HuntresssMain
HuntresssMain
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@Blueberry said:
Well said.
Also to add to that. Most all the anti-gen perks only give value if you play well, IE pressuring and getting downs. A bad players sees very, very little value out of any of those perks.
So if those anti-gen perks are actually slowing gens down significantly, it's because the survivors are getting outplayed significantly.
If people don't want perks rewarding killers for chases you will see more camping/tunneling.
I agree. If you have pressure on a hook or 1-2 gens the survivors won't in most cases ignore a 2nd stage hooked survivor. They will get off their gen and come to valiantly save them. Also, If you leave survivors down, instead of hooked, there is 1 less person on a gen. Additionally, there is much better ways to reduce gen progression. IE Hag traps on a gen, trapper traps, or good gen patrol using a nurse/blight
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284982#Comment_3284982
I do play nurse, but like otz stated in one of his recent clip, after getting destroyed for 4 hours playing knight, Whenever you pick a strong killer just for 1 game, The survivor disconnects. I would like to play m1 trapper and not press spacebar 20 times on Gideon meat packing plant. Ideally, I should press spacebar button on a pallet 0 times in a match on every map. Your comment about survivors being slower is clear indication of lack gameplay understanding and dbd map design/loop design works.
I think you should pick a killer that forces survivors out of pallets and vaults. For example: Hag traps can prevent pallets, trapper traps can be effective, but you need to be able to effectively bait survivors to a specific vault. Huntress hatches are also effective because it takes longer to vault than throw a hatchet and you get a free hit. Just use a killer that prevents pallet drops at all, but if one needs to drop, break it and lure survivors into a place with no pallets.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284933#Comment_3284933
why not? the game is suppose to be about looping. Not pressing spacebar pallet break simulator. Although the survivor like the press spacebar pallet break simulator because they can press W key and get free wins. In ideal loop balance, the killer should not break a single pallet the entire match. I know that is Utopia and that maps are bound to have 1-2 imbalance pallets though.
Exactly. The game is supposed to be about looping not killers getting free downs. If you have a problem with pallets just play nurse and teleport past them. It is also not a hold W simulator because the survivors are slower than the killer anyway, so if they try and run they just get hit.
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@Devil_hit11 said:
i think lunge range is too small for a lot of loops.
You can't exactly have killers lunging half of loops to hit survivors. The regular lunge range is fine for the most part.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3283465#Comment_3283465
Yeah you definitely weren't around for the Nerf Pig Movement.
I got into dbd since Malevolence. Idk when that "movement" was.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3282542#Comment_3282542
Someone hasn't been around for a while
All I see are blights and nurses. And I have 40 hours on survivor and I have played with 1 pig.
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@InvadeGames said:
https://forum.deadbydaylight.com/en/discussion/comment/3282321#Comment_3282321
true, nerf pig more
Pig would only be worth nerfing if more than like 1 in 60 killers used him. I hardly ever play pig or see pig killers, so a nerf would be kind of useless.
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@LuvDaDakka said:
No, her base kit is not fine. Its actually the main reason why she remained the best(by far) killer in the game for so long.
She ignores 90% of the game's chase mechanics - how can that be fine?
At the very least she should earn the ability to blink(like Oni with his power) in some way and once she does it should be limited in use either by time or number of uses(like 4-5 blinks). Of course, her movement speed would need to be buffed to compensate.
The way she is now, playing Nurse is basically cheating.
I agree, but chase mechanics are just more difficult because you have to be unpredictable and not waste time doing useless loops. It just makes survivors think a little more about looping and engaging in chase.
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@Sycamore said:
https://forum.deadbydaylight.com/en/discussion/comment/3282277#Comment_3282277
Dead hard can make it impossible to hook survivors, as a healthy survivor you can body block the killer carrying a survivor, then when the killer hits you - you run under the hook, and use dead hard when he goes to hit you again. The carried survivor will most likely complete their struggle action by that time. Now imagine all 4 survivors doing this.
Literally no survivor is competent enough to do this, and there will be guaranteed at least one person on a gen across the map. Also not everyone selects dead hard.
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@VideoGameMage said:
As long as dead hard can be used on demand it will always be picked. Other exhaustion perks are used automatically if the conditions are met. Lithe activates automatically when vaulting a window. Sprint burst activates when running. Balanced landing when you drop down from a height, etc. It's why I think an exhaustion perk that activates on flashlight blinds would be very popular.
Flashlight blinds require a flashlight, which needs to be selected in pre-game or found in a chest. No other perks I am aware of are based on items. It is all things that you can do somewhat easily, and don't require the potential sacrifice of an item to activate.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3282275#Comment_3282275
Really?because every single lobby when i'm playing killer is at least 1,2 survivors using dead hard.
I could be because that it is a really hard perk to time, and takes effort to make work. Some more casual players probably don't want to grind practicing the timing over and over again until they get it right.
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@ShadowCyrax said:
https://forum.deadbydaylight.com/en/discussion/comment/3282146#Comment_3282146
https://forum.deadbydaylight.com/en/discussion/comment/3282141#Comment_3282141
But dance with me, poised, and distortion don't hide blood. Those perk effects are rendered obsolete when injured.
Thats interesting. You would think that they all would remove blood or they all wouldn't.
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@ShadowCyrax said:
https://forum.deadbydaylight.com/en/discussion/comment/3282119#Comment_3282119
This is kinda my point too. we could get technical about most perks; why does deception hide blood when the perk doesn't mention it?
The whole point of the removing scratch marks is to make it harder for the killer to see it is fake. The perk would be useless when injured if you just left a blood trail. The description does need to be updated, though.
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/3282013#Comment_3282013
Because the fun part of the game is the chase, not your character being killed.
The best feeling is when it is like you are in your opponents head and you read their every move and predict accurately, along with fakes, jukes and tricks to cause your opponent to make a mistake.
Knight denies you all of those, there is no mind game, it is simply hold W to evade
He is right. When you are playing a hold W killer it is not as fun to play against and your just running around not actually looping.
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I think Hex: no one escapes death is a really good killer perk. I have a hard time facing killers that have it.
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@Xernoton said:
I disagree, personally, that Knight is unfun to play. His power just doesn't work the way it is intended to. Way too much visual feedback and it feels a bit clunky. Also his guards are too slow. A survivor can simply outrun them.
I have noticed all of this. His guards can be easily outrun and need a buff for the next update, and it is easy to see his power charging.
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@HugTechLover said:
https://forum.deadbydaylight.com/en/discussion/comment/3279834#Comment_3279834
I laugh about this all the time. Survivors love playing against a weak killer. I get so much hate for playing blight. I personally loveee playing against a good blight.
It depends if you are playing for bloodpoint grinds or just for a casual fun time. If i am grinding i want easy killers for max BP, but for fun a blight or nurse is great to play
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@[Deleted User] said:
I know i just had 3 back to back and then a spirit. I'm exhausted
Nurses, blights, and spirits are literally all i get in regular matches. Its crazy
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@Mew said:
seems boring as hell so far, just another hold-W killer.
exactly. His knights are pretty useless too. They can't break pallets for some reason and they are slow and easy to outrun.
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The knight is definately not the strongest killers. He is easy to learn but you have to really know what you are doing to play him well and consistently win matches. I think the guards are mainly built for camping, and its not really fun to run or play against.
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@sarsha said:
Not sure if right forum..
Killer main, playing as survivor I believe they need a quicker wiggle time as was carrying half way across the map to basement and didn't manage to get off
Also believe there is an issue with the perk boilover when play as survivor..
I agree i can carry people really far before they wiggle off. Boil over is a really good way to counter it, but nobody runs it, so its kinda innefective.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261194#Comment_3261194
I would go as far that only people that don't have access to a lot of perks use huntress lullaby. The perk is just plain bad.
The comparison to colorphobia is a bit unfair though. The perks work in a very different way. Lullaby works everywhere, but is a hex perk. Colour does not need stacks. Completely different. The only thing that makes sense to talk about here is - why if they are both in about same strength does one require being hex and the other does not? I think lullaby could lift it's hex status and be very good perk on it's own.
However given that people create builds that complement each other, colourphobia + lullaby on doctor would be actually way too much. This would require an additional new condition - like lullaby works only on generators or something.
I agree that coulrophobia and lullaby are different. We are comparing them because they have the same main concept of being a perk that affects the difficulty of skill checks.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3267622#Comment_3267622
The only way I could see them lifting the Hex status without making it OP is changing it to only being active while a survivor is on a hook. Either keeping it as stacks this way OR just having it be while a survivor is on a hook you do not get notifications for skill checks.
That's kind of what I was implying with the trigger thing, but I couldn't think of a good scenario that would fit it. Being only active while someone is hooked is a good idea. I do think that if it was changed to a perk it would still keep the tokens and just decrease the skill check alert while someone is hooked.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261194#Comment_3261194
I would go as far that only people that don't have access to a lot of perks use huntress lullaby. The perk is just plain bad.
The comparison to colorphobia is a bit unfair though. The perks work in a very different way. Lullaby works everywhere, but is a hex perk. Colour does not need stacks. Completely different. The only thing that makes sense to talk about here is - why if they are both in about same strength does one require being hex and the other does not? I think lullaby could lift it's hex status and be very good perk on it's own.
However given that people create builds that complement each other, colourphobia + lullaby on doctor would be actually way too much. This would require an additional new condition - like lullaby works only on generators or something.
Yeah, the perk should lift its hex status, it would make it a more useful perk, but it couldn't be consistently applying the buff, it would need a trigger of some sort. I can understand why it's a totem though, you need to have a trigger of some sort to have it be a perk, and making it a hex would be much easier. It does need a buff though, so I think the devs need to add something better to the hex, but still keeping it a hex and a decent perk.
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@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3261186#Comment_3261186
I get that but the phrasing of it sounds so bias and weird
true
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@Sharpefern said:
Do you think that the devs will rework huntress lullaby to follow Coulrophobia's speed. I am curious because hexes are supposed to be more powerful than non hexes but Coulrophobia's skill checks are harder than 5 stacks of huntress. Like them making it so it increase the speed by 10% per stack and having 5+ being silent I think would make huntress's a viable perk.
Thats why even as a huntress main i hardly ever use huntress lullaby. It needs a buff BADLY.
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@AverageKateMain said:
Well if we implement this as an actual thing, then you'd have to include the killer side of it. If a killer dcs for reasons like the survivor that dont make sense, then that needs to be punished. Or is this a survivor only thing that needs to be shamed.
Also you're suggestion is incredibly vague. If a hacker is force dcing people out of games, does that count? If someone goes through a power outage/weather issues and the game dcs, does that count? You can't enact a shaming system without considering these situations at hand
Thats why the system would be ineffective and make ppl mad, but its still fun to think about
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@ProfessorDunwich said:
I firmly believe these remarkable individuals should get an option to activate an icon by their name in the lobby. The icon would be a crying baby (no particular reason, just the first thing that popped in my head). This crying baby icon would say the following.
"I am true role model of a person who will immediately DC or kill self on the hook if I am the first one downed, regardless of how many gens are done. It is best if you volunteer to be the first chased/downed if you want a chance of winning. Cherrio."
i get pissed off by these guys. DBD should definately add it 😀!
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To stop gen progression just depends on how much patrolling you do and how much time you spend chasing. Try to get downs and hooks, but also drop any excessively long chases to kick and patrol gens.
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@JoByDaylight said:
Corrupt Intervention, Pain Resonance, Pop Goes the Weasel, and a fourth perk to your choice
4th perk could be Deadlock, BBQ, Iron Maiden, No Way Out or others..
I use Iron Maiden and No Way Out. They are really good.
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I think Iron Maiden and Darkness Revealed would be great. Combined with an end-game perk and another one of your choice, you should have a pretty good build. I typically use bitter murmur but it doesn't matter too much. Also a leather loop or throwing speed add-ons are really useful. I
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@ProfessorDunwich said:
I firmly believe these remarkable individuals should get an option to activate an icon by their name in the lobby. The icon would be a crying baby (no particular reason, just the first thing that popped in my head). This crying baby icon would say the following.
"I am true role model of a person who will immediately DC or kill self on the hook if I am the first one downed, regardless of how many gens are done. It is best if you volunteer to be the first chased/downed if you want a chance of winning. Cherrio."
Bro I get these guys all the time! Like your mindset :)