Avatar

FentV1rus

FentV1rus

About

Username
FentV1rus
Joined
Visits
126
Last Active

Comments

  • @Chordyceps said:

    Never thought I'd see the day Distortion is being called for a nerf. My boy finally made it, almost brings a tear to my eye.

    As a killer main who likes their info perks, Distortion is completely fine. It's really easy to tell when someone is running it. That just means I need to not rely on the easy info.

  • Ooph, someone hasn't played a game with bad scourge hook spawns yet. It's not a regular occurrence, but it happens, which results in very low perk value for the match. Perk is fine. Requires you to hook on a scourge hook, and it only targets one generator. It is also easy to counter (even without comms). Only exception is if the killer is running Fearmonger. Don't see that one very often though.

  • Eruption definitely needed a nerf. It was miserable to play against without comms. However, I can't see any of the logic behind this choice of nerfs.

    The regression - It is now worse than the current version of Pop, which is pretty damn bad already. This perk was never used for its regression. Pre-nerf, they could have removed the regression entirely and the perk's usage would likely not have dropped at all. So yea, not sure what their thoughts were here.

    The aura reading - What? I don't get how this is useful, at all. The ONLY way it can be useful, is if you slug. You can stop and look around after you have downed your survivor, but you only see people that were working on gens. You don't get to see people setting up for flashlight saves for example. Next, by the time you go through the pickup animation, the travel distance to the hook, and the hooking animation, the survivors you did see have likely moved on well after the 10 seconds have expired. Floods and BBQ are just infinitely better perks in place of Eruption now, even with the measly regression factored in.

    Could have just added entity blocking instead. It wouldn't even step on DMS's toes either. They could have also just reverted the perk to it's original form. I just, don't know what they were thinking with these changes. Regardless, it being addressed is good for the health of the game. Just sad they gutted it out of existence, like Pop and Ruin.

  • Since the only fixed numbers we have currently are the duration and speed of his bounds, this is what you get when you do the math:


    Wesker Bounds at 14 meters per second:

    Bound Duration - 0.5 seconds (7 meters)

        -Unicorn Medallion - 0.6 seconds (8.4 meters)

        -R.P.D. Shoulder Walkie - 0.4 seconds (5.6 meters)


    Chain Bound Duration - 1 seconds (14 meters)

        -Unicorn Medallion - 0.8 seconds (11.2 meters)

        -R.P.D. Shoulder Walkie - 1.2 seconds (16.8 meters)


    Wesker moves an additional 0.86 seconds after grabbing a survivor, aka Extension:

    Bound Extension Duration - 0.86 seconds (12.04 meters)

        -Jewel Beetle - 0.43 seconds (6.02 meters)

        -Gold Chalice - 1.29 seconds (18.06 meters)


    Wesker throws survivors 0.75 meters after a Bound Extension that does not collide with a surface:

    Throw distance - 0.75 meters

        -Lion Medallion - 0.975 meters


    As pointed out by others, this may not be 100% accurate due to acceleration. However, no one has put any data out on this factor yet, so until they do, this is the best you are going to get.

  • My cosmetic's wish list for RE:

    1. BSAA Jill (with hat)
    2. Village Chris
    3. RE6 ADA
    4. Original Nemesis
    5. Coatless Wesker (RE5)
  • Survivors have it way worse than killers do. I'm a killer main, and while I have no idea what my MMR is, I suspect to to be at the softcap at the minimum. My queue times are quite long at any point of the day, usually around 5 full minutes or more at the minimum. The average survivors I face have anywhere from 2-6k+ hours. Most are generally very good, and games can be rough sometimes. I still hold my own though.

    My survivor is a different story though. I play very little survivor, and if I queue up as a solo survivor it is pretty rough to say the least. Frequent unsafe unhooks, body blocks when trying to run form the killer, bad pallet drops, leaving gens entirely too late, and overall poor awareness. This is to just name a few. I can try my best, but ultimately I can't 1v1 the killer.

  • Most have said it, but Bubba's body needs to be hit with it for him to be interrupted. This is often times very dangerous, unless you know how to time it. Even then, you are at the mercy of ping. I see people fail to hit the stun more often than not, which results in either a broken pallet or a down. I have run into a handful of people who know the timing well, and were able to get a stun on nearly every pallet drop.

  • @Sharpefern said:

    I would say that it depends on who you want to play some of the time.

    Like if you like trickster or huntress - Dredge (Darkness Revealed) and Legion (Iron Maiden)

    If you like Pinhead - Twins (Hoarder)

    If you are just looking for general good ones I agree with Fent but I would go with Artist first then Cenobite. However if you wanna be a nightmare go Artist/Deathslinger (Dead Mans Switch).

    I would say Trickster is also good just because of No Way Out.

    The only thing I can say for certain is level Huntress last LOL

    I actually went back and put my reasoning of listing Artist second. They already have T3 CoB, Overcharge, and Eruption for all of their killers. These perks are just as good as Pain Resonance, CoB and Eruption being arguably better in a lot of situations. They would get more benefit from Deadlock supplementing their current regression since you literally have to do nothing to gain benefit from it. At least, that's how I see it.

  • You are off to a very good start with your current P3s. Here is what I would do next:

    1. The Cenobite next. Deadlock is incredibly good slowdown for any killer. Plaything is also another form of slow down, and it pairs incredibly well with a perk from our next killer.
    2. The Artist gives you Pain Resonance. This is arguably one of the best regression perks in the game. It works great on killers who don't want to waist time kicking gens. It also pairs very well with Deadlock and Deadman's Switch. Second she has Pentimento, which pairs perfectly with Plaything. (Also, the reason I have Artist second, is you already have CoB, Eruption, and Overcharge. These are all of equal power to Pain Resonance. Deadlock will give you more slowdown benefit at the moment.)
    3. Lastly I would go for Trapper. He gives you Agitation and Brutal Strength, both perks that are used frequently on multiple killers.

    Some other honorable mentions would be Myers for Save The Best For Last and Play With Your Food, Trickster for No Way Out and Starstruck, and Plague for Corrupt Intervention.

  • If I had to pick JUST one, it would definitely be Garden of Joy(pain). The amount of safety survivors have between pallets, and the house windows, is unreal. Another incredibly frustrating aspect of the map is the bush hit boxes. Bubba is my favorite killer, and I am quite good with him. On Garden of Joy however, I will still randomly tantrum due to the damn bushes. I've actually instantly tantrumed before off of a bush. I was moving straight chasing a survivor holding W, and when the rev completed the tantrum started immediately. I turned and there was the bush directly on my left, completely out of my FoV. It's not just Bubba either. I've had other things bounce off the bushes too that had clear shots past them; such as Huntress hatchets, Pinhead chains, etc.

    The other map that I really do not favor is Ormond. The map is huge, and incredibly safe for survivors to spread out and run the killer. The main building can be incredibly frustrating sometimes too.

    Haddonfield, Game, and RPD are a toss up, and largely depend on the killer. I've recently been having good matches on the Game and RPD.

  • @Unimatrix00 said:

    Pinhead needs a buff. Chains should always injure survivors.

    As someone with hundreds of hours on Pinhead, definitely not. Engineer's Fang is still above and beyond his best addon. It is literally a free health state from a distance, that can be done on an insanely frequent basis. Even after the nerf to the addon, it is still very much Iri worthy, and very scary on a pinhead who knows what they are doing. Pinhead's true strength lies in controlling the cube and forcing hunts, and the reason his kill rate is so high. Honestly, Pinhead needs to be left as is. Once you learn the cube spawn logic, he becomes quite nasty.

  • Sometimes, you don't have much of a choice to bring those perks, especially when you factor in the killer being played. I have multiple loadouts, but I try to gauge what I am going to bring based on what I can see in the lobby. Yes, I try to look at profiles when I can. I also look at items being brought, and to a lesser degree the amount of prestige levels. If the entire team is multiple survivors with extremely high prestige levels, chances are they have a bit of experience.

    I will also admit, that my reads have been wrong before. I've gotten lobbies that I thought were going to be tough, but I ended up decimating them and the perks I brought made it even worse for them. There are also times where the perks weren't a deciding factor, but smart play was. I'm also confident that in some cases if those meta perks were not there, it would have likely swayed the favor in the survivor direction.

    I also think add-ons are a much bigger issue than perks themselves. The only killer perk at the moment that sucks for solo is Eruption, but even then it doesn't automatically mean you are going to win.

  • My favorite is pretty lady with the bloody sledge. Bubba never used a ball peen hammer in the 1974 movie, only the sledge. (He also technically didn't use the sledge either once he put on the suit, just the chainsaw. Still though, the sledge is movie accurate!) I really wish we could get the lime green chainsaw color from the original movie, as well the recent remake/continuation of the original movie.

    I have a few other combinations that I really like. I will post pictures when I get home!

  • She's already pretty strong with how her power forces survivors to make a choice. They either have another tile set or building to escape to, or they don't and they get hit. Very rarely are there other options. This is against a good artist of course.

    We are also about to get the Knight, which in his current state on the PTB, he is basically Artist Lite. Same concept for the survivors, but less threatening overall.

  • I would like to go on record, that Bubba is a very fun killer, and there is absolutely no reason to face camp on him. When I first started playing this game years and years ago, and I picked up killer, I started with Bubba because I wanted to unlock BBQ. I ended up really enjoying him, even back then when he was worse off altogether.

    I still play him to this day, and I play him a lot. I've never been accused of camping, tunneling, etc. Most of my post-game lobbies are people thanking me for not face camping with Bubba, even though I just brutally murdered all four of them. I often times have people compliment me for providing enjoyable matches against my Bubba play, even if they lose. Call it all gloating, but I'm proud to NOT be a face camping Bubba!

  • Mostly people thinking they should never lose, aka, entitlement.

    Honestly? Maps

    Definitely some other outliers, more so specific killer add-ons. Alchemist Ring just needs to go. IMO, it's more of a problem than Compound 33, and Alc Ring isn't even an Iri add-on. Compound 33 is nearly as bad too. Both of these add-ons make an already very good killer, a nearly unstoppable monster in the right hands. There is also Mother-Daughter ring as well, which I imagine most people are well aware of.

    You also have various other add-ons for various killers that are much lower quality, but provide more benefit than purple or even iri add-ons. Hell, two of Ghostface's best add-ons are the matchbook and the camera. It's beyond silly how valuable those two add-ons can be for a Ghostface, and they are brown. Then you have killers that are not top tier (not implying that Ghostface was top tier in my previous sentence), and need rarer/more expensive add-ons to be truly deadly. Examples would be Bubba with Award-Winning Chili/Beast Marks, or Onryo that pretty much wants Ring Drawing with Iri Tape or Editing Deck.

    I personally do not think there are any problem killers, even Nurse or Blight. I think add-ons across the board are the bigger problem, and in more than one facet. However, please fix maps before looking at add-ons.

  • @danielmaster87 said:

    Why was it nerfed again in the first place?

    Free 200% regression that required no interaction from the killer. It was fine on most killers, but as soon as you get a Blight/Nurse/Spirit that is able to pressure the map easily, it became incredibly oppressive. On top of that, you almost always protected it with Hex Undying. This meant that at least one survivor had to find and deal with two totems just to get rid of. This meant even less time on gens. This was also during the high times of old Tinkerer, that could trigger an unlimited amount of times. Literally any killer could use Ruin, Undying, Tinkerer, and get instant value.

  • @xni6_ said:

    killer bans would lead to longer queues

    map bans should be in settings, just 4 maps as killer you cannot go to, and 1 map as survivor thats the same (so therell be up to 8 maps that cannot be gone to per game, but likely less than that since survivors will end up doubling up on votes - and a swf should get 1 ban)

    I don't think killer bans would need to be a thing, but you absolutely could do it without it affecting queues. You simply make the lobbies drafting lobbies, but the killer needs to be able to draft as well. The easiest thing would be perks. I could see something like this:

    1. Coin toss for survivor or killer picking first, doesn't matter.
    2. If killer first, they ban a perk, no survivors can use it.
    3. Fist survivor then bans a killer, killer bans second perk, second survivor bans a killer, killer bans a third perk...

    You get where I am going with this. You end up with four killers banned and four survivor perks banned. However, there is a huge problem with this system. Chances are, with bans, survivors are going to likely always ban the same killers, and killers would ban the same perks. You would likely see Nurses, Blights, Spirits, etc almost always banned, then perks like Dead Hard, Unbreakable, Deliverance, CoH, etc.

    I don't think there needs to be a banning system on either side. I do agree that no map offerings should be allowed by either side. Additionally, I think a map banning option should be available for both sides. You either do banning by realms or by maps. If you do it by realms, all maps in that realm are banned. I think you end up with 10 or 11 realms if you ban 8 total? If you ban by map, I think you end up with 30+ maps still. Either way works honestly.

  • @TerraEsram said:

    Ok, With the PTB, we can test the Knight, and, when you see it's speed... 4.6m/s?

    So? How it's work? Killer like Wesker, Legion, Blight, it's normal, it's some little or medium killer who have her power bound to speed, and even with that, trapper, twins, doctor, Pyramid head with is ######### giant sword and the montain who been called Nemesis, go at 4.6m/s

    I understand why Nurse got the lowest speed (even lowest than survivor) because, she become just a goddess with 4.4 or 4.6m/s with is power at full potential

    Probably, some people are gonna say "Yes, it's because the killer who need some aiming (nurse, deathslinger, trikster) can kill you with distance, so it's normal"

    Okay then, so, why Spirit, and the Hag got 4.4m/s and plague, pinhead, clown, got 4.6m/s?

    If, it's not the size who determine her speed, and even her gameplay style, why we got some with 4.4 and other with 4.6? Make everyone (except nurse) at 4.6? No?

    It is entirely due to their power.

    Let's compare Trapper and Hag. Both setup traps, but both traps work entirely different. The trapper traps the survivor in place and has to move to them. Hence the standard 4.6 movement speed. Hag on the other hand, instantly teleports to the traps she has triggered, allowing essentially free hits on the survivors. If the Hag is good, and has a web of traps setup, the survivor has little chance of escaping her. This is why she moves slower on a general basis. If she could also move at a normal killer speed, as well as having her traps, she would be quite oppressive.

    Spirit should be self-explanatory. She can move faster than nearly any other killer in the game, and do so while invisible. Add M-D ring into the equation, and she becomes a monster in the right hands. Killers with ranged attacks like Huntress, Deathslinger, and Trickster, attack and down from range. They don't need to catch up to the survivor to M1 them, therefore they do not need normal movement speed. It would just make them that much more oppressive.

    As far as Blight, Legion, and Wesker, they have nuances to their powers. Blight has to bump into objects, often multiple times, just to land a hit with a Rush token. Legion cannot down with their power, and have to do so with an M1 attack. When they end their power, they are also fatigued, which slows them down. Wesker is forced to use his power in a straight line, and cannot land it around tight/round loops. He has to catch you in the open, otherwise he is forced to M1 you. All of these powers have downsides that warrant these killers having a 115%, aka normal, movement speed for killer.

  • I've never really complained about any killer in particular, until the other day when I ran into a Legion who was only good at landing their power, so that's all they did. What made it worse was Thana. I don't normally mind Thana, but even with healing, it wasn't long before they had everyone injured again. It was either, waste time healing, not doing gens, just to do them slightly faster, or just not healing and do gens super slow. Killer got two hooks the entire game, but it was by far one of the longest matches of DbD I have ever played. It didn't help that it was Dead Dawg either.

  • @[Deleted User] said:

    What is JRM?

    JRM aka James, is a DBD streamer. Mostly plays survivor, and is rather entertaining. Pretty good with a Flashlight, and infamous for 'holing' killers by baiting them into holes on maps. He is also one of the four survivors in Dowsey's Hardcore Survivor team along with Ayrun, Otz, and of course, Dowsey himself.

    Also, as far as this post, my man Ghostface is running Brutal, double info, no gen-kicking perks, but is still complaining about pallets? Like, you brought Brutal, to which the only logical benefit is pallets and walls.

  • There is definitely imbalance on certain maps. For the most part though, I just accept it and try my best as killer.

    My main gripe is definitely map offerings. If a half decent team knows various tile sets and how to run them on specific maps, you are just going to have a bad time. I was sent to Haddonfield last night. I happened to be playing Bubba, and despite Bamboozle, there was just nothing I could really do. For every vault I tried to block, their was one or two other safe vaults to compensate. I still tried, but only ended up with 4-5 hooks before the match was over.

    Immediately after that, I was put into another match that had two Ormond offerings. It was largely the same, but it was more of a "ridiculous amount of safe pallets" situation. Not nearly as bad as my previous match, as I still managed to get at least a 2k. Still though, there was little else I could do. I had to break more chases than I would've liked, simply because I knew if I stayed on them, I would lose generators too fast.

    I just wish map offerings had a lower percent chance to send you to the selected map, rather than a near guarantee. On top of that, the amount of sac wards to map offerings is atrocious.

  • I can answer this with a clip of mine.

    https://youtu.be/3ySXa1H02L8

  • Doctor is simple, and he has some okay perks.

    I personally went with Legion when I started out. Very simple power, and they are able to generate a fair amount of Bloodpoints.

  • Honestly, it's biggest advantage is the info it gives. The regression is good, but it is no different than old Ruin, which was arguably much more oppressive. Eruption is probably worse for solo queue, but honestly none of the gen kick perks are really terrible to go against.

  • My opinion about Dredge's placement is the same as many others right now. I believe it is due to lack of overall map knowledge of the player base. If the survivors facing Dredge have good map knowledge/awareness, Nightfall becomes a lot less oppressive.

    Pinhead's Chain Hunt on the other hand, is just as effective every time it goes off. This depends on the person playing him of course. Good pressure to keep the hunt going is key.

  • @Peanits said:

    It's not so much that they mean nothing, but more so that very broad stats like the ones we just released do not tell a full story. You cannot look at an average from all games and definitely say something like "Nurse is clearly weak, look at her kill rate!" - Of course we all know that's not true. In the right hands, she can be the deadliest Killer in the game. But the steep learning curve and the number of people trying to play her for the first time cause that average to drop.

    Stats like these can give some insight in where a problem might be, but they don't tell you what the problem is or if it's a problem in the first place. You should not use them as the basis for your argument.

    Was literally going to quote this same comment you made on Reddit yesterday. People are focusing way to much, and drawing way to many conclusions from these stats.

  • The stats are only for the month of September, where he is currently the new and most played killer. Other things to take account are one chart shows literally ALL brackets, which includes even baby survivors, and the other chart shows the top 5% of MMR (not MMR softcap, literally the top 5% of players). The stats also give zero sample size for each killer, which is why some killers who are considered bad, are so high. They are being played by people who main them, and happen to likely be very good with them, even though they are inherently weaker. Basically, those stats show absolutely nothing meaningful for balance, in any way. If these stats were to be re-run after another new killer is released, and in the same fashion, you would likely see Wesker around Pinheads level, probably even lower.

    Wesker's only thing that needs to be fixed at the moment is Iri Vial. Outside of that, his power is useless in tight loops, and it forces him to become an M1 killer. Honestly, Pinhead is more oppressive than Wesker.

  • I was playing Friday night with a friend, and we had not realized that the DC penalty was turned off. We hadn't seen many DCs until we got into a Garden of Joy match against a Ghostface. There was a TTV in this particular lobby. I like to look at profiles when I can, just for my own curiosity, and found this person had 6.5k hours played, every achievement completed in Steam, and had been rank 1 on both Surv and Killer. I was pretty excited to have this person on my team.

    We get into the match, finish the first gen no problem and move on to the next. I take a moment to place a circle of healing while the TTV player was working the next gen. As the boon goes up nearby, I see TTV start a chase with Ghostface. It lasts all of 10-15 seconds and they are insta-downed, then they insta-DC. Within seconds, the other random DCs, and it is left to myself and my friend. We actually manage to evade and complete two more Gens before my friend is death hooked. Hatch spawns, and both me and Ghostface see it, but he beats me too it. Overall, disappointing, but whatever.

    My friend tells me the TTV is streaming. We tune in, and it was an absolute shitshow to watch. This person continued to DC in nearly every game they played, and it always happened when they were downed/hooked. They were apparently trying to complete the 2 chest, Clairvoyance challenge. They constantly complained about how killers were try hards, etc. This person had almost 2k followers, and a couple of people in chat defending them. We never spoke in this person's chat, but we kept making bets amongst ourselves about how long they would be in a game before DCing. The longest was a little over 5 minutes.

    Eventually, this person switches to killer and proceeds to do the same things they were just complaining that other killers do. At this point, we just closed out their stream and went on with our night. It provided some mild entertainment for a bit though.

  • @GannTM said:

    Call of Brine over Overcharge imo.

    This OP^

    There isn't really any instance where Overcharge is better than Call of Brine. Call of Brine has the same effect, but provides you with information. Overcharge does not. Additionally, the window on the Overcharge skill check is very very gracious in its size. If you want, run Overcharge with CoB, but not Overcharge over CoB.

  • I played against a pig the other day. She would not let me boop the snoot. She needs to be nerfed into the gound.

  • You are welcome! I also forgot to mention Off the Record. It's a pretty self explanatory perk, but it's biggest benefit is you don't lose the silence and your aura is still hidden for the duration, even if you perform an action. You only lose the Endurance. Most times though, if you are going to get value out of the Endurance hit, it's going to be before you could even perform an action to begin with. It is arguably one of the strongest perks survivors have access to at the moment.

  • The biggest benefit to any scourge hook perk is the fact that you don't have to do anything as the killer other than what you are supposed to do; hook people. Certain killers benefit greatly from not having to kick gens if they don't have to.

  • Here are my three loadouts:

    1. Flashbang, Lithe, Off the Record, Windows of Opportunity
    2. Boon: Circle of Healing, Detective's Hunch, Lithe, Off the Record
    3. Kindred, Lithe, Off the Record, Prove Thyself

    My builds are typically an Exhaustion perk, an anti-tunnel perk, a team perk, and then something else of my choosing. Lithe is my preferred exhaustion perk, as it is very simple to use. I tend to run my first loadout the most. It's a little more selfish, but it's good for looping and saving with Flashbangs. My second loadout is probably the most powerful. Detective's gives a ton of helpful information, and it pairs well with the already powerful Circle of Healing. My last build is my solo survivor build, or my co-op action build. Kindred and Prove are both great when you are playing solo.

  • I never intentionally tunnel. Some games though, certain survivors just force it on themselves by continually being caught out. Often times I will just down them and leave them be.

    However, in regards to the practice alone, it's really not any different that what happens in Battle Royale type shooters. If you are playing solo, drop in, and get killed early on, the match is over for you. You leave and queue up for another. If the same scenario happens and you are on a team, you and your team didn't coordinate enough, or you were just outplayed. You are either stuck watching, or hope for a revive. Granted there is no revive mechanic in DbD. You don't see people in those games complaining to the devs that it is unfair that they died early, and the person that killed them should be punished for it. I know these aren't 1:1 comparisons, but the idea is the same.

    As far as DbD, and playing survivor, if you are not comfortable with your looping abilities then run an AT perk. OTR is insanely powerful for what you get. The endurance hit is excellent, and even if you perform an action, you still make no sounds and have no aura for 80 seconds. If you get caught out using this perk, that is on you. I play a fair amount of surv, and at most I only play with another friend, but not all the time. When we do encounter killers who try to tunnel or camp, it never ends well for them. If they are lucky, they end up with a single kill, but often they end up with nothing.

  • I've played a LOT of Nemesis. The zombies are weird. The best thing to use them for as Neme, is for information. If you see arms extended, someone is near that zombie. Often times, and on especially large maps, they don't do much in the way of bothering survivors. The map that I have seen them do the most work on, is Lery's. Other small maps, like Haddenfield or Badham, they do pretty well on too. The other thing is when they get stuck. It definitely happens, but rarely do I go out of the way to fix it. If I am nearby, sure. Often times though, it's never worth it.

  • I'm an Iri survivor, and the only two prestiges I have are Jill and Mikaela, because I wanted their prestige outfits. I did this before the prestige changes. I haven't bothered playing any of the newer survivors after Mikaela, because nothing there really interests me. So yea, trying to link prestige and survivor grade means absolutely nothing.

    To add, I'm also an Iri killer, and I never bothered prestiging my killers before the changes. There was no reason to, other than the bloody cosmetics. Back then, I only cared about perks, addons, and offerings. So yea, I'm not following the logic of linking Surv/Killer grade to prestige.

    Lastly, your grade really doesn't mean much either. Anyone can reach Iri 1, on both sides, if they just play the game. It's a little harder on survivor, but not much. You are getting those teammates because MMR believes that is where you belong. If you keep having "bad games", it may be time to evaluate yourself?

  • Currently, my only issue is ragequitting/DCing. I mainly play killer, and I'm pretty good at it. The amount of DCing just gets overly boring. Every 3 to 4 games I have one to two DCs, often times I have them more frequent than that. It is almost always the first person to go down that DCs, and it's usually people who seemingly have a lot of hours in the game (if I'm able to view their profile).

    The few times I do play survivor, having a random teammate DC is even more frustrating because it pretty much puts you in an unwinnable situation if the killer is even halfway decent.

    Sadly, I don't know what BHVR can really do to solve this issue penalty wise. The only thing I see coming from harsher penalties, is people who have a true disconnect suffering because of other salty players.

  • You would think that picking someone up with a mass of tentacles, by the throat, and then slamming them into a hard surface injuring them, would be considered brutal. Guess not.

  • He is one of the best designed licensed killers we have ever had. I'd even argue and say he is one of the best designed killers period. He is strong, but he also has plenty of counter play. He is also one of the few killers that is actually good at shack. Most importantly, he is just plain fun. Throwing survivors around the map? Yes please.

    I enjoy playing as and facing Wesker. The only other killer I've gotten this enjoyment from is Demogorgan, and probably Nemesis. Nemesis is more of a toss up because of Zombie AI, but you can still have some great fun on both sides there.

  • @Xendritch said:

    Do we get to shoot nurse in the face now?

    Thanks for the laugh!

  • Honestly, the quick and easy solution is to simply remove the struggle phase from stage 2 of the hook. Make it decay at the same rate as a survivor that hit every skill check would. As it stands, those skill checks are nearly impossible to miss. I can't remember the last time I missed one, and I don't play survivor nearly as much as killer. Reassurance might need to be tweaked, because you wouldn't want it giving 30 seconds on stage 2, like it does stage 1. Wouldn't be hard to tweak it. Could simply just make it like stage 1, but reduce it to 15 seconds instead of 30.

    As a killer main, I can honestly say that the skills checks for people that are on stage 2, mean absolutely nothing to me. I know most survivors are going to hit every skill check. So yea, just get rid of it so survivors can't suicide themselves.

  • For me personally? Resident Evil. I grew up with this game series, having literally purchased the original in 1996 when it released on the original Playstation. I was in the 6th grade, and it was a time when none of the stores knew what game ratings were, much less had policies for the age of the purchaser. As for Wesker himself, he is iconic to the series. Anyone who knows RE, almost assuredly knows Wesker.

    As for his Dead by Daylight incarnation? Top notch design in my opinion. Model and voice lines are fantastic, and his power is by far one of the most fun powers that BHVR has released. I'm currently doing a road to 100 with him, aiming for prestige 100. My two favorite addons by far are the chalice and lion coin. Definitely not his best addons, but they increase the silliness of his power to another level. Often times my games end with wholesome lobby chats with everyone laughing, joking, or just being amazed at some of the grabs I made. There has never been another killer that I have experienced this with. All around, I think he has been one of the healthiest additions to the killer side of the game.

  • @Xernoton said:

    If they bring 4 flashlights and send you to Dead Dawg that basically guarantees you won't have fun as a killer. The only counter to that is Lightborn. That and never go anywhere near the main building.

    My rule of thhumb is, 2+ beamers in the lobby? Lightborn it is. I love watching survivors waste time trying to blind me during a pallet break or survivor pickup, rather than doing gens. What's funny is, my killer MMR is pretty high, and I usually get very sweaty survivors. Even still, some of the best survivors get bamboozled for a bit by Lightborn.

    As far as Dead Dawg is concerned, it is even for the most part, except the Main building. If the survivors know how to play Main, you are not going to have a fun time as killer.

  • You need to be subjective when making a list like this. You like Sadako, it's clear, and that is perfectly fine. You do well with her, and probably get 4Ks a good bit. Any person who is good with killer can effectively do the same with any killer on this list.

    Let me give you an example: CMWinter is a streamer who is known for being a Pig main. He is insanely good, and makes even Pig look top tier. Is Pig top tier? No she isn't. She has many glaring weaknesses when compared to other killers. Simply speaking, other killers have abilities that just make them better at chasing, better at applying map pressure, better at downing, etc. You even have the Nurse who completely ignores many rules of the games, such as walls, ceilings, loops, pallets, etc.

    At this point, it would be best to call this your personal tier list. In the grand scheme of things, much of it would be considered wrong by community standards.

  • It's perfectly fine to use it on him, but you should be using your power more. You want stage 2 as fast as possible, stage 3 ideal. The tentacle is way more verastile than M1, and makes him one of the best killers in chase. If you are good with the tentacle, there is little need for STBFL.

  • Hard to disagree with Otz for the most part. Only real gripe I have with the list is Call of Brine placement. This has quickly become one of my favorite regression perks. It has old Ruin's regression, and built in information to let you know when survivors are back on the generator. It's only downside is you need to kick the gen. However, if you are running something like Eruption for example, you have to kick anyway. CoB/Eruption combo has been working out extremely well for me on Wesker.

  • If you happen to have the Hange skin on Zarina, go check that one out sometime. It is the embodiment of cursed.

  • Dowsey and Otz are both great for Variety.

    Scott is a Demo main, does surv, and generally has decent videos

    Coconuts for Huntress + Generally good tips

    LillithOmen for Blight

    CMWinter for Pig

    These are all the streamers I watch.

  • Don't know why my post got deleted with no notification.... Here is what I said.

    Her addons make her impossible to predict. With addons that decrease activation time, and others that give her varying amounts of speed, it is impossible to know where she will end her phase. It is a complete guessing game. If none of her add-ons affected the timing on her power, and her activate, speed, and duration were always the same, she wouldn't need any changes. This would be silly though, because then she would really have no add-ons of value.

    The audio queue I think is the perfect change, because you know when she is phasing. Right now good Spirits can fake a phase start, and survs will have no idea. The audio change allows for some degree of counter-play.

    As far as the footsteps, I think they would be fine as well, but we shall see how things go.

‹ 1 2