MrSlippery
MrSlippery
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- MrSlippery
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Comments
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@GentlemanFridge said:
Have you seen how bad it gets without the DC penalty?
Small price to pay for the devs not fixing their game
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@Tylerja1 said:
We shouldn't have a DC penalty period, the way people play we shouldn't be required to waste our time with a killer trying to tunnel us out for 5 minutes while our teammates get 2 gens done lol same with a camping killer if you put our own fun in our hands people will start acting more respectfully to try to make the game fun for everyone.
I'm fine with no DC penalities. Doesn't matter which side I'm playing. Just annoying wasting my time, or get penalized.
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@Tiufal said:
"Rampant" is completely exeggarated.
Been encountering it for the past 2 days. Non injured survivors teleporting to dodge attacks. When I made this post, same thing except with an instant blind flashlight. Yet no perks or add ons on the character in question. Guess it's not as common in low MMR.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2692717#Comment_2692717
It's couldn't care less and you may not be complaining but you are stirring ######### on the forums looking to start an argument.
Actually I was trying to help you out, so you can enjoy the event also. Sometimes you have to adapt to changes in the game, and when it comes to this event, that adaptation would only last, what, like a week?
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2692709#Comment_2692709
I love the whole play a different killer argument it really feels great to tell someone to play something different from a character they love and spent money on must be nice
I personally play slinger so I'm not to bothered by the event cause he ignores snowman but I'm not gonna act like it can't be struggle vs characters such as trapper
I've had to change killers, that I loved to play, because of meta changes, making the killers not so great anymore. It's just ######### that happens with this game. Complaining about a temporary event is pretty pointless, when there's ways to play still. Even changing up your perks, on the killers, that are bad against snowmen, can benefit those killers. Any perk that requires a basic and/or special attack, activates when hitting a snowman.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2692703#Comment_2692703
I think you're the one looking to start drama and complain. You can't seem to grasp the concept of not everyone is going to agree with you. On that note, continue on.
I've provided you with information of how to play with the new mechanics. You can choose to listen them, or not. I could care less. The event doesn't bother me in the slightest. So yeah dude, I'm not complaining. Surivors fooling around with snowmen, aren't working on gens. That's actually a good thing.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2692675#Comment_2692675
Some killers have a slight advantage from the event. Some get nothing. A good few (Ghostface, Legion, Twins) have their kits completely broken by the snowmen - which remove Mark and Deep Wound.
It would be one thing if survivors were just having fun and memeing around but 9/10 groups I've faced over the past few days are using them as a pseudo-BT or a pretty nasty bodyblock tool.
https://forum.deadbydaylight.com/en/discussion/comment/2692685#Comment_2692685
Nobody is coming at you.
People are just disagreeing with you.
If you are a Ghostface or a Legion main, yeah - you'd be pretty annoyed at this event. This clearly wasn't tested properly.
It's called adapting to new mechanics. If your killer isn't benefitting from the event, play a different killer, or wait until the event is over. Its only a temporary thing. And Legion mains should be used to getting screwed anyways, being the weakest killer in the game, that is. Feral Frenzy all 4 survivors, and then be a M1 killer the rest of the match.
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"Speak for yourself. The event has been benefiting me on killer side. Good ol Nemesis can whip survivors and tier up, and they can't do anything about it. Plus the event has made Clown actually decent, with the Exposed bottles add on."
Also any perk that requires basic and/or secondary attacks will activate by hitting a snowman, that has a survivor inside. Most of the time, you can smack the survivor before they can even get fully in the snowman, and they get hindered, because of it. You aren't looking for advantages to the event. Only wanting to complain.
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You aren't playing 4 different killers, but yes you can chase multiple survivors at a time. Pay attention to your surroundings, during a chase. And killers aren't wasting bps, they earn double the amount of bps, survivors get. As for gen speeds, learn to end chases faster, and run gen slowdown perks. Pop is honestly plenty enough for slowdown. Ruin/Undying is better for fast killers, like Blight, Billy, and Twins. Corrupt is plenty enough for Nurse and Huntress.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2692675#Comment_2692675
What advantage are you speaking of? I've found zero for killer side.
I mentioned two advantages in my previous comment. Maybe read what I say, before coming at me.
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There's different ways to use the crows. You can use them to force a survivor into the open, or be hit. To track survivors across the map. Or use the swarm in a closer area, then you either can get a free hit, because they either have to repel the crows, or try running from you, which let's you hit them with the crows again. Bird lady is pretty good. You just aren't playing her right, it sounds like.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2692663#Comment_2692663
I wonder if you were that sweaty one shot clown my friends and I played against earlier today LOL
Nah that wasn't me. I just seen a video about how Clown is benefitting from the event. I play Nemesis and Huntress. Lately been giving bird lady a try. So far liking her, but her lunge seems janky sometimes.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2692663#Comment_2692663
I'm actually just regurgitating the MANY posts complaining about the event from the killer's perspective. So no, I'm not speaking for just myself.
Yeah you're right. Killers let every single thing in the game bother them, rather than use new mechanics to their advantage.
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It depends on the situation if the BMing annoys me or not. Like I got Dead Hard hit validated earlier, and the guy teabagged, like he was good or something. But a flawed design is only what helped him escape. Now I've had people BM at the exit gates, and I pounce on them with Victor, and they die to endgame collapse. So it goes either way with me tbh.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/299710/why-do-some-killers-go-out-of-their-way
The only ones having fun are survivor players. To be fair, killer players got nothing out of this event besides a few useless trinkets and having to deal with another extra health/chance for the survivors.
Speak for yourself. The event has been benefiting me on killer side. Good ol Nemesis can whip survivors and tier up, and they can't do anything about it. Plus the event has made Clown actually decent, with the Exposed bottles add on.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/299580/2-hexs-gone-in-16seconds
I've moved away from hexes as a whole, as of late - unless I'm doing Plaything+Penti.
A whole lot of hexes (Lullaby and Third Seal for example) are just too weak to be as fragile as hexes are.
https://forum.deadbydaylight.com/en/discussion/comment/2691820#Comment_2691820
Eh...
I've had games on RPD, Ormond, Eyrie, Haddonfield, Temple and Mother's Dwelling where I've lost 2 gens before even seeing a survivor. If they get a good spawn and you happen to pick the wrong direction at first, it can be extremely frustrating.
That's why spawning in the middle of the map sucks. Spawning on the side of the map, makes it much easier to find survivors for early game pressure. You could always run Whispers. It's the best tracking perk in the game. Once the perk lights up, you know you are 32 meters from a survivor. Depending on your location on the map, and direction of travel, you can figure out the radius of where Whispers is detecting the survivor. Could be 180° if you are right in the middle of the map, or much smaller if you are closer to the side, and even smaller if you are traveling towards a corner. Makes it very easy to pinpoint survivors.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2691614#Comment_2691614
Yes
Gen/Totem sure have to spread out. With Survivors should not spawn any of those. But another thing is Killer doesnt know where they should go to start a chase. This combine makes Killers need at like 20sec just to start a chase, while Survivors can start immediately.
But I have an idea to fix it.
- Killer spawn in the middle of 2 Gates that have at least 70m distance from both Gates. Able to see 2 Gates' aura for 10sec. Survivors either spawn 2-2 or 1-3 from each Gate.
Because if Killer knows where they should go for the chase, while Survivors always have 50% to be found (Killer randomly goes for either Gate). This will ensure the first chase always start at the same time as Survivors start to touch Gen.
You do know Lethal Pursuer, and Undying are a thing. Even without it, it doesn't take 20 seconds to find a survivor. Without Shroud offerings, 1-2 survivors will spawn relatively close to the killer's spawn, and 2-3 will spawn on the opposite side of the map. Having a killer spawn in the middle, like your plan, is the worst spawn for a killer, because that makes it harder to find survivors.
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Undying doesn't bring back your Hex perk, it's only a Hex perk, that automatically gets cleansed first. I'm talking about a Hex perk, that lets you rekindle, your already broken totems, that had Hexes on them. Like let's say you ran Hex Ruin, and another Hex perk. Both got cleansed. The perk would allow you to rekindle the broken totems, and you can get both your Hexes back. It wouldn't be the same as current Undying, nor old Undying, because the totem would stand in the same spot, decide when to bring them back, and you'll have to perform the same 2 second action, as Pentimento, to bring them back. A few seconds of your time, would still be better than running around perkless.
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Indoor maps are just terrible in general. The problem with RPD, is it's a giant maze. Visually it looks great. For gameplay, it's a terrible map.
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Maps are randomly generated. The map can spawn with strong loops, or spawn with a couple of jungle gyms, and some TL walls. Licensed maps are a lil different, so I'm just referring to original maps. But it's just part of the game. That's why this game will never be competitive, because good RNG for survivors, can make bad survivors survive easily, and good RNG for killers, can make bad killers win easily.
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I posted my own discussion about it, after trying out Hex Pentimento. Would be cool to get a Hex perk, that'll rekindle your destroyed totem, so you get the Hex perk back, that was bound to that totem.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2691302#Comment_2691302
You don't really need Hoarder.
You can get a pretty good sense of where the Box is by running Lethal Pursuer and snowball from that.
Lethal Pursuer only lasts for a few seconds. I don't see it benefiting him much. It's pretty decent on Huntress and Nemesis for some early game pressure. I use it when I play Nemesis, so I can get my tier 2 tentacle quickly.
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@Aurelle said:
Someone told me that Sloppy Butcher and Thanatophobia are overpowered perks.
Thana is such a crap perk. Idk why anybody uses it. All it does, is pretty much change the repair speed bar color.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2691225#Comment_2691225
In their defense,
Pinhead was very good when three things happened.
1.) You had Engineer's Fang.
2.) You had a full (or nearly full) slowdown build.
3.) You consistently got the Box.
With those three things, I do genuinely think he was better than Blight. However, one of those things has been nerfed, the other has been made significantly harder and one is unchanged.
I thought he was pretty bad in the PTB, and still bad now. He basically has to rely on Hoarder, and constantly go after, whoever grabs the box. His passive power is the only thing, he has going for him.
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@TheBigGopher said:
https://forum.deadbydaylight.com/en/discussion/comment/2691225#Comment_2691225
He's actually a worse clown.
I'd put him slightly better than Clown, because he's better at medium pallet loops. Clown is pretty bad, but his speed bottles with extended duration add ons are pretty fun. Just go zooming around for like 15 seconds. Wish it activated a lil quicker tho.
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Pinhead is basically Doc, but less effective.
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Killer perks
BBQ, Pop, and Devour Hope, only because getting that 5th stack is satisfying.
Survivor perks
Iron Will, WGLF, and I enjoy Autodidact a lot, even though it's not the best of perks.
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There's plenty of strong killers to play. Even mid tier killers are viable in the majority of matches. You admitted to not even playing Deathslinger. So you are essentially complaining, just to complain. The game, and meta changes constantly, and people adapt to the new changes. Survivors and killers receive both buffs and nerfs, as needed. It's not very often that new chapters, come out of ptb balanced. Sometimes the devs, do make some unnecessary changes, like the overheat mechanic on Billy, for example. But it is what it is.
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Seen somebody say Pinhead was a good killer lol
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2691028#Comment_2691028
You get infected as well, Nemesis benefits a lot from it.
One of the many reasons, he's the most Chad killer. You also get STBFL stacks when you hit a snowman, that a survivor hopped in. People are just complaining about the event, instead of learning how to play around the new mechanic, and using it to your advantage.
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As survivor, I only really run DH, because I don't feel like walking everywhere for SB, and the other exhaustion perks, are kinda garbage. As killer, I just run Pop for gen slowdown. Unless I'm playing Twins, because it's passive, and you'll spend most of your time playing as Victor anyways. Never really understood why people run full meta builds. It sounds so boring.
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All indoor maps are garbage unless you play stealth killers. But Nemesis is such a fun killer to play. Just DC if you get the map. Easy counter to RCPD.
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Huntress, or other ranged killers. Survivors are easy targets for them if they are just holding W, instead of breaking line of sight, and taking loops tightly.
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Usually end up with 10-12 hooks a match. I tend to play fair, because I could careless about my MMR. If I do end up having a bad match, I usually get at least enough for my BBQ stacks.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2691031#Comment_2691031
Unless they're using Iron Will. Worse, when the bug associated with Iron Will hits, and eliminates all sound.
That's why I said when sound wants to work. But that scenario is honestly no different than Iron Will and Lucky Break. Shadowstep is a strong Boon perk, but it's not strong enough to put the killer in an unwinnable state, like CoH is capable of.
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I'd like Deathslinger to have a rework. His power was a bad idea to begin with. Get rid of the harpoon on his gun, increase the time to fire from 0.5 seconds to 1.5 seconds, (half of Huntress' fully charged hatchets), and have him shoot actual bullets, that injure survivors, second bullet downs survivors. Since he has to reload after every shot, doesn't have unlimited range like Huntress, it wouldn't be too powerful, but put him in a much better state than he's in now.
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I don't agree. Footstep, breathing, and pain grunts sounds do work, well when they want to.
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That's why you play Nemesis, during this time. He can whip survivors inside the snowmen.
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Hag and Trickster are both pretty annoying to go against
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People really give a sh*t about their MMR for some reason
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Like everybody said, it's 4 in total. Tho they should really make basement hooks Scourge hooks also, if you are running one or both of the perks. Basement is kinda going out of your way as a killer, most of the time, at least make it worth the trip.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2585374#Comment_2585374
You do realized that the being red ranked meant nothing right? A good majority of people including the devs said rank didn't mean much outside of you played a lot.
Spirit: A killer isn't strong if you have to run an addon pairing every game and it's not even a brown or yellow addon pairing it's a purple.
Blight: I don't know about consistent but he definitely is strong no arguing that.
Twins: Twins is only good against solo Q. Against competent Swf's not so much.
Huntress: No argument here.
Oni: If you go against a good team then oni is really bad cause he never gets his power. You only get those games at the very top of MMR though.
Nemesis: Literally everyone says Nemesis isn't strong. Good? yes Strong? no. He isn't bad just not good enough to even compare to Oni or Blight, and even Huntress.
Trickster: I definitely do think that Trickster is underrated but he is not strong enough to be considered strong. Similar to Nemesis: Good yes, strong no.
Billy: I haven't seen a billy get more then 2 kills in a really long time outside of some streamers.
Wraith: No argument. He's ok.
Bubba: He is actually someone I think is good not ok.
Deathslinger: No argument. He sucks.
Clown: Only works at lower MMR.
Legion: Only works at lower MMR.
Pinhead: Interesting that you didn't mention they're franklin's, hoarder combo. Without the engineer fang and their franklin combo they're are indeed on the weaker side.
Survivors are humans yes, but they have a bunch of second chances. Unsafe unhook? BT. Getting Tunneled? DS. Getting Slugged? UB. Messed up in chase? DH.
Barely anything has changed about Spirit, she only has a directional audio while phasing, to give her some sort of counterplay, instead of it constantly being a guessing game. She still moves at 7.04m/s, while phasing, and plays exactly the same. The add on combo, that makes her stronger, increases her speed by 40%, and gives her killer instinct. As soon as you hear the killer instinct, you swing, because it'll automatically hit.
When it comes to Twins, you'll be in Victor the majority of the time. Even against SWFs, you'll continously slug, and prevent them from getting to full health.
The only way to prevent Oni from getting his power is dropping pallets early, which is a finite resource, except on Gideon's, not sure what they were thinking with that map. Once Oni gets a hit, he can snowball easily.
Nemesis isn't punished by survivors' resources, and can easily hit survivors through them. He's more strong than just good.
Trickster can throw knives quickly, and doesn't have to wait like other ranged killers. No matter how good the survivor is, they will not be able to dodge 30 something knives.
People who think Billy sucks now, were the ones that relied on his crutches, instant saw and crack Billy.
The only real thing Pinhead has going for him, is chainhunt. His main power is terrible, and the chains break far too easily. Sure Hoarder is a good perk on him. Franklin's can be replaced with something better.
Most killers are fully capable against playing against good survivors. All depends on how you play them. Clown and Legion aren't really the best when it comes to good survivors, but a lot of the time survivors underestimate the killer, not the player, and end up throwing the game.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2586245#Comment_2586245
We know 14sec bless is also benefit killer, but the mechanic is new, we're not so sure the balance.
Something like when Shadow step is up, it may lose Killer a chase and come with a hook. While CoH can almost instant heal if there is a team mate nearby.
Boon can be a real pain in Lery / Midwich / Game
It is a new mechanic, but it has potential to be troublesome. Is why I suggested a way to keep Boons as strong as they were, but have a drawback. After seeing how something like that goes, we can see if it becomes more balanced during gameplay. Guess I'm just different than a lot of the community, when I don't like nerfs, but rather drawbacks to certain strong perks. Like I never had an issue with old Ruin, nor old Undying. Now neither perk is nearly as good as they used to be, unless you have a crazy fast killer like Twins or Blight.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2586245#Comment_2586245
The killer may take 2 seconds to snuff the boon, but in the process they dropped pressure to walk up to the boon, snuff it, and then now need to spend more time finding a survivor to start chasing again. If a killer is dropping chase to snuff a boon, that can be a huge loss to them since now the chased survivor has time to make distance and even heal up and the rest of the survivors are still making process on gens.
Individual Survivor time is worth much less than the killers.
Personally I'd continue the chase, and wait to snuff the totem. Giving up pressure like that would be a terrible mistake on the killer's side.
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@C3Tooth said:
Just an idea pass by
- limited use by 1
- decrease blessing time
- increase range to back to 28
- boon now make less noise (as much as Hex)
Now it should be powerful, hard for killer to find but limited use as draw back.
The issue with that, is it takes 2 seconds to snuff a totem, compared to 16 seconds to cleanse. Hexes effect the entire map, Boons do not. Even decreasing the audio, it wouldn't be like they would be hard to find. The limited range, would let the killer know the totem is in that area. Anybody that uses whispers, understands how easy it is to find things in a small area. Like I've told multiple people, my solution does limit the usage of the totems, while also benefiting the killer.
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Plague is fine. She doesn't even get Corrupt purge, but one time, if nobody cleanses. Doc gets screwed by latency a lot, even with discipline add ons. Another problem with Doc, is people thinking impossible skill check build is actually good. He also loses bloodlust when using Shock Therapy. Which prevents you from doing window vaults, or dropping pallets for a whole 2.5 seconds. He attacks on the right side, dodge left. Neither killer is an issue.
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@Bardon said:
Just curious - you say that you don't consider ShadowStep OP. It's effectively giving the other three survivors infinite Lucky Break and Distortion for zero investment in either time or perk slots. So it's not OP to essentially make three out of four survivors have 6 perks? If the Boon Totem character also has Circle of Healing that's 2 free perks plus an infinite SelfCare/medkit and again the other three survivors have to invest zero time or effort, just enter the blue glowing zone.
That's one of my major issues with Boon Totems, they massively reward the other survivors for no cost whatsoever.
Killers have terrible FOV, scratch marks are very inconsistent, so killers have to rely on sounds a lot of the time. That's something Shadowstep can't prevent. It's a strong perk, but not OP. I addressed that they should have a downside, where the reward does come with a big risk, which would losing totems to use the Boons on, or having to deal with Hex Totems , since plenty of killers use them. Changes to strong perks, don't always have to be nerfs and make the perks useless. People want the meta to change, but when there's potential of it changing, everybody goes crying about nerfs.
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@Crowman said:
I don't see why there's an issue with killers snuffing out a boon totem means that totem can't be reblessed. Survivors would still have the option to bless another dull totem. Boon perks are still totem based and should be high risk/high reward perks. Right now the risk basically doesn't exist.
I added a risk to the perks, that also benefited the killer. If a survivor doesn't want to deal with Ruin/Undying, they are down 2 totems. If more totems are ran, like Devour Hope, there goes another totem. a complete Hex build, would leave only 1 dull totem standing. I don't run Hex perks much, because I just use Pop. But having Boons being able to disable the perk, and reward the survivor, makes them less appealing to run. Then it also only takes killers 2 seconds to stop a Boon, compared to the 16 seconds to cleanse a Hex. So should the killer have to waste more time to cleanse the Boon? That's a part of what I disagree with.
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I mean that's mainly Spine Chill gamers, the immersed Blendettes. On survivor side, being chased is the most fun part. I'll sit on a gen, until I can pretty much see the killer. But that could be just me, because I like the chase aspect over holding a button down all match.
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@Jplanas98 said:
Simplest solution I can think of is to make it automatically snuff out whenever the survivor who activated it gets hooked.
That's a reasonable suggestion for a simple fix. I do have an issue with being able to disable a killer's perk. Makes it no risk, high reward.