trap. There's a reason he can't put traps right next to a generator, you know.

    And frankly, working through ruin would be fine if it didn't do the whole "and now your progression is completely stopped for 3 seconds" bit. Really fun when you get 5 skillchecks in a row, and you end up back at 0% from 50%, with two people working on it

    And thats why when you hit a ruin check you STOP REPAIRING TO AVOID MORE CHECKS.

  • Master
    Master Member Posts: 10,200

    And now what? > @Chrona said:

    There's one big assumption here: That I was playing SWF. Nope, solo.

    I ended up being the distraction, while others broke it, but either way, my problem is less with the addon and his change, but with how he was completely able to block a large objective with a single trap. There's a reason he can't put traps right next to a generator, you know.

    And frankly, working through ruin would be fine if it didn't do the whole "and now your progression is completely stopped for 3 seconds" bit. Really fun when you get 5 skillchecks in a row, and you end up back at 0% from 50%, with two people working on it

    If you are too bad in hiting skillchecks you can use the accepable exploit and just tap the gen

  • This content has been removed.
  • Vietfox
    Vietfox Member Posts: 3,823

    @RSB said:

    @Chrona said:
    Bloody coil, on top of it. With his rework, he doesn't even need to patrol camp, he can be far enough away with his terror radius and still get them in time. I mean, he can't directly block access to generators, why should this be possible? :/

    But hey, tell me what you think. Oh, it was Ruin 3, of course.

    Just destroy the trap...?

    • "oh mimimimimi the trapper will chase me then ;-;"
      Then somebody else will destroy the hex, while you are being chased? You actually ######### about DESTROYING ONE OF KILLERS PERKS is too hard for you, because you need to disarm the trap too? Really?

    Maybe you missed what op says at the very beginning of the sentence: "Bloody coil, on top of it".
    Don't get me wrong, it's an ultra rare addon and i'm not complaining about it, but you have proven several times to not be able to read properly.

  • Chrona
    Chrona Member Posts: 245

    @Master said:
    And now what? > @Chrona said:

    There's one big assumption here: That I was playing SWF. Nope, solo.

    I ended up being the distraction, while others broke it, but either way, my problem is less with the addon and his change, but with how he was completely able to block a large objective with a single trap. There's a reason he can't put traps right next to a generator, you know.

    And frankly, working through ruin would be fine if it didn't do the whole "and now your progression is completely stopped for 3 seconds" bit. Really fun when you get 5 skillchecks in a row, and you end up back at 0% from 50%, with two people working on it

    If you are too bad in hiting skillchecks you can use the accepable exploit and just tap the gen

    That's a thing? ...Well, fair enough.

    Side note I forgot to mention in the OP, He also brought an ebony mori. But for some reason he chose to hook me to death (on a non-event hook). He mori-ed the first two. I wonder why.

  • Esheon
    Esheon Member Posts: 568
    edited August 2018
    Chrona said:

    @Master said:
    And now what? > @Chrona said:

    There's one big assumption here: That I was playing SWF. Nope, solo.

    I ended up being the distraction, while others broke it, but either way, my problem is less with the addon and his change, but with how he was completely able to block a large objective with a single trap. There's a reason he can't put traps right next to a generator, you know.

    And frankly, working through ruin would be fine if it didn't do the whole "and now your progression is completely stopped for 3 seconds" bit. Really fun when you get 5 skillchecks in a row, and you end up back at 0% from 50%, with two people working on it

    If you are too bad in hiting skillchecks you can use the accepable exploit and just tap the gen

    That's a thing? ...Well, fair enough.

    Side note I forgot to mention in the OP, He also brought an ebony mori. But for some reason he chose to hook me to death (on a non-event hook). He mori-ed the first two. I wonder why.

    You get more Emblem points for killing on the hook than for doing a mori after the first hook. He may have taken the first two that way to speed up the game, then hooked you to death to make up a bit for the lost points.

    As for the trap placement, I say that trapper is just very lucky with map placement.
  • Esheon
    Esheon Member Posts: 568
    edited August 2018
    Side Note: Most people seem to think hooking to death always gives more Sacrifice points than a mori. That's not actually true. However, hooking is better for your Malicious Emblem.

    If you're interested in the math, a survivor is worth...

    1-hooked and sacrificed: 1100 BP
    2-hooked and sacrificed: 1600 BP
    1-hooked and mori'ed: 1700 BP
    3-hooked and sacrificed: 2100 BP
    2-hooked and mori'ed: 2400 BP

    Without a mori, the only way to max out your Sacrifice skill is by 3-hooking all four survivirs.

    However, each time you mori you lose access to possible points in your Malicious Emblem. A mori after 1 hook costs you 4 possible Malicious points, after the second hook it costs you 2 possible points (2 for each skipped hook stage).

    It takes 36 points to get Iridescent Malicious, so a mori can remove a decent chunk of possible progress there.
  • Boss
    Boss Member Posts: 13,616

    @Chrona said:
    There's a reason he can't put traps right next to a generator, you know.

    Because Hex Totems are an optional thing to do and Generators aren't.

  • Dabrownman1812
    Dabrownman1812 Member Posts: 1,857
    Chrona said:

    There's one big assumption here: That I was playing SWF. Nope, solo.

    I ended up being the distraction, while others broke it, but either way, my problem is less with the addon and his change, but with how he was completely able to block a large objective with a single trap. There's a reason he can't put traps right next to a generator, you know.

    And frankly, working through ruin would be fine if it didn't do the whole "and now your progression is completely stopped for 3 seconds" bit. Really fun when you get 5 skillchecks in a row, and you end up back at 0% from 50%, with two people working on it

    He's known for guarding or trapping, cause he's a trapper. Or, the trapper. If you do the math, game can end in six minutes or less and average chase is 1 to 1.5 minutes, not counting finding someone or finding a hook. Time is survivor sided hardcore. That's why this game is a casual game and not competitive, even if there are some competitive players. Game is difficult cause it needs to be, it is too easy. Unless you're dealing with a scrub team. 
  • Dabrownman1812
    Dabrownman1812 Member Posts: 1,857
    Pros just eat through my ruin, get those timings right
  • Arkinblodd
    Arkinblodd Member Posts: 5

    Well, no easy mode for you dawg.

  • iceman2kx
    iceman2kx Member Posts: 462

    Why is this even a complaint? Most of the time Ruin just spawns in the middle of a field, 2 ft away from a survivor's spawning point. This killer had the smarts to find his ruin, take the time to run to it and trap it. Good for him, it was smart. You have 3 other teammates, maybe you should utilize them?

  • Rtdib2
    Rtdib2 Member Posts: 22

    Yeah cause it's already hard enough as it is to destroy a hex totem that spawns right in front of you at the beginning of the game. And god forbid that the killer gets to use his ability to save his perk for at least a couple minutes. Meanwhile if the killer didn't have that ultra rare addon it would be insanely difficult to disarm that trap in just a few seconds and you get to disarm his trap and hex with no harm done to you. Believe me I hate hex ruin with a passion as a survivor, but the fact that you get to destroy any hex totem (minus toth) just like a dull totem without the killer knowing until after you've destroyed it and you most likely get to carry on scot-free, well it should be a lot harder to destroy it than the time it takes to find it in some rounds.

  • S0ckenSchuss
    S0ckenSchuss Member Posts: 110

    Trapper an Hag are the only killers that can protect a hex totem really effective. That Hex cleansing is a thing that just needs a buff. because 4 survs are EEEEEEEEEEEZZZZZZZZZZZ able to disable one of 4 (maybe even 2 or 3 of 4) perks, a killer is using for the rest of the match. show me ONE surv(perk) that is be able to disarmed by the killer for the whole match without having an effect for the surv? Even the D-Strike is only usable once, but its a get-out-of-the-jail-card (from monopoly) to the surv who is using it. So the killer can be weakened in about 10 seconds (with some luck and totally crappy totemspawnpoints) after a match is started for the whole match.

    So pls dont cry about a trap in front of a totem. The killer just tries to protect one of his abilitys that would be out if he wouldnt protect it. and there are just that two killers who are even able to protect. thats not BS, thats sad i think. 2 out of 12 Killers.

  • I hate when that happens. Start up and game then BOOM.

  • Rtdib2
    Rtdib2 Member Posts: 22

    Yeah because destroying a hex totem is hard enough as it is already, especially when it doesn't spawn right in front of you at the beginning of the round. Same thing with disarming the bear traps without the killer having bloody coil.

  • Rtdib2
    Rtdib2 Member Posts: 22

    Yeah because destroying a hex totem is hard enough as it is already, especially when it doesn't spawn right in front of you at the beginning of the round. Same thing with disarming the bear traps without the killer having bloody coil.

  • Chrona
    Chrona Member Posts: 245

    @Rtdib2 said:
    Yeah because destroying a hex totem is hard enough as it is already, especially when it doesn't spawn right in front of you at the beginning of the round. Same thing with disarming the bear traps without the killer having bloody coil.

    One, double post. Two, You must be insanely lucky, because I've literally never had a hex totem spawn that close or obviously for me. Regular totems, sometimes. And I run small game on half my builds, to help me find them.

    and three, with his change, he's now able to hear the trap from space anywhere on the map, so that part is already a huge bonus for him. And this was partly RNG, but it was a smaller map (the gas station, I forgot the name), so he could literally cross the map and still get there in time to down the person before they broke it.

    My issue isn't that he could protect it in general. My issue is that he was able to so completely protect it with a single trap. Doubly on such a small map.

  • Eninya
    Eninya Member Posts: 1,256

    There's no counter to Bloody Coil. He got his trap down in front of his totem before it could be cleansed.

    It should honestly disable the audio notification if you're going to wind-up injured every time you disarm it.

  • Dabrownman1812
    Dabrownman1812 Member Posts: 1,857
    Chrona said:

    @Rtdib2 said:
    Yeah because destroying a hex totem is hard enough as it is already, especially when it doesn't spawn right in front of you at the beginning of the round. Same thing with disarming the bear traps without the killer having bloody coil.

    One, double post. Two, You must be insanely lucky, because I've literally never had a hex totem spawn that close or obviously for me. Regular totems, sometimes. And I run small game on half my builds, to help me find them.

    and three, with his change, he's now able to hear the trap from space anywhere on the map, so that part is already a huge bonus for him. And this was partly RNG, but it was a smaller map (the gas station, I forgot the name), so he could literally cross the map and still get there in time to down the person before they broke it.

    My issue isn't that he could protect it in general. My issue is that he was able to so completely protect it with a single trap. Doubly on such a small map.

    I spawn by totems so many times, you must have the bad rng lol. Totems beside a generator or on a big hill. Pretty bad spot. The issue isn't protecting since it's literally one killer that can do that to that scale and that is a common totem spot. Seems more like salt. Games end so quick without ruin, so that is kind of needed.
  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    Run NM-BT-Resil. You will sponge the Bloody Coil but still get a notification (now you know that YOU are the trap disarm guy, if you run Small Game as your 4th perk it's GG trapper), and you do both the trap and totem faster so you can probably get it before he gets there. And with big fat NM survivor balls you can make him come all the way and pull you off. If he messes up at all his totem is gone.

    Behold the power of NM.

  • Esheon
    Esheon Member Posts: 568
    Chrona said:

    @Rtdib2 said:
    Yeah because destroying a hex totem is hard enough as it is already, especially when it doesn't spawn right in front of you at the beginning of the round. Same thing with disarming the bear traps without the killer having bloody coil.

    One, double post. Two, You must be insanely lucky, because I've literally never had a hex totem spawn that close or obviously for me. Regular totems, sometimes. And I run small game on half my builds, to help me find them.

    and three, with his change, he's now able to hear the trap from space anywhere on the map, so that part is already a huge bonus for him. And this was partly RNG, but it was a smaller map (the gas station, I forgot the name), so he could literally cross the map and still get there in time to down the person before they broke it.

    My issue isn't that he could protect it in general. My issue is that he was able to so completely protect it with a single trap. Doubly on such a small map.

    In multiple games, I've had a hex totem revealed as the camera spins around at the beginning of the match. In MANY more games, I've stumbled across a hex totem while walking to my first gen.

    So many hex totem spawn points are just ridiculous. Inside a jungle gym right across from a gen. On a hill between a gen and a hook. Against the outside wall of the killer shack. Hell, there's one spawn point on the middle of an open field on the Asylum map, not even a tree beside it.

    Gas Heaven isn't really a small map, either. It's right in the middle, with 164 square tiles. The average map size is 160 square tiles.

    There are multiple ways to deal with that situation. The easiest is probably to have one person snap the trap, then Self Care while another breaks the totem. If the Trapper gets there before the totem is done, the first person can bodyblock. If you're solo, you'd have to wait for him to get into a chase, then snap and cleanse while he's hooking.

    OR, you could just do a gen with Ruin up. On average a Ruin gen takes about 120 seconds instead of 80 seconds, even if you get no Great skill checks.
  • Rtdib2
    Rtdib2 Member Posts: 22

    Sorry for multiple posts. Forum was being stupid with that whole comment must be approved thing and I just joined last week so I didn't realize that my comments were actually being posted. And more than a few times (and others can tell you the same) I've spawned with a hex totem right in front or at least around. Can't say for sure which ones were ruin or not, but I haven't found it to be rare. And like you said you guys were able to destroy it anyways so I wouldn't say that it was completely protected. And just like with the hag, he should only have to use one trap for his hex totems, but in other circumstances, the survivor will either disarm the trap with the trapper and not able to see what trap was set off, or the survivor would crouch around the trap and disarm the hex, and it happens more times than you think. And auto haven is not a small map by a mile, and no he isn't like the hillbilly or the nurse or the hag where he can run down to the other side of the map in time. In fact, by the time he gets there, the trap is disarmed, the totem is destroyed, and the survivor is no where to be seen.

  • Rtdib2
    Rtdib2 Member Posts: 22

    Sorry for multiple posts. Forum was being stupid with that whole comment must be approved thing and I just joined last week so I didn't realize that my comments were actually being posted. And more than a few times (and others can tell you the same) I've spawned with a hex totem right in front or at least around. Can't say for sure which ones were ruin or not, but I haven't found it to be rare. And like you said you guys were able to destroy it anyways so I wouldn't say that it was completely protected. And just like with the hag, he should only have to use one trap for his hex totems, but in other circumstances, the survivor will either disarm the trap with the trapper and not able to see what trap was set off, or the survivor would crouch around the trap and disarm the hex, and it happens more times than you think. And auto haven is not a small map by a mile, and no he isn't like the hillbilly or the nurse or the hag where he can run down to the other side of the map in time. In fact, by the time he gets there, the trap is disarmed, the totem is destroyed, and the survivor is no where to be seen.