CaseTrain3322
CaseTrain3322
About
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- CaseTrain3322
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I mean he is really boring to play against. Average the judgemnt trial be like: He has aura perks, and he shoots. the survs play 50/50 to avoid the power.
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Spero di no, rovina le queue normali da killer e manda completamente in tilt l'mmr. Preferisco continuino a fare la rotazione degli eventi come fanno adesso :/
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I bought the green and black Taurie head, and after some months of having them I noticed that they changed color palette (and now I like them less). At first it didn't bother me that much, but when I noticed other skins of other friends of mine had these changes I decided to make a post about it.
BHVR what are you doing? :/
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976024#Comment_3976024
Well hey at least Skull Merchant isn't as bad a ghoul since she has counterplays
Even ghoul has counterplays and I enjoy going against him.
If you are new on the killer side I'd suggest starting from a wraith, here some ideas:
- Only original killers (total beginner): Predator, Noed, sloppy, thanatophobia (from nurse)→ [consider gift of pain in place of sloppy and deadlock instead of thana]
- Meta tunnel: Deadlock, Noed, Bamboozle (Clown), ( you could play Ultimate Weapon (Alien) if you want to intercept saviours)
- Mixing hooks: Gift of pain , Pain resonance (Artist), Grim embrace (Artist)/ Dead man switch (Slinger), Bamboozle (Clown)
- Trigen defence : Eruption (Nemesis), Pop goes the weasel (Clown), Overcharge (Doctor), Dragon's grip (Hag)
These are just some ideas, experiment and play as you enjoy the most, don't listen to people who judge you for how you play,
it's entirely up to you
As for add-ons I like : "Shadow Dance" - Blood and "Windstorm" - Blood (both purple rarity)
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Provide the logic behind, I feel frustrate nerf this killer and how you would change him, possibly, keeping him fun to play.
PS. you mistyped Tokyo
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I'd change some of his add-ons like the yamori mask and the umbrella too (second one in particular), but I agree! I'd rather see devs giving him an higher skill floor than making him worse.
He is pretty fun to play against and as, and I don't want that to change ^^
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@Daniel_Silva04 said:
Are you crazy? Pyramid is already very strong and is one of the best tunnelers in the game.
He is the best tunneler in the game but he is not that strong, he severely lacks of map control and has only two good add-ons, I'd like to see some add-on's rework. also his trials are a bit inconsistent as OC states, but that's the less important thing imo.
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@buggybug said:
It always been like this even befire this new killer lol. Incentives for survivor is almost always on like 95% of time and its been this way since last year.
Shows just how lesser of survivors players are as time goes. I am also assuming the distortion gutting and finisher mori being part of it.
Now it's due to the new killer being released, before it was because of the que being split for modifiers.
Honestly as a killer main these days I'm having more fun playing on survside and as a pros no one is complaining about how I play
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903794#Comment_3903794
People ALWAYS downplay how strong a new killer is. Admitting something is over tuned will cause it to get nerfed faster. People who mostly play one side don't want to see this happen.
it is actually the opposite, everything seems OP the first day when something new is out, like what happened with unknown's UVX and and then after some days everyone was able to dodge it effortlessly. I see it happen everytime in Twitch stream the day of the realase of a new killer…
I have to try it myself first and then try to go against him to judge, for the time being I've seen games where the killer seemed very strong and games where he felt like a trappless Trapper :/
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I feel he is clunkier now, but I preferred to play other killers than Chucky before the nerf. I've seen that many use this flick tech does anyone has suggestions on how to use it? Like dpi level, timing or whatelse
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721819#Comment_3721819
Even then tombstone isn't that insane when you recognize that the amount of time it takes to gain enough evil within to get one kill is not too far off from the amount of time it would take to hard tunnel one survivor out of the match, which some killers can do very well. Also the fact that the mori is telegraphed if you know what to look for, which can then be countered by just hopping into a locker. And honestly, I do think base kit map mobility and slowdown are more valuable abilities that an instadown that takes time to build up.
use the purple one (not telegraphed) + j myers memorial and bring corrupt, 99% the power and use it when they can't jump in lockers. I repeat, it's a C tier killer, but there are worse ones.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721771#Comment_3721771
I think if you need to run one or two specific addons in order for that killer to be at all viable, that is a bad killer. And being good at proxy camping is not at all unique to Myers. A lot of killers can do that without needing to build up their power first.
nope you must consider add-ons when evaluating a killer. I can't say Myers is good, but there are others who perform worse than him. Plus he has basic insta-downs which a Freddy or a Sadako haven't.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721793#Comment_3721793
How are chucky and Pig down there XD Pig especially after the buffs :D:D
lmao now at least she has a viable power. Chucky is still a choice, a "bad and obnoxious to play" one, but there are worst killers
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@TheArbiter said:
Hard for me to pick so I will just say three way tie between Freddy, Trapper, and Myers
trapper and myers are better than ghostface and sadako imo, they have anti loop and insta mori
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At this point I really hope they leave the game as it is now and don't change anything, they are just making it worse.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716546#Comment_3716546
The problem with that is the missing counterplay...
As he is now (without scamper), the counterplay is just turn right or left once he screams and keep pressed shift w :/
He is a 4.4 with no map pressure, all he have is chase power and they're making it boring
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@Archol123 said:
At least is getting less frustrating to play against... Earlier his ability just felt like a guaranteed hit... I'm sure there is some middle ground to find there.
imo the middle ground will be having a little more turn rate on the dash even using an add-on. I played him less since that nerf
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@Sunflower_Mage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715353#Comment_3715353
Especially since gates are just effectively a secret sixth gen for the survivors that normally take 20 seconds to open.
Remember Me (24 extra seconds to open a gate. Gives an excuse to tunnel out the obsession.)
No Way Out (60 second gate block)
Which that together is 104 seconds to open up one gate or 144 seconds to open up both gates.plus the slug with noed :D
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slug? no I feel you should go 100% endgame build since survs just want to pop gens so damn fast.
(I mean it's what they have to do can't blame them)
Devs planned how to make this game as hide and seek all the time
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715253#Comment_3715253
No? But that's obviously not a majority of games and speaks pretty cleanly to how the tools he used - haven't watched the video, just gonna assume it's toolboxes specifically - are in need of a nerf.
And as for whether the perks needed a nerf… sooooort of? They are oppressive and obnoxious to face, especially on top tier killers. I probably would've done it differently, but I do see the thing they're trying to address.
I understand that they could be annoying on a nurse, but please fix the nurse and the problematic top tiers, don't ruin the game for every other killer
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Assuming one'd like to play all the killers he bought, do you think he could keep up against that with 4 gen regression perks? And so do you honestly think they needed a nerf?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715097#Comment_3715097
Only if you assume that literally stopping the objective progression of the survivor team entirely is the goal, which it isn't. It's just to slow it down enough for you to progress your objective.
Hens could gen rush and open the gate in 2.44 min in one trial 7 months ago (search on youtube)
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UW is unusable if his only power is to make the people scream around 32 mt of a locker, it only needed a bit more of cooldown in the opinion of all players if you want to make it a locker perk it's fine it could be feasible for more killer but at least make its range 64 mt (add more cooldown if needed). As you are planning to rework it you will completely remove it from the top 20 and will be one of the less used perks,
as for the ds buff I feel it's fair, a bit too punishing for m1 killers but some I'm confident that Freddy and some others wiil receive a buff soon and new perks to make them a good option even at high mmr
adrenaline nerf it's fair and it was very needed ( if you want to get adrenaline's health state, go for the unhook before popping the last gen)
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@SolidRazo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705201#Comment_3705201
to be fair, Adrenaline was overused because majority of survivor perks are really bad. There’s a reason why majority of people of used it and it’s because it was one of the few good perks survivors had, it was a fair perk if survivors complete all gens they get rewarded with a heal and a temporary speed boost that only happens one time too
if more severely underpowered perks were buffed its usage rate would’ve went down because their would be more variety
As a killer I agree. I feel that they should rework some underused perks, to make them more appealing.
Btw gen rushing doesn't require that much in terms of skill, while playing in a swf, so I don't understand the "reward" logic.
Just try to not mess up at the very end or wait for the unhook before popping a gen and you will be fine.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704848#Comment_3704848
IMO, Adrenaline was fine the way it was, and not every survivor ran it. - Sometimes survivors could really use that second chance.
Sloppy was being very over-used, but they could have toned down the hemorrhage status effect, instead of messing with the perk itself.
Not true, adrenaline deserved that small nerf, it was really overused (average of 3 adr at match for me) and still will be cause it's still a good perk. If you are talking about the health state after being unhooked, survs already have borrowed time basekit and good teamates bodyblock and also a lot of "second chances" during the trial. What if killers had a perk that injure you back after being healed or put you back in dying state after a save? Sloppy it's fine the way it is now imo. The tone down would have been more detrimental than the duration they added. The only perk they messed up with is Ultimate Weapon
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@LeFennecFox said:
It's because they can never make the perks that reward you for not tunneling strong enough that they don't get used with tunneling. Tunneling even if not immediate is a requirement when matchmaking actually works, but you add these other perks on top and it even buys you time to tunnel. The way hooks/hook states work needs a massive rework in general.
Maybe the next slowdown perks will deactivate if you hook the same surv twice, but will give you enough time to afford another 20-30 sec chase
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688769#Comment_3688769
and exactly why I must run only slowdowns and gen-block perks?
You don't, but that means you don't play to win, so why bother tunneling?
I was talking about the sadako and pig nerfs.
Pig is not really nerfed in my opinion. She is more fun for both sides.
Sadako, not so much…
3-gen feauture doesn't affect only 3-gen, it directly nerfed multiple perks, which is not good in my opinion.
I don't care about camping that much, just saying it's a nerf to other playstyles.
Well, the fact is that most of them works with hooks that you don't get any soon with bad killers if you don't run perks that help you in chase :/
As for the Pig, she needed that buff, the power is still a bit lame without specific add-ons and in my opinion having a place where she could ambush the survs could compensate that. I'd have preferred that traps requires more time to activate but to keep the aura of the box.
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@Yoshirama said:
Nobody makes you to tunnel, that's just an excuse.
Devs can give killers the ability to fly and they still going to tunnel because they want easy wins
@Nazzzak said:
The dramatics are honestly blowing my mind. You can still tunnel. DS is not basekit. It is a better option now for those who feel they need a better tool to help them remain longer in the game they also paid for in the event the killer wants them out asap. You can still tunnel to your hearts content, there's just a small layer of risk to it now in the event that survivor has DS.
Nah man it's ok if they buff anti-tunnel, but the problem is that a Freddy, a bubba, a ghostface and killers like that are no more feasible against gen efficient teams and a lot of swf here in eu run ds. Tunneling at 5 gen and camping is not even a choice, it's forced for them and that sucks.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688831#Comment_3688831
When I play weaker killers, I feel lot more rewarded for tunneling than playing stronger killers.
I believe the difference between tunnel and no tunnel is bigger on weaker killer.
Just don't chase SB players, they sucks for tunneling.
well I should know it before lmao
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688825#Comment_3688825
We saw before 6.1.0 that it was possible to tunnel through a 5 seconds DS. However, at the time this was less effective than for example camping. Camping has been nerfed quite a bit with base kit BT and the AFC.
Also Ruin + Undying was meta back then and had a higher pick rate than any of the current meta perks iirc. These perks worked best, if you could pressure multiple survivors away from gens at once. That doesn't really happen, if you tunnel.
So at best we go back to a similar situation to pre 6.1.0.
I would give it a chance, but I don't think it's effective against teams efficient in gens and hit and run died…
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@fulltonon said:
Devs seems to be pretty generous for tunneling?
I haven't felt punished for doing this even once, actually feels opposite.
Either you play only strong killers or you are just trolling
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688741#Comment_3688741
BT was added to the base kit because you pretty much had to use it, if you didn't want to farm your team mates.
Perks that incentivise spreading hooks are great but what if I don't use them? I could run something different, something that might be more suitable to my play style and I wouldn't have any reason not to tunnel.
Being forced to run a perk is one thing (not a good thing, though) but if it's only a possibility, then what's to stop me from pretending like it doesn't exist? Especially considering that it's only 2 perks that work that way and they both have the same purpose. So either they need to include something to the killer's base kit that incentivises spreading hooks over tunneling or they need to create a lot more perks like that.
DS alone isn't enough to stop tunneling either.
well depends from the killer DS punishes a lot weaker killers who must tunnel in order to be feasible
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@Crowman said:
First, tunneling isn't being punished. Getting a survivor out is still by far the strongest pressure a killer can build.
Second, I'm not convinced that balancing the game around the killer not killing survivors would be any better for the game.
The fact is that mixing hooks is not a viable option rn. If it was I'd happily avoid ds, off the rec and all those things and have more fun
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@Blueberry said:
I do wish we had a lot more perks like GE and PR that really incentivized playing in a fairer way. I think a lot of people would like to play in a way the survivors enjoy more but just feel punished if they do currently.
Nah they are really not strong enough, I wish that killer games were not that unfun and more slowpaced
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if you have strong enough killers :)
and exactly why I must run only slowdowns and gen-block perks?
Also 3 gen and camping isn't that healthy neither, hit and run was okish, I was talking about the sadako and pig nerfs.
@VomitMommy said:
play them without tunneling, at high MMR it isn't even a choice to do that
it is, if you compensate with perks, or killer.
You don't need to tunnel in most games, if you have strong enough killer, or enough slowdown perks…
It's a pitty they keep nerfing everything else. Camping, 3-gen feature… Hit&run just got sloppy nerfed and STBFL.
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@SoGo said:
Perks like Grim Embrace and Pain Res actually do incentivize spreading hooks.
We also had old BBQ but that one's gone.
There are perks that benefit you more when not tunneling
The problem is that they works with hooks that you don't get any soon with legion or freddy or other killers without anti-loop and usually the 4th guy is forever hiding. Gen rush is assued.