CrassardStreams
CrassardStreams
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Yeah, this game reminds me of Mabinogi. Excellent concept, decent lore, but the execution is sorely lacking. Everyone loves the idea but they're all waiting for something better to come along.
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@Skelemania said:
I don't like Hillbilly. More recently, Ghost Face or Oni.
I love playing against new Doctor & Hag. Wraith can be fun. Hag is my favorite to go against though. I wish more people played her because she really switches up the playstyle of the game which can help break up the monotony of a gaming session.
Now, PTB Doctor that will be live in a couple weeks, jury is still out there for me.
Honestly, I dislike playing against one-shots. It feels like a crutch that the devs are really starting to lean on too much. Even if a Killer doesn't have a one-shot mechanic, it doesn't mean they don't have the ability via add-ons/Perks. Is there anything worse than someone popping a Haunting Grounds while you're already mid-chase so you get one shot?
I hate The Huntress. Probably my most hated killer because it feels like you can't do anything if you're playing against a good one. Can't window, can't pallet, can't loop. Oh, you think you can dodge a hatchet but your hit box becomes the size of a fridge or you get the infamous dedicated server~!
Mostly though, it is more about the person you're playing against than what killer they're using. If they're like Rank 10 and trying to slug for a 4k & making the last person sit on the ground while they search for the hatch - yeah, I just never want to play against that person because I feel like they're wasting my time. That's time I could be in a new lobby earning more Bloodpoints already. GOTTA PLAY AROUND THE DS & 4K! No, no you don't. It ain't that serious, dawg.
You hate huntress for all the same reasons I hate playing Doc. It's scream town baby and you're all frozen in place for eternity.
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Yeah tbh it's basically "all the hooks are pre 99%d, so barely any time wasted except the killer's as usual"
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At base you sabotage a hook in 2.5 seconds, from any angle. Toolboxes have fewer charges now, seems to be ~ triple the repair speed but a quarter of the charges.
Saboteur highlights all hooks within 52m of where a survivor gets picked up, has a minute cooldown but you can go and 2.5 second pop a hook and buy a survivor more wiggle time.
Hooks respawn after 30 seconds now, instead of 3 minutes (outside of the Breakdown Perk) but that hardly matters since the damage is done anyway. So it'll be a slug meta after this, and the second chance perks are gonna be out in full force with For The People coupled with Decisive strike now people can insta-heal instead of burning a once per trial Unbreakable or Adrenaline.
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+1 on the Object of Obsession, another reason I don't use Rancor. It's just.. dumb. Insanely overpowered in SWFs and even outside of SWF once they catch on they'll jump on the obsession and sit on the opposite side of the map at all times.
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Honestly, as long as survivors don't care who the killer is and just stack second chance perks, they're just gonna run pallet to pallet or god loop etc, and there will never be fear because they feel untouchable.
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Honestly I'm sick of playing against nothing but Doc and Spirit. They're both more annoying than fun.
Matchmaking is a hot mess, and survivors all run the same 3 perks to bully with.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1114243#Comment_1114243
That is 1 person off a generator for an extended amount of time.
Sure, anywhere from 10 seconds to a bit over a minute. Legion can get 8-12 seconds as many times as they want in a match, and are guaranteed the first hit in a chase. As far as slowing the game down goes, she's either ######### or amazing there's hardly ever any "Average"
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1113259#Comment_1113259
Yeah, not really
With the proper perks and add-ons removing them can be a pain, like Bag of Gears and Huntress's lullaby (By the way Huntress's lullaby is a free DLC perk!)
Its all on RNG, they are not easy to remove, but also not hard
Believe me, I main any killer with a hoodie and she is actually really good if you understand how to play her
Don't just ignore survivors who are on Boxes, scare them away or even hit and/or down them!
Her crouch is really good for early hits and scaring people off the boxes, her RBT's are not meant for killing, but meant for keeping survivors off the generators.
If you manage to get an RBT on a survivor while 1 gen remains then if a survivor is to get a generator done that survivor is in big danger as if someone is to open exit or if YOU open exit for some reason, they have around 2 minutes I believe to get that trap off and get out.
It's been said several times Lullaby, Unnerving, etc.. don't interact with jigsaw traps. Infectious Fright does because screaming interrupts actions.
That being said, you're lucky if they don't get it off first box they go to
The RNG is quite unreliable and generally not worth it just ambush everyone at unsafe pallets (or fake it since they'll just abandon loop the second you crouch anyway) and slap traps on ASAP and hope it buys you some time since you have no mobility or map pressure.
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Infectious Fright on any insta-down, mainly Billy since he doesn't need to work for his power it's just always at the ready.
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@thrawn3054 said:
Except killer shack is actually probably the best loop on any map. By which I mean it's strong, but has tons of mind game potential.
Ironworks, any Coldwind Map but the Rancid Abbot in particular, Haddonfield, there's plenty of stronger loops than the shack lol. The Game's bathroom is one of them too before the gen is done. If they wont' fix gens I hope they fix looping so it's not just "oh ######### they're all going for the infinite and I'm not a trapper/insta-down/map-crossing levels of mobility killer. Guess it's GG.
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The gens are definitely too fast, and the game has a very established meta of certain killers/perks and certain survivor perks and it's honestly pretty damn stale.
I'm not "tunneling your whole team" when you all have decisive strike, you're just all invincible for a combined 8 minutes making the game an absolute ######### chore. I need 12 hooks to your 5 gens meanwhile you guys get the most effective perks/means at denying the other side their objective.
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Winning is all 4 escape or all 4 dead. 2 either way is a draw. You and I have very different definitions of winning, yours is closer to farming.
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Killers don't deserve the 4K any more than survivors all deserve to escape, piss off with this black and white logic. If the killer is slugging for the 4K it's just as legit as you Decisive Striking him right next to the exit gate ######### man.
"God forbid Killers actually play the game like they want to win it"
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The developers aren't braindead lol, I doubt they'll nerf Billy. If they do like half of killers will uninstall and it'll be a pretty big hit to the game.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1111189#Comment_1111189
Not really sure why Killers feel so entitled to a 4k, there should always be a chance for a survivor to escape, even if its not that high. The hatch mechanics by themselves are still killer sided because all killers have faster movement speed so they can cover more ground searching for it
Are you kidding? You simultaneously go "Not sure why Killers feel so entitled" while being an entitled survivor.
BOTH SIDES deserve EQUAL OPPORTUNITY to win.
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I think Sabo would be fine if it was 4 seconds instead of 2.5. That way they have to actually commit to the hook you're going to instead of just tapping a bunch of hooks around you with no real counter.
Mad Grit meta now? /s
Hangman's Trick is pretty good now, like BBQ but a bit better (only no bloodpoints obv) I'm sure a lot of people are gonna ask for it to get nerfed though :/
The toolbox changes were a necessary step in the right direction. But yea, Decisive Strike is ridiculous combined with current gen speeds. Survivor's are all but invincible for a full miinute or two each match which is a gen and a bit per survivor.
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Hmm, Lithe (I parkour but I much prefer the efficacy of movement and climbing over the falling)
Calm Spirit (I'm the most clear headed when my house went up in flames)
Probably spine chill, always on edge regardless of whether I'm exploring an abandoned hospital or not. Not really a crowd person.
Lastly.. either lucky break or fixated as I'm constantly told to slow down because I walk way too fast but also I have a wierd knack for coming away from disasters largely unscathed whether it's creating a motorcycle or a house fire or flipping my car or whatever
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He's not too hard to dodge and to be honest he's one of the few killers who can get a down or at least a chase before the first couple gens pop.. but I can see why he's be frustrating especially in solo queue
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To be honest you'll be lucky if you 2K without Pop Goes the Weasel or a very strong anti-heal/injury build. Even then it's a tossup as a gen will pop every chase or every other chase against skilled survivors.
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Playing killer is like trying to screw a donkey in a straight jacket as it is, most of them are pretty easy to bully. If I had a nemesis I guess it'd be Spirit.
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Plus without addons he still has to walk slower/charge his chainsaw for a decent while anyway.
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Ah the old "Give up or play nurse" No thanks, I hope some day all killers can play without being ######### less than 2 or 3 minutes into a match
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I actually agree with this, streetwise + plunderer's is a fun combo but I often just have like a quarter of a medkit left after healing myself so I'll just burn it healing someone else or saving someone else time healing me. It's not useless by any means though.
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Legion and Clown are generally the worst.
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I still think Sabotage should be ~4 seconds instead of 2.5 but other than that it's okay. Hook's only down for 30 seconds and odds are you're gonna slug and look to punish any altruism.
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The gens are getting done no matter what, many of them are done before you've even downed your first survivor. Punishing altruism is pretty much the only way to play outside of trying to stack slowdown perks or playing a killer than can rapidly traverse the map/deny loops and quickly snowball.
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If you think this game is just turning into an FPS than uh.. it's probably not for you anyway. I doubt the addition of a harpoon is suddenly making this CoD or BF or something.
Besides, the chain is laughably easy to break right now so he has to do it when he would've already caught up to you and got the hit anyway.
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His chain is way too weak in general. Can't deny unsafe loops, can't even use it up to it's max range. It could use a bit of a buff, especially because SWF or not anybody can hop in that chain and break it super fast.
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"Can be built into a stealth killer" Sure bud, because every killer is balanced around a specific perk.
By that logic every stealth killer should be slower, which only one is, and the other only is in tier 1 or 2 of evil within.
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You can attack to break the chain on your own, as others have stated. But right now the chain isn't even durable enough to pull people in without any obstacles from max range. It definitely could use a bit of a buff, and would also solve the issue of survivors being invincible/memeing on Deathslinger on otherwise unsafe loops (like pallet next to a car, or the vehicle tracks outside ironworks)
I think he should be 115% speed, and have a more durable chain at base or be able to break pallets even while reeling.
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Overall I enjoy Huntress and Nurse, I'll be buying this chapter. The perks are pretty damn nice. Gearhead seems like a better Discordance / Surveillance so I can stop using Surge + Surveillance together and just get 2 hits for a 45 sec. surveillance like effect.
For The People is insane and might even shake up the meta so people start using that alongside borrowed time and decisive strike to truly be unkillable, nevermind the new sabotage opening up a whole new playstyle. The game is getting even faster instead of slower which is what the vast majority wanted, these new perks are gonna be fun though and Deathslinger seems like a cool addition. He needs some pretty small buffs (115% movement speed, a way to deal with unsafe loops either through a more durable chain or breaking pallets while reeling) and he'll be great to play.
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For a sec I thought this was gonna be Decisive Strike and I about had a heart attack -_-
I think being able to break pallets while reeling is a good idea, but he should be a 115% killer. Either that or make it significantly harder to break the chain so they at least have an opportunity to go around short loops that'd be unsafe for any other killer anyway.
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Yea if the RBTs have a problem it's that they can be taken off first or second box and be absolutely worthless for how few of them you get..
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Goes both ways, you reveal him for the entire team with a big white flash..
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It's pretty standard fare for 2-3 gens to pop by the time your first chase ends. They need 5 gens, you need 12 hooks. Getting a gen done every other chase simply isn't going to cut it.
Gens are absurd right now and unless you play a high mobility or loop denying killer it's torturous.
Assuming a single chase is ~30 seconds from finding the survivor to hitting, downing, and hooking. (which is fairly generous depending on the killer) that means the other 3 survivors (or 2, because altruism) are still on gens. That means by the time you hopefully finish your second chase, 2 generators are but 20 seconds away from finishing. Great. You got maybe 2 hooks, and they've got maybe 2 gens.
Only they need 5 gens. You need 12 hooks. It's utterly insane.
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No I mean colour code the totems to the perks using little swatches overlaid on the perk kind of like how the # of tokens is currently.
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Could probably just colour them a bit different and put a little bit of that colour next to the perk?
One colour for each perk slot, beats using numbers since a lot use tokens already.
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Killers and Survivors have the ability to hit the cap of 32K/round bloodpoints.
Killers and Survivors lose addons now, which I think is necessary given you keep the item (and obviously don't lose your power lol)
Survivors have plenty of stuff in their favour without worrying about the addons they grab off the bloodweb.
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Sabo's overall buffed, and toolboxes desperately needed a nerf. "nerfed into the ground" is a bit much, you can slam out a quarter or more of a gen in no time still AND keep the empty toolbox for the next round.
Commodius + BNP is still meta since it's still like 50-75% of a gen instantly done. Just means you can't use the Commodius on more than that gen which honestly thank #########
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Huh, it's not that dark for me. Admittedly it's not exactly a bright map like Lery's or anything but I suppose they should fix whatever's causing the disparity here.
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Only useless if you never die, oh wait.. survivors all run decisive strike and unbreakable..
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Thematically I love pig and huntress, but as far as actual power goes probably ghostface or huntress. Pig's RNG is too unreliable and over half the time doesn't do anything lol.
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I agree to an extent, I think it should be possible some juggle gyms have breakable walls for when they spawn 2 or 3 next to each other or on either side of say Ironworks or the cold wind stones. Those maps layouts are GG for any m1 killer because it's just too damn time consuming the way gens are
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Any build with decisive strike is going to have a pretty easy game, No Mither means they can't slug you to avoid the stun (so does unbreakable but meh)
No Mither, Decisive Strike, Resilience, Tenacity or Iron Will.
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Jungle gyms can spawn right next to each other and next to map features that are basically impossible to loop. I'm against making them stronger than they already are. A good survivor can loop a good killer for a decent amount of time with or without the pallet and just go to another pallet/loop if they screw up.
These are very strong tiles already for survivors, especially ones that know what they're doing. Wasting the killers time kicking down walls should be used more for stupid broken stuff that should've just been reworked in the first place - like ironworks or coldwind.
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Maybe make more than 4 killers actually usable against survivors with brains lol. Any m1 killer is just gonna get bullied and looped by competent survivors.
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Gens are still broken, but I'm curious about toolboxes. Survivors bullying killers and calling us crybabies and "gg ez bb killer" and telling us to kill ourselves and so on and so on the toxicity is insane from both sides.
You're not outplaying the killer if you only ever run to ironworks window and 3 gens pop in a minute and a half. Two people do a gen in 42 seconds, or 80 a piece solo. You've got time for a chase and hook (a 12th of your objective) in the time it takes for a 5th or more of the survivor's objective. Two survivors will easily pump out a gen anytime you chase and hook someone while someone's doing the altruistic stuff. That's not accounting for the dev's standpoint of "just give up" the first 2-3 gens because there's nothing the vast majority of killers can do about it lol.
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Funny, Lery's is my favorite map because it gives both sides equal opportunity to outmaneuver. I ######### hate coldwind and haddonfield and just zone out any time I get them.
I'd rather be able to play the game, than get sent to the same window/stone loop/tall long fence every 15 seconds just to get decisive striked by everyone on the team.
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@heartstone_malone said:
All exhaustion perks nerfed
Loops shortened
DS nerfed
Healing speed nerfed
Auras nerfed (by undetected status)
Window vaults nerfed
Flashlights nerfed to hell
EGC is massively killer sided
Just a few things to keep in mind when ppl say the devs are survivor sided. Meanwhile, killers been getting buffs and maps reworked to be easier for killers.
I dunno if it's worth taking this seriously but EGC is not killer sided. It's 50/50 they either go to the right door or the wrong one. Whispers can make this a bit faster but so can like a dozen different survivor perks.
Loops need to be shortened, arguably more of them should be on several maps.
DS nerfed, okay. Because being untouchable for a minute isn't strong, and when more than one person on the team has it the game turns into "lets slug oh wait they have unbreakable/adrenaline." It's not an anti-tunneling perk, it's an anti-killer perk. As soon as 2-3 people have it on a team you're gonna tell me I'm "tunneling the whole team" ? I don't think so.
Auras being nerfed by undetectable - yeah because you don't already invalidate stealth killers with Spine Chill and/or Sprint Burst. Lockers also work against killer aura perks and those are available to all survivors all over. So I'd say it's pretty net neutral here. Only a few killers get Undetectable and they're usually slower and/or are so low to the ground they're blind anyway - and the killers that do would be useless otherwise.
I'm not sure how flashlights were nerfed, I haven't been here super long but they're super abuseable. Pallet stun? blind. Breaking pallet? second blind. Anytime you go near a survivor for pick up or hook? better hope they don't unbreakable while you chase the flashlight because they'll blind you the second you're locked into any animation. And on top of that they can chain blinds especially if more than one have a flashlight AND they counter killers' traps or powers (Hag/Wraith/Nurse) so like.. I don't really care if they were nerfed anyway they're super abuseable lol.
Not sure how window vaults were nerfed but you're still hella faster than any killer (except maybe legion but who plays legion for anything other than farming bloodpoints, they can't actually kill anything lol)
Mending only takes 8-12 seconds. Standard health states take 16 seconds. That's nothing and there are an ass tonne of items and perks that make that faster meanwhile the only killer perks that really interact with it require a lot of investment (dying light) or are generally just easily countered (thana, sloppy) since they only add like 2-4 seconds healing time anyway. Gens only take 80 seconds at base and a health state is 16 seconds at base. You can heal the second the killer moves onto another chase or gen and not really "lose" time because you can finish gens faster than it takes the killer to even walk over to them lol (42 seconds for 2 people to work on a gen or 80 seconds for 2. one person looping and one person rescuing)