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Ancille

Ancille

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Ancille
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  • I want Smash-hit soo badly. Even if you fudge up a pallet stun and get hit anyway, the speed boost from both combined will be quite delicious.


    I really REALLY want to love Trickster, he oozes my aesthetic, but damn his power needs loves. Instead they nerfed the only addon that made him sorta okay. Why? 50% bonus laceration from the ricochet hits. That made the 8 stacks applicable in around 6-10 (giving some padding for their weird aim), which is much better than base. I'll end up getting him regardless, and fingers crossed they give him some love.

  • Something even better I found out, I have so few games as Oni it physically wouldn't place me in a lobby. Lasted over half an hour. To test, I switched to my main (hag), almost instant lobby. Switched back to Oni? Another question minute wait before I said eff it and didn't bother.

  • First off: I play both sides so I'm going to try to be neutral here.

    BT isn't an issue tbqh. It's the only defense thst survivors have to try and protect their teammate against a camping killer. That being said, the same noble perk, also can encourage stupid hook diving and other shenanigans. Hell, depending on who im playing as killer, I actually like when they use BT (I'm a Hag main, STBFL is a mainstay on my build for her).

    Keys in an of themselves aren't an issue, but moreso the power limit of the keys themselves. Limiting keys to only allow one survivor out with one key would make it much more balanced.


    All of that being said, you used a map, they used maps. Equal footing. I don't think multiple maps should stack to increase odds of said map, so you have that point in your favor.


    Good on you though for giving them hell. If survivors quick swap last second to keys+maps, I usually just close app to save the stress (and that way they don't lose their items/offerings) so you're a better person than me for not just dipping out.


    I just wish I was allowed to use my darn broken keys to carry around Bond on demand (I pretty much only ever solo queue) without getting tunneled for a broken key. Maybe make the broken key look like a bracelet? Something to distinguish them from other keys, as they definitely don't deserve to be lumped in with their more problematic siblings.

  • @Huge_Bush said:

    I have Carpal Tunnel and it does mess with my game play. It's not severe, but I can't loop for long and I'll sometimes have to stop masshing space on hook and just die, but I don't let it stop me from having fun. I tried using a controller but I learned the game on PC and my brain refused to adjust for the controller.

    I had carpal tunnel surgery, and it was the least painful and fastest healing surgery I've ever had. Within 2 weeks the tenderness was completely gone, and I could finally feel my hand again (for better or worse). If you have the means to get it done, do it. It made a huge difference for me :)

  • I'm actually on ps4 primarily, so controller. But I also have a mouse/keyboard set up, which is arguably worse because the mouse picks up every little twitch making it even more ridiculous. @Lexilogo you have good advice for PH, I'll give thst a shot. It may bit a tricky to stop angling camera for the others though.


    I rebound survivor stuff early on because I kept dropping pallets when guarding myself in them trying to use self care (it was 2 years ago, SC was still good then). Maybe rebinding my power to it to Square/Triange etc may help.

    Thank you for the input, I'm looking forward to hearing more from others as well :)

  • I'm in red ranks (killer and survivor) and as killer I have to actually try, where as survivor I can meme a bit. I still normally run a pseudo-meta build (WGLF/Spine Chill/Resilence/Borrowed), but even then, if I start getting tilted I finish the match and just stop playing for the day. I paid money to play a game to enjoy myself, not hate it because I didn't escape/get a 4k.


    That being said, I still can't learn Nurse, Huntress, DS, or Pyramid head because I struggle severely with their powers (I have a hand disease, so it makes it hard to adjust to aiming without my hand spazzing out now and then.) Since there's no killer specific MMR, my chances are slim to ever learn a coping/alternate hand positioning to ever be able to properly learn when getting stomped.

  • If I didn't know you were either A. Horrible B. Inexperienced C. Super salty or D. A troll, but reading through all of the responses makes it pretty event you're all of the above.

  • A quick preface: I'm of the mentality that all killer perks/killers/survivor perks should be balanced towards a B+ (4/5 or whatever metric you wish) allowing both counterplay for either side, and still allow them to feel impactful. I want a healthy game that's fun for everyone, not bias towards either side (maps imo are allowed to be slightly killer or survivor sided as it encourages both sides to adapt on the fly, which I find is the spice of the game).

    That being said, decrease the number of knives required for an injured state by 1 knife (I'm low-balling it for the sake of balance), and either increase the window for him to use his "ultimate", or simply allow him to hold it until some other caveat, i.e. it remains until you down a survivor, encouraging it to be used for split pressure which is how I envision it was intended to be used.

    As is, it's very cumbersome to get value out of. It requires you to manipulate it to be very close to max, and then fully charge it on a full health survivor to get real value out of it. Many times (against him or as him) it seems like it's frequently being wasted entirely, or you end up activating it as to not waste it, and then stand there like a moron waiting for the rest of the duration before you can pick them up.

    TLDR; less knives for an injured state (which is tricky, too few will make him busted but as is, the amount of effort for the payout isn't quite right), and make his ult less cumbersome/increase the amount of control the player has on activating it. The animation slowdown on the initial swap feels a bit severe, but I understand it as it gives a visual cue for the survivors to start dancing.

  • I play both sides, and this kind of thing can be annoying but doesn't call for a ban. If it did, Iron Will, Fixated, Lightweight, Q&Q, Dance with me and quite a few other perks would be bannable as they encourage/provide options for survivors to evade the killer.

    If you can't find survivors, run Whispers/Spies/etc. play Doc, or acknowledge that they were A. Brand new players or B. Holding the game hostage which is an entirely different issue.

  • A smaller simple change that would be balanced is just reduce the number of lacerations required by 1 or 2, and slightly increase his transition speed into knife state.

  • I always always always give last person hatch unless they did some obviously toxic BS (sandbagging teammates mote than once (first might even been an accident) will get you tunneled out very very quickly though.

    I'm a red rank survivor, and drift between red and purple on killer as I don't play it nearly as much. If I wouldn't want it done to me? I don't do it to them.


    I am guilty of trying out the BS addon/perk combos though just to see how bad it can get, I usually let em all out. If they don't suicide on hook. i.e. Freddy rework pre-addon nerfs Dying Light Thana SB and BBQ. Swing chains and never wake up/jump rope.


    Two killed themselves immediately, I got my BBQ stack off the other two and let them drop pallets on me all game and game em flashlight saves. Teammates killing themselves on first hook is just as bad as a DC imo.

  • I would buy a legendary skin if it stopped making certain survivors sound like they were going into heat when injured (looking at you David).

    That, and tethered outfits while cool, should have something swappable. For example, Nea's graffiti set looks amazing, but allowing survivors to have a part of it unlock (or example with Nea, maybe have hair with the gasmask) to allow for customization. If ingry cosmetics its because I, a 31 y/o man want to make David and Felix look like a snack (or a whole damn meal). I want to play dress up dammit. Let me play dress up!!

  • I mean, I agree that lack of bloodlust can definitely make some previously pseudo-unsafe loops now fairly safe, why didn't they just break the damn pallet? Even if they did though, it's still brutal to watch.

  • Tunneled fairly frequently (I also take a lot of hits for people and play like a bodyguard so I somewhat expect it), but rarely face camped unless its endgame and I'm the only one on hook. This is also red rank yoloqueue, I rarely ever SWF.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1614661#Comment_1614661

    He is pretty known to be the 3rd best killer. So a big nerf wouldn't be out of the realm of possibility. His add ons I find don't do much other than range, he's still 3rd best even without add ons.

    Plus he counters survivor crutches, and we all know how the devs respond to something that effects the survivor perk meta.

    Wait, he is? I still find it EXTREMELY difficult to actually punish a bad loop with his M2. They end up being literally like, 5 degrees off to the side of it most of the time.

  • @MrDardon said:

    I just posted a Thread regarding that. I get very dizzy and disorientated while playing him. Also, losing Survivors in plain sight isn't very fun either.

    Thst happens with extremely narrow FOV (like the base killer FOV), particularly when you spin frequently or shift camera frequently...which is literally Blight's whole gameplay. Shame he's gonna be a "get to 40 for his perks" killer for me :( id love to play pinball wizard but not at the cost of wanting to puke after every match.

  • I've prompt danced through it or had it work first try, but when someone took a hit or two for them they got off. This was with Spirit, Bubba, Legion and Freddy, so I doubt its a killer specific issue. I don't recall it happening on basement hooks. I noticed it most on on hooks that are on a 45 degree angle from the tile that they're in and/or are tucked into a loop tile that caused the most issues.


    One match a Cheryl was abusing me getting stuck prompt dancing and started trying to blind me as I'm struggling with these shenanigans.


    I ensured she was swiftly removed from the game after not only that, but she started clicking behind me when I somehow evaded her blind, which is a large no no.


    Edit: just realized that Breakout and MoM suddenly became S++++ tier until they fix this bug though lol

  • @TheVVitch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1609853#Comment_1609853

    I have been running Shadowborn on him and have yet to get a corn map so that could be part of the reason I haven't had any issues.

    He just feels like a lowrider killer lmao

    I hate running hag without M&A simply for the FOV increase, the TR change is great(and is the only reason I use it over shadowborn) as well, but legit its just so i can see survivors more easily on the afore mentioned maps.

  • I play both sides more equally than many (I'd say 60/40 surv/killer, red rank surv, in-between red/purple on killer). 5 second DS is PERFECTLY fine. Only change that should be done is the timer for activation. Make it 30 seconds out of chase, but when in chase the timer never depletes, bc if less than 30 seconds they're back on you and actually chasing you, that could be considered tunneling by a decent portion of players. That way, it truly says anti-tunneling and not used as a 60 second invincibility with unbreakable.

    If you think it would still be overpowered, then you need to think a bit more about what the other side may deal with, and that it isn't about you (who may not slug/tunnel unless you winning relies on it).

    Most survivors who think about the scenario for a second understand that if the killer is keeping 1 slugged, 1 on hook with 1 gen left and 4 players alive and they haven't slugged all game, they're not being an ass, they're just trying and salvage the game.

    TLDR; Play both sides at least a little bit and experience both sets of frustration. Killer mains i.e. Otzdarva only play surv occasionally, but still understands crap randoms, and he shows empathy towards players in his matches that get sandbagged, etc.

    Playing killer as a survivor main may have its struggles, but you have counterintelligence, and vice versa.

    Edit: autocorrect typos.

  • I've been having more afk wraiths in a corner than anything else as survivor. People just throwing their killer rank to pub stomp. What's worse as that as being red rank, things need to actually happen in a game to go neutral, so I've been depiping while getting easy escapes. Is that MMR up? Down?


    Ugh.

  • Since it's rework a while back it's always sat firmly in B tier for me personally. I definitely enjoy it, but there are other solo pkay info perks that I find more useful, i.e. Bond/Kindred.


    Edit: particularly Kindred. If someone is nearby the hook and you're farther away, you can stay on your gen and not have to make a break for it which saves a lot of time. It's useless in SWF, but for me when you soloq a lot it's quite nice.

  • I play survivor more than killer. I like doing non meta builds that have high synergy perks just to see if there's anything worth while. I'd be doing the spine chill+resilience combo for a very long time prior to it becoming more popular.


    I'm red rank with both, but killer is just extremely stressful, or annoying a lot of the times. I.E. you caught them in a 3 gen and the last two survivors are just nodding and pointing somewhere in the basement. I guess Whispers would fix that, but hyper stealth is so irritating.


    TLDR; How hyper immersed survivors made me become a Doctor main.

  • It's not fun though. It's boring as hell and not at all tense or exciting. Killers having to slug to slow down gens (which a lot of red rank killers did pre-ruin changes) while it's extremely effective, it's VERY unfun.


    The Ruin changes didnt technically change much game wise in red ranks as it was broken quickly/worked through. What is HAS changed is the emotional mindset of most players who play killer, as psychologically it feels as though they lost one of the only cards they had in their favor.

    90% of my games since the change have had a killer that either hard tunneled and/or had bare minimum 1 survivor slugged at all times. A lot of of matches on Lery's too, even w/o an offering for it. But that's aside from the point.

    Give us something else to do other than hold down M1/R1 etc. Give survivors the weakness to be afraid, but the power to help each other. Make more objectives for us to do, and have the game take longer so killers dont have to resort to hated (yet obviously effective) tactics to even have a shot at getting a 4k. Nerf Mori's. Nerf Keys.


    I love this game, but I also loved Deathgarden. I'll just leave that there.

  • No. I still play because I (for some unholy reason) still enjoy it. I wouldn't recommend anyone new to start playing.

  • You're definitely "as good as it gets" *cough*

  • There's definitely something up with survivor movement, and hitbox detection for killer. As survivor I'd go for a 360 and think I'd get hit, and then watch their weapon go through me and take no damage. From killer POV, it seems to be very similar, where if they're even slightly out of my camera, even if I know which direction they went and predict it, it wont connect. Example: a Kate tried to 360 me, an Ash was nearby. My weapon went through her and hit him who was distinctly behind her.

    I play on both ps4 and pc, no killer/survivor specific differences ither than Huntress hatchets being even worse than they ever were (watching a hatchet literally go through a solid floor-to-ceiling walls with no gaps and stil getting hit). I'd rather just go back to p2p ping, dedicated servers are making hitboxes even more bizarre than they ever were.

  • @SpaceCoconut said:

    They basically said since there's nothing you can do about those two generators on the far end of the map, just let them go.

    Essentially giving yourself a 2 gen handicap giving yourself a 7 minute game with no hope of doing well without the survivors deliberately getting downed to farm points from each other.

    And that's the exact problem. (Love your vids btw.)

    Lots of maps have too many OP windows (this coming from me a survivor player primarily). But them saying that is just straight up disrespectful to anyone playing the game. Bc the maps are tile based, couldn't they remove tiles around the perimeter of the map (as in a 25x25 tile map would be a 24x24 etc) and just squeeze everything in? Sure it could possibly open up more stupid loops, but map size in general is the largest issue IMO.

  • Used to be a killer/surv player split 50/50, would usually hit rank1 surv, usually 3/4 killer. Now? You'd be lucky to catch me even doing a killer daily. It just feels like trash. I'm so out of practice and genuinely, dont want to get -into- practice bc the games are so lopsided. I usually play a couple of games as the new killer when they come out to play around with their power, then immediately go back to survivor. Hell, I have 5 p3-50 all perk survivors when there's NO point other than the aesthetics of each, where my killers have barely moved an inch for 5-6 months. The game should be balanced around 2 survivors getting out, 2 dying (on average). Its definitely not.


    Tldr; even as a survivor main, killer is in a weird unfun stressful spot and feels like crap. I don't want a 4k every game, I don't expect it either. But something's gotta give when slugging out 2 people to cause pressure is the only way to stop the gens from being done in 5 minutes or less.

  • @BaldursGate2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000924#Comment_1000924

    You don't need it maybe, but other people and certain killers need it. There is no git gut, when the game is over in 5 minutes, because the maps are too big, still there are god windows in disturbed ward // wretched shop etc. Ruin could at least balance the bad map design for a couple of minutes, but that is gone. I am quiete sure, we will see much more people running NOED and Mori now, plus tunneling // camping // slugging will be more common. Funny times await, especially for the target audiance of new players, that will suffer even more, as they did about ruin.

    Sorry for the double post, but he also hits the nail on the head. The maps are absolutely enormous, pressuring the entire map unless high mobility is near impossible, leaving most killers to set up a three gen lock which to many players is far more frustrating than a Ruin.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000684#Comment_1000684

    It's not entirely unwarranted though. It's already more or less begun. Killer queue times are near instant, while survivor queue times are an eternity. That means there simply aren't many killers left compared to even a few months ago.

    Yup. Whether or not Ruin was OP before or not doesn't actually matter. The severe withdrawal of people playing killer, even just casually (green ranks let's say), has been drastic.

    It's more the psychological effect about perceived loss of power. While maybe the top 5-10% of killers acknowledge that there are work arounds, the other 90% feel like you just stripped them of the one thing that allows them to get a running start. Now? Disempowered they'll go play something else. Almost every killer realized that "if ruin got me 1 hook before it broke it did its job", and that's true. If it got you a hook, it gave you just enough time to start a bit of pressure. High pressure and mobility killers always had an advantage, but now they're some of the only killers that will be viable to most of the playerbase unless extremely skilled.

    Before anyone asks, I'm red rank survivor on both ps4 and pc, and have been red rank on killer on both as well (not currently). If a survivor main can acknowledge that Ruin was perfectly fine before, certainly BHVR can. Or you know, not.

  • I play both sides but survivor more frequently. I dont expect to farm, but I welcome it during bloodhunt. If a killer is gonna be an ass, they're gonna be an ass regardless. Extra BP doesn't mean they care or that they care about you. Unfortunately.

  • If he had the brown bag addon built into his kit innately I already think he'd jump up quite a few positions. If I wanted to play fetch quests I'd go play WoW. Roaming around for traps sucks ass when he plays three gen/half map strategies really well.

  • It's not going to force them to work alone necessarily, at least not at the very beginning of the game. Hell, even when I know a killer has it people still work on gens together if someone's being chased etc. When I play killer I find it most helpful right at the very start to find someone since survivors often spawn in clusters near gens.

  • As someone who's red rank on pc and ps4, I feel you. The higher the rank you are the longer the queues (red rank is almost 10min, green is almost instant on pc), and the sweatier the games. The game is being adjusted as "killers vs. SWFs" whereas solo survivors just get screwed. The kindred buff is the first time I've seen solo survivors buffed in a long long time.

  • Quick flaps mean "dont come/being camped/insidious/undetectable/etc".

    Full blown the bar is at 90% attempt animation is "none of you are coming, someone come before I try it myself".

    Then they buffed kindred to useablity, and it became less of a concern, but tldr; flaps=leave me. No flaps=safe.

    That being said when I solo queue (which is pretty often) I always run bond or kindred and if I'm close-ish I take it upon myself to get them. Two people getting to a hook wasting a bit of time is better than one person going into second state, not even just for technical reasons, but also for morale.

  • In general if I'm playing killer 2:2 is a draw, 3:1 in either direction is a win, and 4:0 is just a landslide victory (either big screwups were made or the skill level was matched really poorly).

    2:2 is a balancing goal which is their attempt at what an "even match" looks like. That being said, the current ranking system is garbage, where you can get chased for 3 gens and get silver evader. 2 survivor kills themselves on first hook? There goes your double pip. All in all the emblems have been getting better (at least survivor side with pallet stuns being added to boldness emblem etc) but they have a LONG way to go.