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Flyingdrull

Flyingdrull

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Flyingdrull
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  • Underrated- Hag because she can easily get rid of loops and there a few different ways of playing her. (note I am kind of biased cause I main Hag)


    Overrated- Hillbilly because he has the be the killer I see the most whenever I play as survivor and he is just as loopable as any anther 115 speed m1 killer. Sure he has map control but if there is a team where all survivors are good at looping, he won't be able to do much.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/469616#Comment_469616

    @Flyingdrull

    The problem with this concept is, why nerf the multi-down in the first place? Its not like Legion where you can buff something and becomes broken, so you nerf something else. The multi-down isnt something that prevents LF from getting buffed. He just straight up sucks. He doesnt need "balance" changes, he needs buffs.

    I was just going with what the OP said. Really the multi-down does nothing so no reason to really get rid of it. It was just because of the concept of face camping and it being near impossible to get them off. But yeah i see no harm in keeping the multi-down really

  • @Eninya said:

    RBTs should still deny exit gate escapes. If you're the last survivor and you get trapped, well... why would it matter at that point? You're going to die.

    Comparatively, the new endgame is a race for Pig to find the hatch to actually capitalize on the final stretch. Otherwise, a survivor could still escape out of that, and during endgame, she needs to find it before people get their traps off and run out of a gate. With multiple survivors trapped she gets more time to find the hatch, and simultaneously delay escapes. Her endgame is more effective, but marginally so.

    I mean, if you're going to die specifically to a RBT or the collapse, you were going to die anyway--in all likelihood, this scenario would be due to the Pig camping your key-box and there's nothing you can do if this happens and she already closed the hatch.

    As a Pig main, I don't see how her endgame becomes overpowered by continuing to let RBTs maintain normal operation. If you're caught at the end, you're likely doomed. However, how is this really any different from a killer with NOED and Blood Warden before (especially on a Nurse), or just camping that last person? Pig would just be the innately stronger late game killer compared to others.


    Yeah nothing stopped the pig before the end game collapse where she could catch someone put the trap on their head and just tunnel the survivor if they get off the hook. The only way for them to escape was the hatch which is kind of hard if you are being chased by a couched pig. this change is just a complete nerf to pig to where she was better off before the update and she was just as bad as they thought she might become with the endgame collapse before it existed.

  • seems like a nice idea because of the new mend bar does not go down in terror radius so now they have to mend and not just sit inside the terror radius.

  • more like a situational A-Tier cause it will be good for solos because you never know when you team mates will screw you up and you are the last man standing but a good amount of people will think it is not good enough because it is only when you are the last one alive meaning you had to survive until now. Also basically going in with that in mind is saying you don't know if your team will win... it is just kind of weird to me i guess but the buff would still be nice but i don't see it becoming a meta perk.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/473828#Comment_473828

    I was just in the midst of editing my post more. It was still more aggressive than I intended towards you lol.

    "Also, about 115% killers, what buffs do you think they could get? I know I'm drifting off a bit from the topic, but what do you think could be done to make them Billy tier."

    Well that's a large can of worms to tackle. I don't believe it is simply just buffs to those killers but a few things combined.

    For one, maps are designed poorly and they really need reworks. They are designed for pallet looping as their key feature without much emphasis on stealth. Realistically against a skilled rank 1 killer on "most" maps you aren't ever losing the killer with a juke unless he just gives up on you. It can happen, just rarely.

    I think killer hit boxes need to be lowered which will reduced the amount of loops and more pallets made mind gameable. There are too many "safe" pallets that you just have to eat. I'd ideally like "most" not all, pallets to be a battle of skill between the two players. My even bigger issue with the pallets isn't how safe they are though, and instead more with how much time they are able to waste. I'd ideally like that amount of time lowered.

    Not necessarily both, but either most pallets being made mind gameable or keep them safe and just lower the amount of time that can be wasted at each one.

    At the same time this change happens, the maps need MASSIVELY more debris/plants/reeds/boxes/fog. This would add a lot more skill into making jukes mid chase and open up a lot more play styles.

    This map change and pallet change would be huge on the meta because these changes would inadvertently nerf "chase" killers and buff "stealth" killers without actually touching them. "Most" of the games best killers are the chase killers currently and "most" of the stealth killers are much lower currently.

    The entire benefit of most those 115% stealth killers is "supposed" to be finding and getting an easier first hit on survivors because they suck in chase. However in reality, this doesn't work out because most those stealth killers can't get that first hit free because of a couple things. First, because pallets waste so much time, they end up having more readily available and within reach every time you would surprise them. They also have handicapped all the stealth killers surprise hits. Most of them have multiple seconds after finding someone before they can attack which gives the survivors all the time they need to get to a safe spot and render their "surprise" utterly irrelevant. Without all the extra "debris/plants/reeds/boxes/fog" it's also extremely easy in "most" not all, cases to see them coming.

    The devs want counter play for the stealth killers when they find someone, but to me their counter play IS just being observant to your surroundings, maybe holding back slamming down that gen if no ones in chase currently, or simply actually running anti stealth killer perks like Spine Chill, Premonition, etc.

    It's hard to answer your question generally towards all 115% killers because there are specific changes to each one that they need and not something that's just a blanket change for all of them. Other than what I've already mentioned anyway.

    In general they do need some 115% killers for the less skilled players to be able to use, but I think the slower killers are way healthier for the game. This is because you can make them extremely strong when their power is used correctly ie rank 1 viability if you will. While at the same time they don't destroy low ranks because their power is difficult to use and requires skill or practice. It's basically the scenario you see with nurse. She's very strong at rank 1 but isn't really an issue at other ranks. Killers also dominate at lower ranks where survivors don't know what they're doing so this would just help them out a little more as well.

    Now I don't mean to get into a discussion about how balanced we do or don't think nurse is, but you get the point I'm making. You could use Spirit as probably a better example as most killers and survivors alike consider her as one of the most balanced killer while also being rank 1 viable.

    I can go into each 115% killer specifically if you like, but those are the "general" blanket changes I think would fix a lot to start.


    the only problem is when would this ever happen because of how the devs are acting now... love the idea of this but i doubt we will see it if not until a few more years sadly.

    With these changes most killers would be fine probably except the doctor who is the anti-stealth decent chase killer but oh well.

  • You realize the OP said to buff other things of LF right. He/She said that they get rid of the multidown and add buffs to other areas of LF. Sounds pretty good to me... his multi hit down really never actually happens like....ever. Only against dumb survivors does he get at most 2 people down (which i won't lie whenever that happens it feels pretty nice).

    Buffs I like to see on him are like what Frozenscum mentioned earlier to make the chainsaw faster in a sense and do something about his tantrum (which is more iconic than the multidown because it is a reference to the ending of the first Texas chainsaw massacre).

  • Or make third seal work on other things. Imagine if it worked on the jigsaw boxes for the pig... that would instantly be a meta perk for her.

  • Maybe some of this should be moved to the balance page cause I think the devs are more lickely to see it

  • Hag is hag gotta love her

  • Hag can get genrushed the easiest which is why she is not in the best position right now. She sets a few traps and one of two things happen. They either set off her traps with no consequence or they genrush her where her traps are only cover 3 gens on the map which is what people end up in calling the 3 gen strat. Personally I think for all killers genrushing is a problem but it hurts the hag the most. I am surprised no one has come up with the idea of maybe giving her a second ability like the pig has. Like maybe give her a passive that every survivor outside a certain range of the hag (of course further than her terror radius it too small) gets a small debuff to there abilities. It is just an idea but it could help with her being genrushed. The only other porblem is her traps pose almost no threat if you set off a bunch of them if you know you are in the safe zone (a.k.a. she is chasing another survivor).

  • As we know the hag's traps can also be set off with little worry sometimes if they are chasing another survivor. So to make her traps better and this would go along with her killer idea of hexes. Put some sort of status affect on survivors that activate the trap... currently I do not know what but i could be a decrease in actions for everything (excluding vaulting and throwing down a pallet of course) for lets say... 30-60 seconds and make it stack with every trap? I know what you are going to say. Woah man that is a lot of time. It yes that it but It gives the hag the time she needs to remake traps and keep gens down. But after the survivor is downed of course all those effects will be gone as that be pretty bad if you still were on cool-down after being hooked. Finally you might say well what if she makes me run into her trap? Well you are going to prob be downed anyway so it won't matter for long :)

  • It could also be cool if hag had boosted movement spped after teleporting. Maybe as fast as the normal killer or a little higher?

  • Yeah can only hope at this time and it seems it will take a while though.

  • Seems like a pretty cool idea for the whole powerful perks on the survivor side. You could maybe also make it where either instead of something like that make it where you only have a limited time to use a certain perk once you activated it somehow. Like you can choose when to activate your self-care perk whenever you want but when you do, you only have a certain amount of time to continue using it until it burns out. But your idea is still just as good.