Steah
Steah
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Nemesis was and is still grossly over rated.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2301505#Comment_2301505
I'm not alone in that opinion about the cannibal. The problem is too many killer mains have gotten used to instant down killers that they don't know what a balanced killer feels like anymore.
A balanced killer sure as hell ain't Nemesis. He's a worse doctor.
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Eh, i tried it, it wasn't bad. But i would rather just play DBD on pc instead.
If i really want to play something on my phone i would just go for Identity V.
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"Refusing to accept the risks that comes with using Hexes."
Yeah asking for a survivor to not literally spawn on my totem makes me childish. 10/10 logic right there.
Didn't you suggest gutting Hag by disabling traps 16 m around hooks? Maybe you should accept that's her strength. Complaining about it makes you childish.
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@ShadowsVale said:
https://forum.deadbydaylight.com/en/discussion/comment/2300764#Comment_2300764
I'm trash at looping and find it boring as hell, however, looping IS important, regardless if you're solo q or SWF. IDK who told you a solo q being a good looper didn't matter, but they are an idiot.
I don't have quite as many issues with solo q as other people do, but I do have issues with bad teammates who have no idea ######### to do and do very irritating things like unhook me while killer is chasing them, and not having BT so the killer just knocks me back down immediately before I can do anything, and resulting in me being hooked again. I have considered the idea on if having not only Kindred as base kit but also BT. Not because of killers, but because of fellow survivors.
As far as perks go, I don't like the "meta" perks for the most part (Iron Will being the exception. That perk is SO useful). They just aren't fun or interesting to me. I prefer to run perks I enjoy, and even change up my build depending on what I'm trying to accomplish.
Trying to heal survivor health states? Empathy, Botany, Iron Will, For The People.
Trying to get safe unhooks? BT, Kindred, WGLF, We'll Make It.
Feel like trolling the killer a bit? Diversion, Red Herring, Head On, (and that perk that lets you fake a rushed locker). (I'm also considering changing Head On for Blast Mine on this one).
Exactly, i still want buffs to solo survivor, but it is nowhere near as bad as people exaggerate on here.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2300777#Comment_2300777
Wait what? How.. does that apply? It's an error in the game code, verifying or reinstalling won't do much, it's hard coded into it, so just a bug like the cosmetic issue. Verifying or reinstalling is like reinstalling the bug, it's still gonna be there
Just a suggestion simply because this is the only time ive heard of this issue happening to anyone. I've been playing a ton of Nemesis and i haven't had that issue once. Just want to make sure it's not a file issue is all.
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@Mikey4Hire said:
Just played a game as nemesis and brought add one for zombies movement speed and had no zombies spawn for the whole game, on top of that I brought an ebony and I didn’t get to use it since the option wouldn’t show up even though they were on death hook.
You might want to verify your game files or do a complete reinstall
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I remember that time when Otz said that victor should have a longer cooldown after landing a hit
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@ShadowsVale said:
https://forum.deadbydaylight.com/en/discussion/comment/2300511#Comment_2300511
I solo q all the time (as none of my friends like playing this game as much as I do) and my go to set up is Distortion, Iron Will, Bond, Detectives Hunch. That helps me survive quite a lot more than anything else I've worked with.
Yeah that's what i mean. There are a lot of perks that really help in solo play. But people avoid them, run Dead Hard, Unbreakable, Adrenaline, and Iron Will then complain. I get solo isn't as good as swf, but people don't adapt and then complain about how hard solo is.
When i play solo survivor i use Kindred, Lithe, We'll make it, and Borrowed time. A pretty reasonable build and I don't have anywhere near the problems some people on here say they have.
I had someone tell me that as a solo survivor looping as a skill doesn't actually matter at all.
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10/10 sound design on her tbh.
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That survivor glitch where it made all actions expect running have negative speed modifiers. A fast vault was slower than a slow vault and it took like 3 seconds to unhook someone.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2300607#Comment_2300607
Yeah, just use this item that has limited charges and you also need randomly find or be lucky enough to be using that match. Good counter /s
Not everyone is low enough to use stretched rez so for normal people we can't see you for most of the match.
If all a survivor does is mess with your traps all game then they are literally throwing away a pip or even a safety pip for the other 3.
I mean sure just ignore what i said and ######### instead. Why bother learning how to play vs killers, just stay on here and keep whining untill she gets gutted
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2300353#Comment_2300353
How do you harass hags running macros? Their is no response time involved and it's pretty much always a guaranteed insta-hit if you trigger their trap
Flashlight her traps, keep an eye on where she is trapping so you know where not to run, and start working on the gens she's trying to defend early. It is not a good thing to see a survivor early as a Hag. I need that time to set up my traps. I can't spend that time chasing them but i might have to especially if they see where my traps are and set them off while i'm trying to set up elsewhere. Plus even if it's a guaranteed hit, if i am trying to set up elsewhere, you set one trap off, i teleport and hit you, you run away. Now what. My web is broken, i got 1 hit which i can't capitalize on, and i'm not spending that valuable time setting up.
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Plague didn't even get the short end of the stick, clown is essentially unplayable.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2300489#Comment_2300489
A permanent instant down power paired with the right 4 perks will basically make cannibal unstoppable in my opinion. Maybe the best survivors out there can handle it, but most survivors aren't in that kind of skill level. The highest rank I've been is 4 and there are still a lot of situations with certain killers I really just don't know what to do but run for it.
You are not suppose to have the advantage in every situation. The game is a 4v1. I get that it might suck but the counter play is to not put yourself in that situation in the first place. You thinking "why bother" isn't justification for a nerf, you shouldn't have an advantage or an option in every situation, thinking you should is entitlement.
Plus it hasn't even been a year since Bubba got some love, and he is still B tier tops in most people eyes. Between this and the endless complaints lately about Wraith and Hag, it seems survivors want killers to all be weak.
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It's happening to every ranged killer except Trickster since the RE patch went live.
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@BabyCameron10 said:
It’s not that hard to fix. I have found that as a solo player, kindred has helped me and my teammates out a lot. I was wondering if they could make Kindred base kit, minus the killer aura reading and give the killer aura reading over to Camaraderie. See killers aura, and you instantly know that the person on hook has Camaraderie and you buy more time to make a save.
I don’t think I have seen anyone use Camaraderie except for Steve achievement and competitive play.
It's shocking how unwilling survivors are to adapt.
Kindred is basically a must run when solo que. It does wonders. But survivors want to run second chance perks and nothing else.
Look at when the Ruin/Undying meta was in full force. Small game and Detective's Hunch were in the game. Bring one of those and you can straight up delete two killer perks, leaving him with half a build. I saw those perks in less than 10 games during that time. Instead of adapting, the go to is to just complain untill it gets changed. Considering survivor's far out number killers, they are always going to listen to survivors instead of killers. Killers will get some love when the que times for survivors get too long.
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What license is Kate, Yun-Jin, and Elodie from?
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@BrokenSouI said:
I don't understand why folks don't focus on learning to counter killers. Instead of asking for nerfs.
Because survivor players fail to understand the game is a 4v1. They have the advantage in macro sense as they have the numbers, but then complain when a killer puts them in a situation where they have few to no options. At that point they think about it as a 1v1.
The real counter play to Hag is to not let her set up her web and hook someone in it. Instead of understanding that they want a way out of every situation.
If a situation exists where a survivor has no counter play, that is considered unfair.
If a situation exists where a killer has no counter play, then that is fine.
I've had people unironically tell me the counter play to Spine Chill as Ghost Face is to not use half of your power.
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@Yords said:
On average, somewhere from 40-60 seconds.
Combined with finding survivors and thr time it takes to hook them, that's 3 gens done
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@Troman said:
Overpowered SWF, weak soloQ, camping and tunneling and the only major balance issues left in the game. I wish DEVs would finally start fixing them.
Map design and spawns should be added to that list
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@Mister_xD said:
as a Killer, less than 30 seconds is favorable.
as a Survivor, pretty much anything above that while also not wasting too many ressources is.
so a good time for both sides should be right around that 30 second mark.
depending on how many ressources were used, more can also still be a decent time for both sides.
So 15 seconds per hit as a killer.
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@Jarol said:
Vera, I know it's annoying to have a witch in the game, it even sucks playing against her, but is there any way to nerf her? The use of traps in Shack is worse than insidious Bubba, they should give him a 16 meter range of a hook to set the traps. He takes all the fun out of a game and we must balance both sides to satisfy ourselves with blood points.
16 m dead zone for her traps would make her unplayable. Hag is suppose to be strong once you get someone hooked in your web. Getting someone there is the problem as she is the weakest killer in the game in chase.
The best advice is harass her early while she is setting up, avoid running into her web while she is chasing you, and if she chases someone out of her web, take that time to go set off her traps.
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So in practice? Nothing.
In theory the idea is you can have a small terror radius and use that to your advantage by switching targets mid chase and getting the jump on someone?
The only purpose for Furtive Chase is to get adept Ghost Face or to switch obsessions, but Nemesis (the perk) does a much better job of that then Furtive Chase.
I'd advise against using it
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That is one of the issues i have with people on the forums. While solo que is worse than swf, you cannot fix stupid players. You can have basekit kindred, a totem counter, a ping system, none of that will stop Claudette from self caring in the corner while mangled.
Bad team mates do not make the role or build you were using weak.
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@EldritchElise87 said:
As a killer if i dont get either a Hit or dropped pallet within 10 seconds of finding a survivor thats often far too slow.
You need 12 chases and games last between 4-6 mins. The math is there.
10 seconds is very demanding. You can buy more than that on a simple long wall jungle gym. In fact just holding w and running straight can buy you enough time.
@Callmehandsome said:
I think devs said in stream long time ago that their idea of average chase length is 30 seconds. But in reality catching good survivors can take much longer than that. That's why your first chase is the most important as it lays foundation how remaining of the game goes. If it takes you longer than 1 minute to catch first survivor it's 3 gens lost.
You also need to take into account finding the survivors, as well as the time to hook.
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@Dweet_Unfairfield said:
I want fun chases with the better player winning through skill and knowledge. Not one side guaranteed an advantage with 0 counterplay or skill input.
Oni, Billy, Bubba, All powerful but fun to vs.
Spirit, Slinger, Pphead = coin toss at every loop. Get zoned, die.
Fun > balance. Sweaty dbd is dbd at its worst
So how would you nerf those 3 in chase than? Isn't that where the killer is suppose to have the advantage?
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2298453#Comment_2298453
But midgame is when the game becomes easier usually, that is the trade off, losing 3 gens does not mean that you already lost.
That depends on the gen spread. If someone isn't dead by the time there is one gen left, that usually leads to a loss.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2298435#Comment_2298435
If they close the gap between solo and swf then i think one thing that would help fred is having blood come out of every gen when hes teleporting. Theres an add on that does this but it locks you into teleporting to that gen. Remove the lock and make it basekit. Not sure what else you could do, if anything.
I think some of the other killers are more interesting. Like how do you buff pig to deal with a 4 man good swf? Her traps would need to be ruthless and shed need some way of countering loops, maybe she can trap pallets and vaults? Not sure.
Make her crouch as fast as ghost face. Make her ambush dash way more threatening without addons, let her carry 8 traps and have traps arm on unhook instead of gen. That might put her in company with nurse and spirit.
@fr0sty1223 said:
The problem is if you make survivors stronger in the 4v1 it won’t matter as long as the gap between solo queue and swf is not closed. Solo queue needs a totem counter to be base kit and not locked behind a perk, they need a little notification next to a players portrait to when someone is being chased, and we need kindred without the killer aura reading to be base kit that way swf and solo queue are a lot more similar. You do these things then you can also buff weak killers as well because we can then actually see where every killers power level stands.
I am more than fone with buffing solo to narrow the gap. But there would need to be sweeping buffs to all killers outside the top 3.
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@OldHunterLight said:
Maybe this is me going out of my way, but did you watch Otz's 1v1 cowshed, first place wasted almost all resources and 2nd place still had half, the time difference was about 15 seconds iirc between 1st and 2nd place.
A chase for a killer should be fast as possible so more or less 1 to 1 1/2 min
90 seconds to dosn someone is the equivalent of taking 10 seconds to find a gen and complete it start to finish. That isn't even counting the time it takes for a killer to track and find a survivor or the additional time it takes to hook. If your first chase is a 90 second down, don't be surpised when you are 3 gens down with 1 hook.
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@smexxyhexxy said:
https://forum.deadbydaylight.com/en/discussion/comment/2297728#Comment_2297728
Tunnelling makes 4v1 turn to 3v1 pretty fast, though.
Thats why its an effective strategy. But its also one of the 3 deadly sins of the survivor handbook.
@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2298352#Comment_2298352
Any power you can use to stop looping the survivors call op. I had to explain to a purple rank swf the other day why clown isnt op. And thats the trade off. If a killer is good at 1v1 but weak at 4v1 then they are TYPICALLY low tier. The killers that are decent in both survivors think are op, the truth is killers NEED both.
Freds an example, if the survivor is asleep he can stop looping pretty quick. Plus his teleport gives him map control. Hes still loopable when awake though to a crazy degree.
Spirit is similar, she can use her power to end chases or get around the map.
Wraiths new speed allows him to get that first hit quickly and have better map control.
The weak killers are typically very weak in both areas. Like pigs traps can sometimes be great in the 4v1 cause they can stall the game, sometimes they do nothing, and her 1v1 is atrocious.
Honestly imo Freddy is pretty balanced in red ranks, hes not quite strong enough to compete against REALLY good swfs. And I think more killers need ways to get around the map like he can. But hes beatable like every otger killer by simply splitting gens and dropping pallets early.
I dont think spirit is op
If and when the gap between solos and swf is reduced, what should be done about the really good swfs. Should Freddy get buffed or is it acceptable to be doomed to be fighting a losing battle?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2298365#Comment_2298365
Doesn´t matter how fast you are.
Mathematically, you won´t be able to do a nice, fair, 12 hook match without tunneling, against good survivors.
You can do it against mediocre survivors. That take time to heal and are not constantly glued to gens. But you won´t be able to pull this off against good survivors. Even streamers struggle with 3 or 4 hooks by the time the gates are powered, when they are bound to the so called survivor rules.
Best you can do is ignore those rules and play as you wish.
Seems survivors don't want the killers to have a chance.
They complain about the 3 deadly sins of tunneling, camping and slugging, but they don't want gen times higher because holding m1 is boring, but also killers that are oppressive in chase such as spirit need to be nerfed.
One of these things needs to change.
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Well look at the most recent killers.
Blight was mid tier at best in release. However he has been buffed and had bug fixes every patch. So now he is s tier.
Twins were a glitchy mess and there power seemed bad in release. Once people started realizing what you can do with slugging, hook camping, and body blocking with Charlotte, they figured out the potential they had.
Trickster sucked on release and still sucks.
Nemesis also sucks. 3 hits, 2 speed boosts to get a power that shuts down loops. Zombies that can sometimes help at loops if youre lucky but mostly serve as tracking. He's a ######### version of Doctor.
A lot of it does come down to hivemind as well as appealing to authority. Just because a streamer says something doesn't mean it's true.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2298319#Comment_2298319
It highly depends on a lot of factors:
- Survivors completed all gens at the other end of the map, leaving you a area with 3 or 4 gens very close to each other and a survivor running there? Chase him, even if it takes minutes. But don´t forget to keep an eye for the gens that are nearby.
- You play Trapper and placed all your traps in that area? Go chase, as the survivor will step into a trap (or another one who just is cocky)
- You play Doctor, have full stacks of lullaby and the totem is well hidden? Go chase, because there won´t be many gens that get done during that time.
- You identified the survivor you are chasing as the weak link? Finish him!
- Survivor is trying to get your attention by flashlight clicking? Especially when you are chasing the weak link? Ignore him!
There are many more factors to keep in mind, you´ll learn them in time.
I mean I've been playing for a while now and understand the concepts. But with all the complaints I see about tunneling, camping and slugging. I've been experimenting some matches by trying to rotate hooks without anyone of the grave sins just mentioned. Hell if the survivors are being somewhat efficient on gens, I have found that I simply don't have time even if all they do is hold w and run straight. That's why I want to see what people think the sweet spot is for a chase. Because I have a feeling that what most people consider to a reasonable time for a chase is actually wayyyy to long for the killer if the other survivors are actually doing gens.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2298310#Comment_2298310
I think pig is MEANT to be better at the 4v1 given her traps, its to bad their weak. But she needs something to help her in a 1v1. Ambush attack only helps against noobs.
Almost any other killer would have been able to use their power in some way. Almost.
Pig is probably the second worst killer in a chase. I think she beats out hag. But even then is that reasonable? I mean the pig was going for mind games. Not even just holding w plus the survivor wasn't even milking as much time out of the first pallets as possible.
I know survivors hate facing spirit because of how devastating she is in chase. I guess my question then becomes wheres the sweet spot. Pig is obviously too weak in chase. Spirit is considered too strong.
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@lemonsway said:
Chase time is irrelevant in a 4v1. You can't down multiple survivors at the same time, except if you're Oni, someone will always be free and safe to do gens. With 3 hooks to kill someone it's really hard to get 12 hooks and keep gens, unless Survivors are complete potatoes.
I had a match last night as Ghostface on Hawkins where i got 9 hooks, 7 Marked Downs and 2 quick downs thanks to I'm All Ears, all short chases. I lost all the gens anyway because there was always someone free to do gens. Granted i was trying Adept so i only had Thrilling Tremors for Gen defense but i was getting Marks and downs fast and it didn't matter. Meaning Chase time doesn't matter at all, against good players even short chases are punished, against bad players even long chases are fine. Survivor efficiency trumps everything a killer can do.
I know the pain. Lately I've been keeping track of chase times. As well as how long it takes me to track and hook survivors.
I had a game as wraith where all gens got done even though my average chase time was 23 seconds. Not to hit them, but to down them. With BBQ I was in a new chase at 10 seconds tops. Nothing to speed up hooking though. Ruin and Undying to slow gems down though. All of these stats and it still game down to the end game collapse.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2298288#Comment_2298288
Some areas are safe zones. If you chase a good runner there, then you´ll lose the game. So its better to drop the chase.
Sometimes all the injured survivors go to that area, because they know you will break the chase. So that will turn into a slow and boring game. Now you decide if you want to keep it that way and maybe win, or if you want to go for that down and lose the gens that are left.
There's a price to be paid when dropping chase with no hit or pallets. Especially because find and chase another survivor is easier said than done.
I just want to see what should be the expected chase time when a survivor and killer are equal skill. Considering the extra time it takes to track and hook survivors, even taking 20 seconds for a hit seems like its too nich time. If it's 20 seconds per hit on a survivor and it takes 20 seconds to walk over and find someone. As well as 5 seconds to hook. That is 3 gens done if all 3 survivors spawn on separate gens.
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@Edgars_Raven said:
This is an interesting video. Sweh is able to run this pig for almost 10 minutes. At one point he even says that this is literally broken, if you watch it closely the pig makes a couple of small mistakes but not bad enough that it should take 10 minutes. No survivor should ever be this strong in a 1v1. Start watching at 5:30
I dont know how they fix that, but its really gross
Its even better when you consider
1. He had no perks. So no exhaustion perk.
2. He didn't even loop the beginning pallets at all.
3. After getting hit he still beat pig to hatch on the other side of the map.
With a set up like that it's comical to say the pig had the advantage in the 1v1 that game. If that wasn't a troll game that pig had no chance assuming the other survivors could loop at an average level.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2298128#Comment_2298128
Good killer can not waste so much time on a survivor. He'll go and find another target in worse position and chase good survivor on a jungle jym later, when 1-2 of his teammates are dead
You can always try and do that. But it isn't always an option to drop chase to go looking for a survivor. You can have a rough guess where survivors are a lot of the time bit of you guess wrong you lose.
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I'm trying to figure out what a good average time is. Considering the amount of times survivor spawn apart from each on separate gens. Not even taking into account finding survivors or the time it takes to carry them to a hook. If you factor all that in 15 seconds might be all the time you realistically have to be landing hits if you want to rotate hooks against efficient survivors
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2297959#Comment_2297959
Yeah this.
But i have just one except: The Game. I can make chases longer in this map. Because survivors wasting all good pallets so fast and giving me good dead zone. So first chase can longer than 60 seconds. But after that, survivors will have dead zone and they will down faster.
@landromat said:
15s to get a hit or a pallet. Otherwise leave the chase
So hitting bloodlust means it's a losing chase? Seems a bit extreme considering how much time you can milk out of a single jungle gym as a survivor
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2297824#Comment_2297824
Yes. I think that the Solo Q and SWF are totally different games. Solo Q Survivors just can´t handle a spirit on public games, and a good premade can handle her, but it won´t be ez at all.
The balance of the game should start with giving the solo Q the chance to exchange information and be able to play like a team (improve the 4 vs 1), approaching to the SWF. This process wouldn´t affect to SWF as they will keep on voice communication.
And once you have buffed the solo Q (actually is horrible experience), it´s the time when u can buff or nerf certain killers. The only killer I think needs a nerf is spirit. She is perfect on 1vs1 and 4 vs 1, no matters the map (on difference with nurse, that is very good on open maps but sucks at maps like doctor´s for example).
But said that, any killer can work vs Solo Q nowadays. So in my oppinion, buff solo q, and then buff the weaker killers like clown, plague, trapper, etc,
I wouldn't argue Spirit is perfect or even has the best 4v1 game. She has a damn good one but i don't think anyone can beat Hag's 4v1 once she's set up.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2297784#Comment_2297784
Majority of killers have a little bit? The clown who is considered the worst killer by many has very good chase potential. The plague? Deathslinger? All of them are good but lack map pressure. Nurse and spirit are broken, that’s why they have good chases and map pressure.
I worded that poorly. I meant that most killers are very strong in one area and then have something to help them out with the other aspect.Doctor is a good example. His strength is in chase, shutting down loops and pallets with static blast. He then has Shock Therapy tracking, madness tracking, and madness slowdown to help in the 4v1 aspect. Not very strong by themselves but certainly helpful.Very few killers have all in one category and nothing in the other. The best killers excel in both areas.
@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2297836#Comment_2297836
Hard to say. As you said in a previous post, a devastating 1 vs 1 killer that finishes pursuits very fast, shouldn´t be so good in 4 vs 1 to compensate. Pyramid head could fit in this description.
On the contrary, we have wraith. He can move very fast along the map, but he can struggle finishing a chase on loopable maps.
One thing I don´t like about the "competitive" part of DBD, is that you always see the same killers: spirit, nurse, blight. Map pressure and good 1 vs 1 killers. And if they can´t repeat killers, you will also see Huntress, Freddy, Onis and a few more.
@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2297836#Comment_2297836
You cannot balance like that. If you balance the game for 1 min chase each clown will still lose and spirit and nurse will always win
@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2297836#Comment_2297836
Well this is based on top level play, obviously at that point you can slow down gens or do whatever you want to slow down the game but objectively killers like Pyramid Head counter pallets and windows and if he is good enough he can stop basically any chase with 2 easy hits. I'd definitely want chases to last longer than 15 seconds and if they do last longer than that they can nerf gens. This current balance doesn't work for anybody because the average kill rate is too high but objectively survivors are stronger.
A very hard question, i'll probably make a thread on it. But part of the reason why Nurse and Spirit are top tier is they are very strong in both categories. When you have a killer that lacks map control, chases shouldn't be expected to last too long as long as everyone is the same skill level. If you can still buy a lot of time vs a killer in the 1v1 when that is suppose to be the killers strong suit, then what's the point of the killer.
I get that it probably isn't fun to sit there and hold M1 on gens and then get insta downed in a chase, but it also fun to be a killer that has next to zero map control and then have gens fly because one chase went too long because the survivor had an amazing set up.
I personally wish they would play more into the altruism aspect of the game. I have never complained about flashbangs, pallet saves, flash light saves, sabos, or body blocking. They can be incredibly frustrating at the time but that is suppose to be the survivors advantage. They use their numbers against me and win.
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Once they fix the maps. Maybe keep Bloodlust 1 at the start to test and see how things are.
With how maps are now? Absolutely not
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If you are playing vs competent survivors and you aren't a high tier killing, you're probably going to have rely on 1 of 3 "scummy" tactics to win.
Tunneling
Camping
Slugging.
If the survivors you are going against are doing gens and can last even the bare minimum of what would be considered a decent chase, then you simply don't have the time to 12 hook people while rotating hooks.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2297812#Comment_2297812
Well you'll have a chase for 15 seconds. I would think most people think that countering the only defenses a survivor has is not healthy for the game.
What do you think is a reasonable time for a chase than? A time that is sorta in the middle between the killer and the survivor winning
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@Artemisha said:
For the majority of survivors that play on Solo Q, we don´t really feel the game like a 4 vs 1. It´s more like 1, 1, 1, 1 vs 1. If you what I mean.
Solo Q don´t have communication like SWF.
There are many times where your teammates don´t come in time for a rescue and u die on hook. Or they come with the killer behind and farm you. Or 2 survivors stop gens to come to rescue.
I also remember one game where i discovered the hex: ruin. And killer knew it. He tunneled me hard for that reason. And I couldn´t even tell my teammates where the totem was.
The point is that although the game is survisided on private SWF and only some killers like spirit, nurse or blight can handle a good premade; in public Solo Q games killer have a big advantage over survivors.
And in reply to your question, I´d really like to improve the 4 vs 1 situation giving the solo Q players the chance to exchange information and play like a team. This sistem is present in the majority of the games nowadays. And a command communication system it´s very neccessary. "Come to rescue", "Totem here", " repair that gen (pointing on a radar)...
You may feel like it's a 1v1v1v1v1, but it still is a 4v1. I agree with giving solo's ways to exchange info to help narrow the gap between solo and swf. But what is the end goal than. If you want survivors to have the advantage in the 4v1, then killers need to be pretty devastating in the 1v1.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2297786#Comment_2297786
Not if they make killers that completely counter windows and pallets like Pyramid Head, Nurse, and Spirit, then you'll be on a hook the whole game.
So killers can't be very strong in the 1v1?
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@Kyxlect said:
I'm not a Trickster main but I do tend to play Killers when I want their teachables. I played Trickster up to Level 12. Right now, I think the strategy is mainly being an M1 Killer because his knives are crap. It takes too long to injure someone when you could've just done it with your main weapon faster. Rapid Fire Knife throwing is only really beneficial if the Survivor is close because the accuracy on that crap is horrendous at range but again, why use that instead of your main weapon..?
With my current experience, which isn't much, I'd say the strategy is to only throw a single knife at a distance whenever possible as it's accurate. Just build up the meter. If a Survivor is at a loop you can quickly pull out the blades and throw a single one at them as soon as they're visible then put them away and start chasing again going for the M1. If the Survivor is going to vault a window or sitting at a pallet use the Rapid Fire.
You need to choose the proper times to use those blades. You could imagine him as being a worse Huntress, which he is, but take what you know about Huntress, if you hit someone with a hatchet you can put it away and reactivate the chase faster. Same with Trickster, knife injure someone, put the knives away and give chase.
I feel like a good buff for Trickster would be to lower the amount of knife hits he needs to injure someone. It's a grueling eight hits right now. Maybe lower it down to five or six and see if that's better. Shouldn't take so long to down a Survivor when it's supposed to be his main power in my opinion and in comparison to other ranged Killer's.
He's 110 Movement speed. Being m1 is suicide
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@aroell said:
Do killers want good chase potential or good map pressure? You can’t have it both ways.
Yeah and the majority of killer's either have none in one category or have a little bit. The only ones that have a strong amount in both are now Nurse and Spirit. Unless you can think of another killer with STRONG map control and chase potential.
@gendoss said:
1v1 is way more fun and is the actual interactive part of dbd.
Nobody wants to be sitting on gens the whole game especially when there are killers with little to no counterplay.
So you want survivors to be strong in the 1v1?