FixtionuL
FixtionuL
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2816640#Comment_2816640
I played her and i know, doesn't help you as survivor tho. No. Servers are going to stay there forever which means huntress needs to change because we can't do anything about servers.
It's her problem now and she needs fundamental changes. She was made before servers and her current power can't work properly for both sides anymore.
She needs a rework
"Trying to fix servers and hit validation is impossible so we should rework huntress into a m1 killer with no ranged attack because I can't figure out how to dodge. All I want to do all day is loop m1 killers around the 30 pallets on each map"
Sounds pretty reasonable. They should also attach neon lights to trappers trap because the older maps are too dark and they can't change the brightness of the maps
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/310751/choosing-violence-master-challenge
I bruteforced it. As with most of this kind of challenges the trick lies in the wording. On a first glance you might think "Dayum! I have to hit them three times with Make your Choice :V", but thats not what the challenge says; the challenge want you to hit three exposed survivors, while playing with the perk Make your Choice equipped.
So I did a full exposed loadout and just tried to hit as many survivors as possible with it. Something like Make your Choice, Devour Hope, Starstruck, NOED. That you havn't the perk unlocked for other Killers is a bit holding you back, but try to get at least NOED on Pig, and this should already help tremendously. For a very easy one you could unlock the perk for Clown and go with his Pinkyfinger.
I hope that this helps you understand how this kind of challenges work and that you will get it done asap :)
I didn't even think about pinky finger clown. I thought of Ghostface but the bloodwebs are not being kind. Perk grind OP when needing specific builds
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@Real_RUBB3R said:
https://forum.deadbydaylight.com/en/discussion/comment/2809893#Comment_2809893
In this day and age? You'd be lucky if you found a game without a boon. If it brings back the hex I'd say it should lose all tokens the said hex had, so you can't just bring back a 5 token Devour Hope because the survivors decided to make a boon
I wouldn't be against keeping the hex progress. Just cleanse a hex totem instead of booning it. Then the killer would have to find the boon to snuff and relight the hex
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The build I've been using for awhile now is Kindred, Windows, DH, and CoH. CoH would be the only one I would swap out for a different perk. Kindred and Windows are so good for info.
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My feeling is noed has the same feel as DH.
Let me elaborate, I think the devs should try choosing which effect they want it to have and then rework the perk accordingly. Either remove the speed increase and leave the exposed but maybe change it to a timer instead of hex bound. Change it to just a speed increase and play around with the numbers, or have it reworked to change how bloodlust works.
My personal thought on noed is that it doesn't take much skill to get any use out of it in most situations except for a very well coordinated team. The killer can be playing very poorly but just brute force a chase with the speed boost and building bloodlust. The killer will eventually get the survivor unless there is a big misplay.
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The game should just force killers to face camp survivors on the hook so that way survivors on the gen don't have to worry about DMS. Don't have to let go of the gen if the killer can't move away from the hook
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I've probably played blight less than 10 times. I don't think he is immediately easy or super broken. I find myself sliding instead of bouncing off objects and making chases longer than they should. I also play on console where you can't make crazy aim flick plays without destroying your sensitivity.
If I played him more and used only his best addons I would learn him and he would get easier, but I do think he has a learning curve.
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I've tried to play a bit more survivor but I mostly play after work in the evenings and supposedly that's the time when queues for survivor start to increase. I get bored waiting 5-10 minutes for a total free for all survivor game when I can instantly get in a killer match. Killer matches can also be free for alls with professional loopers you swear have stretched res to total megheads that throw themselves at you.
If queue times in the evening were shorter for survivor I would love to play. I don't care if I have to complete 3 out of 5 gens by myself or if I have to lead the killer on a 5 minutes chase. It's way less stressful than playing killer
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2776421#Comment_2776421
I mean, Deadlock+Ruin would be absolute misery if blocked gens regressed. Same with DMS and Ruin. Deadlock activates and boom, your gen is now Ruin regressing for 30 whole seconds with nothing you can do about it, multiple times a game. The complaints alone would be agony.
At low to mid mmr that would be a problem but at high mmr it probably wouldn't make a difference
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@Altarf said:
Blocked gens can't explode, be damaged, or start regressing. If Pain Resonance activates, it'll just move to the next highest repaired generator - it's probably an intentional thing to stop you from stacking strong regression/blocking perks. Pretty much all the good gen slowdown perks have poor synergy with each other; for example, Ruin doesn't regress blocked gens so it doesn't work with Deadlock and DMS, and you can't kick gens with Ruin up so it doesn't work with Pop and Eruption.
It probably is an intentional thing but how strong would it really be? Deadlock blocks a gen for 30 seconds, does any other perk block for longer? The regression wouldn't be that oppressive. Same with PGTW through a blocked gen, it wouldn't be OP.
Though if that's the case it must've been coincidence that only 2 gens had progress during that chain so deadlock activated after gen 1 completed, so gen 2 gets blocked and there is no gen 3 to pop.
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When playing survivor I honestly don't care because it is barely noticed. If my gen gets blocked I just go over to the next and work on it til I go back to the original gen. Corrupt is only really annoying due to having to search more for an unblocked gen.
As killer on my nem, that I have my prefered build on, I run slowdown, regression and endgame. Deadlock, corrupt, no way out, and that one scourge hook that explodes gens. Otherwise on all other killers I just run whatever tier 3 perks I have unlocked.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2774197#Comment_2774197
It would actually take almost 16 years since the game came with around 50 to 60 perks and bhvr hasn't been releasing killers and chapters every 3 months for its entire history but now that they do release roughly 6 perks every 3 months it'd take like 15.9 years to catch up to the current perk count now.
I knew it was somewhere over 10 years. I couldn't think of the exact number of perks and didn't factor in base release perks. Either way it would take a lot longer than the devs seem to make it sound.
I do think it would be a fair amount of work to basically redo bloodwebs but who knows how good their solution will end up being.
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I do think removing perk tiers is the best thing before a total permanent solution is implemented. It's taken 6ish years to get to the amount of perks we are at. So remove 2/3rds of the grind and it would take like 12 years to get back to where we are at. Only 3 new perks per role instead of 9 perk tiers.
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@oxygen said:
I'd totally use it as I swap back and forth between the two anyway, and unlike most queue ideas it might even have a non-zero probability of even being considered as it doesn't split the playerbase in any way.
The issue I don't have answer for though is making it work with sbmm. I don't think it could be balanced that way, it would just be up to random chance so some matches might not be as fair.
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@conqueror_worm__ said:
I wouldn't mind that actually, I main survivor these days but I'd happily go for a random chance of playing killer
It would only be a 1 in 5 chance that you'd get killer though so I can't imagine that killer mains would use it that often.
Someone that mains a role probably wouldn't use it often but for people without a strong preference might enjoy it.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2769552#Comment_2769552
A survivor is harder to kill because their teammates are aware of what actions each other are doing? No auras, no exact locations... how does this change anything? Still nowhere near SWF, which killers already have to face anyways.
It's not that survivors become directly harder to kill, but they become even more efficient depending on the information given. Survivors not knowing if someone is going for a save either gives a kill or extra hook state and more time off of gens. If 3 survivors are on a gen and 1 on a hook 1 survivors gets off a gen and that icon now changes to let the other 2 know most likely that person is going for a save
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2767346#Comment_2767346
My concern is the order they've listed the changes - buff solo queue and then adjust killer. So once more we're looking at a "Moris & Keys" situation where the killer got nerfed for a long time before the survivor had the related change.
That is my fear too. I'm already playing less killer because it is frustrating and playing some solo q. I haven't run into much of the face camping tunnelers I see everyone post about but I don't play survivors all that often.
With xbox game pass I play less dbd and more interesting indie games but keep coming back for punishment every couple days.
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Their words are bringing soloq up to swf level and then adjust killer accordingly. Swf is the most broken thing in the game so it will negatively impact killer and merit killer buffs. They also said they don't want to touch gen speeds and are looking at slowdown meta.
My guess is they will look at killer map presence and control to make that more appealing than running 4 slowdown perks every match.
I do think that get regression vs progression should get looked at. Maybe add a 3 second gen start up from the damage state,maybe with a skill check to reduce the timer by 1 second, before progression starts again so survivors can't just keep gen tapping to stop regression.
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My question is how does adding mori cosmetics solve the problem of why people don't want to play killer? I'm fine with the look and feel of most killers and enjoy playing the characters. What I don't enjoy over time is the amount of sweat and lack of satisfaction when I have 8 hooks 0 kills and all 4 survivors had a walk in the park due to game balance.
I play some survivors games not because killer is boring but because survivor is brainless and less stressful.
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In the current state of the game I understand why killers would run Noed, not just new to the game, less tenured players. On the flip side there are other perks besides noed to help end game like remember me or no way out.
My issue with noed besides skewing mmr is that it gives 2 powerful effects not just 1. Either remove the speed increase or remove the exposed effect and maybe give it an attack cooldown reduction with the speed increase.
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Similar to it rewards bad game play, but it does skew mmr. Sbmm already has issues but a killer that shouldn't get 1 kill then gets 2 or 3 from NOED messes up mmr. NOED becomes more of a crutch as mmr rises when it shouldn't. Its a poorly designed perk and should be changed
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I'll say that I think Frankins is perfectly acceptable to use when there are 3-4 survivors bringing items no matter what the item is. 1-2 items probably isn't strong enough to merit Franklin's.
Also in my opinion, I think all items are strong to a varying degree. Even a brown medkit heals a full health state that might be very important. Maps allow info, flashlights for saves and escapes, toolboxes for faster gens and sabotaging, etc.
Getting 1 use out an item hurts a killer no matter what. Also survivors don't need items to be able to beat killers right now, it just applies even more pressure to killers
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2745641#Comment_2745641
Can’t say for all ideas presented but the jist is to allow improved soloQ communication so that Killers can be buffed, yes.
The problem is the devs want to watch how things play out and then react after a few patches roll through.
If too much info is added killers will get steam rolled more easily and be in an even worse state than they currently are.
Start with a small amount of extra info and then shift focus to killers while watching how solos perform.
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I hope that a lot of these ideas are jokes.
If survivors can none verbally communicate every single thing in the game killers will need to be buffed through the roof or all just switch to playing survivor. Killers in their current state can't compete with all survivors being able to have SWF efficiency.
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@pinkpowerranger said:
The only really important piece of information that needs to be shared between survivors is "going for the save", maybe just a button someone could push to say they are. These status icons aren't going to share info that is really usable. It doesn't really help too much to know people are on gens except for piece of mind.
If there's an indicator that shows people on gens and 1 person is hooked it will let you know someone might be going for save if it shows they aren't on a gen. The game doesn't need perfect communication.
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Probably unpopular opinion, I only want an indicator for survivors on gens and I want it to change on a couple seconds delay. Solo survivors shouldn't be able to work in perfect unison with an overabundance of information.
I just want to see if people are on gens and if someone stops being on a gen to possibly go make a safe or being chased by killer.
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I don't play survivor much but only time I'll sometimes do it is on death hook saying please no killer leave me, or most recently I remember was getting tunneled after looping the killer for 3 gens and as he was staring at me waiting out the DS I didn't have I was menacingly wiggling on the ground towards him making him back away from me.
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@Flimflam said:
Nemesis is both a part of and victim of the game's problems at the moment. He's almost impossible to loop or mindgame in a chase so his counterplay is simply making as much distance as possible and burning pallets early. The least interesting playstyle in this game.
This will probably never be fixed either since he's just another in a long line of killers that play like this and at this point if they were to design the maps so M1 killers are usable at high levels it would probably make half the cast S tier.
You play against him similar to huntress. Just bait dropping the pallet and adjust to how he plays throughout the game. You can also crouch under his ability at barriers.
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I think one thing to help him would be making his initial infecting tentacle strike not give survivors sprint burst like how plague doesn't give sprint burst for starting infection.
I'll be curious to see how big the change to Marvin's blood is, but the other addon that was changed is laughable. 50% zombie speed down to 35%. The common tier addon is 25%. 10% increased buff for common to uncommon tier, woah so game changing.
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Once the patch comes out I'll be interested in the data of survivors wiggling out and if the devs after a patch or 2 would change it or change hook spawn distances/spawn logic. Anyone use toggle interactions yet? Is it nice?
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I'm on console so I don't get to play ptb so I'm curious, so the wiggle skill check is like a gen skill check where it has a great zone and not like a 2nd hook stage one where it's just a success zone? Personally I'll be loving wiggle skill check because my thumb stick gets shredded after a while but I don't want time to wiggle off changed.
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He's pretty average. To me his tentacle strike feels kinda clunky to use and cancel at times. Sometimes zombies do nothing, sometimes they make the big play and sometimes they bodyblock the path you want to take. One of his best add-ons is getting nerfed next patch so he'll be a little weaker most likely. I do find him really fun to play though with having zombies for random chaos
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I've been running those 2 perks a lot lately because they are so good. Still trying to decide the last 2 between DH, DS, BT, and CoH
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I've been trying to mix up the build I use which is just the meta build, DS,DH,BT and Kindred. Kindred being solo meta. I've been running Windows lately to great success in extending chases very long. Also been trying out CoH but don't play survivor enough to know all the totem locations. Still using kindred. Last slot is for DH still. I just try not to be the person unhooking someone at end game and hope killer respects DS.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2712902#Comment_2712902
Because you can play a loop against a Doctor. It'll take them a bit to catch you.
You really can't play a loop against the Artist. If she puts down a bird, you have to run away.
If it's a short loop yes it is pretty hard if not impossible to mind game her, but same with most any killer on a short loop. If it's a medium to long loop you can bait her firing the bird. Run towards it and then back step
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Doesn't artist do exactly what anti-loop killers are supposed to do? Where's the forum post about doctor being too oppressive and needing to be reworked because I can't drop the pallet or vault the window? Behavior should just remove the option to play killer and have only bot killers that don't do any damage. Then survivors could just loop and get chased until they get bored and leave.
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Just my 2 cents, nothing real elaborate. I'm not crazy good at the game, probably just average. My last maybe 10 survivor matches I've all escaped, though the last 2 or 3 I shouldn't have and the killer should have gotten more kills but survivor is so straight forward easy that there isn't much of a challenge to escaping. Killer is master level chess if trying to play without tunneling, camping or slugging.
I do think some of the latest survivor perks like the boons should be looked at and maybe add a re-lighting cooldown or something else.
Map tiles and sizes need to be looked at. Large maps most of the killers without high mobility can't apply enough pressure to slow the game down, and some of the tile spawn rng is busted but I guess it isn't a guarantee to get.
If not adjusting maps, all killers need a better addon pass or kit tweak to give more pressure. If killers feel more able to hook someone and go check a Gen across map and chases survivors more I would think survivors would be happier and so would killers. Killers don't need to be buffed to the point of 4king every game but shouldn't feel the need to tunnel/camp someone out after 2 gens pop.
I also feel like a lot of the recent killer nerfs are very unnecessary like spirit and slinger. Killer is not very straight forward, it's mostly mind games, reading patterns and guesses. Changing those elements hits a lot harder than changing x number by y amount.
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Like 2 years ago when I played a lot more and obviously before mmr. I got to the point of being able to loop most killers for half the game/gens or more. Now I'm rusty at survivor but can still figure out the tile layouts.
Anyone not as confident in looping I suggest running buffed Windows. I don't have it on many of my survivor or run it often but seeing some high mmr games with it you can see why chases could go 4 or 5 gens.
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Some thoughts regarding the posts: a couple posts include stacking BBQ as a win, guessing same probably for survivor perk, indicating BP grind very much a definite thought while playing. A lot of pretty casual responses but none really from more competitive minded players. Seems easier for survivor to have more fun being in the power role. Killers more content to just being there.
Personally I'm more of a competitive personality. I'll accept 2k's in a close match but would prefer 3. 4ks don't really matter due to hatch. Though I also hate the boringness of feeling like having to tunnel someone out just to slow the game down in a lot of cases. Camping hook to secure 1 more kill in endgame is also really boring. More chases and more hooks is more fun but getting 0-1K and 10 hooks is not as fun.
Survivor is different. Don't really consider wins or losses. If I'm outplayed and die good on the killer. If I'm tunneled and camped I understand killers position. If I escape oh well not that hard. More so just trying to get all 4 out. Trying to take away the killers fun by teabagging and flashlight clicking and abusing exploits wouldn't make me enjoy the game at any higher level.
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I generally don't play nurse since it takes about 4 gens worth of a match before I can accurately string together a couple blinks to get someone, but going against various skill level nurses before I never thought she's totally unfair. LoS and being unpredictable in juking is most efficient but doesn't mean you'll never be caught. A good nurse can be beat by good survivors not just swfs. I'd rather see killer floors raised before seeing nurses ceiling lowered
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I've been on a big skyrim kick lately so my thought is lord harkon. His power similar in a way to Myers where he is weaker to start but gains power by feeding off of the survivors
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Exhausted is annoying but doesn't have as strong an effect as exposed. Exposed turns survivors from being on offense onto defense.
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I've never thought about it or how it would work but now I want the jeepers creepers monster in dbd
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I've only played rpd a couple times as killer and maybe once as survivor. Man is that map a maze. I try to cut off a survivor and end up in a room with a dead end and lose a lot of time starting the chase again or breaking off to look for the next person. Haddonfield can have some crazy fence spawns and window spawns but at least it's an open map.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/300158/would-you-change-huntress-lullaby
that, or keep the skill check penalty even after the totem is gone. go half and half on the hex-iness.
This is a good idea as a start. See how useful the perk can be when the stacks gained are still active but can no longer be increased once the totem is destroyed. Once you play against lullaby a few times it's not a bother anyway until maybe full stacks
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I've definitely played less and less dbd over the past couple years and coming back again I'm getting sick of killer pretty quick. If survivor queues were shorter to bounce back and forth it would be a lot less frustrating. Wait 5 to 10 minutes for survivor or instantly get into another killer game? Survivor superiority complex also doesn't help the game. Almost every match having survivor t- bag and harass you with flashlight clicking is quite draining. Tunneling 1 person out feels like the only way to have a chance most games. This is coming from someone with not every meta perk for every killer or survivor and not using purple or red addons.
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I think plaything and pentimento might have some interesting synergy dependant on either lighting 1 at a time to keep slowing gens or waiting to light and getting a bigger effect. Ruin has a big neon sign over it too often to be useful anymore.