AChaoticKiller
AChaoticKiller
About
- Username
- AChaoticKiller
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
i haven't played too much survivor as i have been playing the new killer but in regards to survivors vs victor they are hot trash rn.
so many chances to crush victor all wasted, so many times they could keep him on in a chase but take him off and then they get hit from the stun, so many unaware that keeping victor on you is better than taking him off.
-
just leave through the gate and do bones later
-
@slim0b said:
demo's so inconvenient and weak that almost no one plays him. Def my fav killer to versus but other killers have his ability but much more powerful it feels restricting.
patch messed up oni even more
demo is only weak if he is missing shreds, a good demo that barely misses, properly zones, and pre pounces to locations to cut you off is very threatening. the portals are mediocre but useful enough especially if gens get split too far apart so he has the same map presence as if gens are closer together.
even if you play safe he shreds through pallets unless your taking the hits and creates dead zones pretty fast. he is better than or equal to billy in creating dead zones so if the match goes on too long he will end chases pretty fast.
but if the demo isn't doing all of that and is missing even half his shreds yeah he isn't very good.
-
jokes on you all my other killers are p3 and i'm already prepared to regret doing this
-
@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1788307#Comment_1788307
Couldnt be bothered to rewrite this so this is what i wrote on another forum page:
- (If the killer has half a brain they won't allow a survivor to do that. That's like saying obstacles like those prevent billies and bubbas from getting downs.
- You know he can hit ppl in lockers right? That's not stopping him anyday now
- Good twin players will either use him to go for injured ppl or go and down them if they keep hold of him. You also know that if someone has him on them they are out of play in that match for the next 45 seconds right? I more often leave him on ppl rather than recall him because I know that I don't have to worry about what that survivor could be doing and only have to manage 3 others, especially when one of those may be on the ground or hooked. Talk to me once you've spent almost a minute out of play in a game unable to do anything and see if you enjoy it.
- You shouldn't be running crossmap with victor. If you know a survivor is on a gen, get closer to the gen maybe 30 metres, swap to victor for no terror radious, hit the survivor with victor then swap to charlotte and its a pretty easy down.
- That's on you if you miss someone, either you were outplayed or you messed up. Look at the room for improvement.
- Just walk off if you land on terrain? Do you know how busted that would be if he could just climb on top of things and loops? Then you couldn't destroy him at all.
If you think the twins or victor himself are weak, then come 1v1 me with victor and see if you can last more than 20 seconds without being hit by him.
There are so many other strengths and insane points about the twins which I could go into as well. The fact that Victor is a 150%, stealth demogorgon with a lunge that can go over pallets and windows, double the length of his and with an insanely large hitbox bigger than huntress's hatchets. Then theres the ability to camp hooks, slugs and gens with eachother. If you put Victor next to a slug or a gen or a hook, then the survivors can literally not go to those things without the killer spotting them and them taking a hit. Can you imagine the strength if you had sloppy, everyone was injured and victor was near a hook or slug? You literally would not be able to save them. Also victor has great map pressure having no terror radious and a base 150% movement speed.
Stop focusing so hard on their weaknesses, which every killer has and must have btw, and look at their strengths, achknowledge them and play to that ability. )
didn't know that about lockers but it will change within a week so whatever. Also being a total m1 killer for the same duration as a survivor not doing anything isn't equal the survivors have the advantage when the killer has nothing up their sleeve in a chase. Also as said i HIGHLY doubt you are not missing any pounces it's like demo shred your right but by saying that you acknowledge it is dodgeable unless your on top of them and like it or not survivors can still use objects it doesn't matter how good you are don't be unreasonable they will waste your time by running between them/around them. As for focusing on their strengths i know them but the amount of counter play outdoes their strength. also never mentioned terrain i thought that was obvious that you could just walk off i was simply saying how easy it is to crush victor.
I just copied pasted this list but Im going to keep updating it and then post it after a week but this is what i have so far.
- Prioritizing healing your team, victor isn’t very threatening when all he can do is put a survivor in an injured state with oblivious. If you keep up with healing he can’t apply pressure well and when they switch to Charlotte the killer has to go all the way to your location to continue the chase.
- Don’t take off victor instead get away from where you got hit and your team and go do saves if someone is hooked. Keep your eyes open and avoid the direction victor came from as Charlotte probably will come from there. Without victor she has no power for at least 50 seconds.
- Stick together in pairs especially if a survivor is injured, if victor misses a pounce or downs the injured survivor make sure to crush him as he is stunned then heal the survivor. Taking a hit for the injured survivor is an option but it’s better to let them get downed if you have a healing perk active and can pick them up before the killer reaches you. Wglf is a god tier perk at this.
- Use lockers even when victor can hold you in lockers unless charlotte is near you can’t be punished for it. This simply puts a stick in the killer's pressure and Charlotte has to go all the way to you and gets a hit/down/ or grab which is better then getting downed by victor then him going over to latch onto another survivor. (after hotfix)
- Get good at crushing victor if victor misses a pounce from a distance toward you you can easily crush him. If victor misses from a short range/ on top of you don’t go for him unless he hits an object and is close enough to crush him.
- Don’t be afraid to do a gen charlotte on when she is controlling victor, just pay attention to her and when she is being controlled run. You will gain plenty of distance due to her long slow down even with addons to speed up her recovery. Also if you are near and Charlotte is switched to you can run and crush victor before she can switch back if you are close enough.
- If Charlotte blocks a pallet, if she can be stunned, consider doing it. it will force her out of her power but only do it if you're injured and at risk of getting downed. If you get hit by victor and you are healthy just run and gain as much distance as possible. Don’t bother taking off victor it will stun you and isn’t necessary since you can still use vaults/pallets.
- If the killer camps, saves are still possible to pull off unless it is in the basement. The twins are good at this if you let victor have the power to do so, keep yourself healthy, don’t take off victor, let your team do gens. There is no winning unless victor is camping the survivor but if charlotte is camping you can make it so they either commit to the camp or leave since you're holding onto victor. This alone doesn’t make them good, not at all in fact, simply staying away from the basement is enough to take away that power. It's the same situation as hag doing it since she basically does the same thing with her power.
No other killer is like this and whether you agree or not using the power is a time loss if you just injuring a survivor or even downing them, good killers do it in the same amount of time and potentially faster, even if you do down a survivor with victor you have to add the time it takes to get to them with charlotte which is no different than lasting just as long in a chase against a normal killer.
-
@Withered8 said:
Victor is actually insane and i don't know how more people don't see it. He's a demogorgon with a pounce double the range, the ability to go over pallets and windows and low obstacles, 150% movement speed, no terror radious and practically a stealth hunter AND an insanely large hitbox.
I think the only way to balacne him is nerf his movement speed. Currently if your at a pallet as survivor, you drop it you get hit over it, you don't drop it you don't have enough time to make it around cause he rushes you at 150%.
Once you get the hang of it, it's not hard to end even the best survivors career and absolutely annialate them as Victor. Nothing stops you.
assuming they are injured, if a team keeps up with healing and doesn't take victor off you barely can do anything with him. also unless your slugging simply using him to down survivors and then switch to charlotte is a big time loss compared to other killers so you have to down them near charlotte.
also survivors are barely using lockers once they start doing that more even after you can hold them in it will put a stop to your pressure especially if you can't punish them if they get out of the locker.
-
@apathyinc said:
Bugs aside I think the twins are fine. And when people figure out good strategies with them they will seem even stronger.
I disagree with that, i played a good ten games at least as the twins and while i won the majority of them it was simply because survivors don't know when they can crush victor or how to properly play against the twins. I went against a few teams that knew what they were doing and kept up on healing and even didn't bother to take off victor and it made using victor almost always a time loss besides a few times i followed up with a down with him.
Once survivors get used to victor and figure out how to play against him the twins will become way weaker, the pounce is very simple and there isn't much else to it other than poncing over some objects and that isn't good enough as a skill to make them good. All twin players can really improve on is being more accurate/predict better for pouncing and know when to use the power. there simply isn't much else to learn.
-
@DoctorMadness said:
https://forum.deadbydaylight.com/en/discussion/comment/1787150#Comment_1787150
Thats terrible map design and how is it fair for survivors if their in a dead zone because a gen spawns their and they go down because the only pallet near them is like 40 meters away
the trade off is having to take longer to patrol gens, how is it fair that the killer has to deal with that and good pallets? that was what old ormond was and it was survivor favoured AF. also there are still pallets within distances to gens and you can run early if you spot the killer don't act like pallets are the only thing important in map design.
-
not good combo ruin is a better pick simply because oppression has a god forsaken 80 second cooldown and there it's up to chance for you if that survivor fails the skill check.
-
@Steel_Eyed said:
Haven’t been seeing it. These counters.
because the killer just came out and i actually have gone against a few survivors who understand this killer's weakness they could waste enough time and knew to hold onto the power making it extremely inefficient to use victor and im not just talking about the locker counter.
just give it a few weeks and everyone will know how to play against them.
-
BARELY ANYONE knows when they can crush victor and almost no one is holding him until he gets recalled.
Once people start doing those 2 things alone tell me he's not horribly designed.
-
@Zesty said:
https://forum.deadbydaylight.com/en/discussion/comment/1787018#Comment_1787018
YESSSS you tell him :) Twins main for lifeeee
and @DaKnight
even if you don't miss your pounces if the survivors stay on top of healing and don't take victor off what are you going to do?
you have to follow up with a down from whatever location you switched to victor and play as m1 killer without a power for 51 seconds even if you down the survivor that has victor you didn't do it quickly like a normal killer would.
sure you can pressure survivors across the map but if they keep using objects and being unpredictable because victor is dodgeable they can crush him if you miss and if you wait to get on top of them you're still taking a long time for a simple hit and that's assuming a healthy survivor isn't going to take the hit which may get you little to no pressure.
people will do good/ok with the twins now but their strengths are clear and the counterplay and options survivors have are stronger especially when the killers power itself is already a time waste and one that may lead to no benefit if victor gets crushed. Also its unrealistic that your never going to miss a pounce like super unrealistic especially against good survivors being unpredictable and using objects to prevent getting hit. even if you are taking at least 15 seconds so you never miss with victor it's still uneffective.
If you want i can debate and point out the flaws of this killer against what WILL become common counter play along with why their power as a whole is a time waste when compared to other killers. this killer isn't viable and you can't use the argument of perfect play because by that logic ALL killers are amazing and can be used against good survivors and we know that is not the case.
-
@DaKnight said:
https://us.v-cdn.net/6030815/uploads/4EBA2UAOQ7UJ/capture-png.png
Been rolling over people with this killer all day. The best combo I have noticed is extra speed + faster pounce charge.
Super strong killer. Victor cannot be avoided, anywhere. Any injured survivor is a down. Any health survivor is injured.
just wait a few days i also won a lot of games and you know why?
because survivors don't know when they can crush victor, without his recovery addons he can be crushed from any distance from a survivor if you miss a pounce let alone if you miss while pouncing at them from a distance. if they also keep up with being healed victor becomes very underwhelming especially if they don't take him off.
Literally the only games i won was because the survivors were not used to this killer, a few notable survivors that destroyed me almost always crushed victor on a missed pounce and didn't take victor off i had to either down them or recall victor. they also were really good at being unpredictable and used objects/LOS breakers to prevent getting hit by victor.
your not winning against these teams. You know it, i know it.
edit: also they used lockers, do i need to say more?
-
big maps don't need tons of pallets especially not good ones, they changed tiles and such for ormond and now it's way more balanced. I think it is perfectly fine as it is now.
as for autohaven it's whatever, they added a total of 1 maybe 2 breakable wall to the map main buildings and if people complain about that it's kinda pathetic especially when you can just go there and deal with them in 10 seconds and some of them are actually better for the killer.
-
after a solid 30 seconds of trying with the occasional miss that can't be followed up with a crush
-
yeah no, with all the things you can do against them she is bad even in good hands.
you go into a locker even after the hotfix and it will shut down her pressure.
your team focuses on keeping everyone healthy victor can barely do anything.
your team knows how to crush victor and can react to his mess ups killer wasted her time.
your team has healthy players take victor hits she basically got a m1 across the map but can't follow up on it.
your team doesn't take victor off she lost her power for a long time.
charlotte blocks a loop stun her and force her out of her power.
-
Hag
- counters loops
- slaps n claps
- Has a well balanced diet
-
there will be a hotfix that will introduce the main changes i believe, at least when it hits victor can keep surviviors in lockers.
-
i have found that that's what they are best at, camping hooks and downed survivors as you chase another is the best way to play them.
it's still not a good way to play and if the survivors keep healing it's pretty hard to put on pressure by doing this unless you let victor camp as you chase other survivors.
they are still weak AF and the only hook they can reasonably camp is basement since you can't be on top of any other hook to control victor.
-
what's with all the hate? i'll make a list!
- Horrible killer literally the weakest one to date across any instance of any killer even ptb spirit.
- tons of bugs with the killer, perks, bugs from ptb.
- are event is a f'ing login reward month with the bp days barely giving anything.
- The twins got a total of 1 buff everything else are basically fixes
- This killer isn't fun to play as against good survivors or ones who go into lockers simply put if the survivors know what they are doing you will struggle to get good use out of victor which isn't fun.
- having victor on you wasn't a threat in the ptb and still isn't!
-
"the killer is good"
I think this is the most hilarious post yet!
-
would give the devs more info on them and if the killer is actually fun or good it will affect how many people buy them.
Of course that's assuming the killer is fun and/or good im sure if they started off with the twins they wouldn't get as many sales as they would have liked because you know... the new killer still sucks and is bugged as hell.
-
you can just figure out when to stop recovering, just stop a little before 50% and you can still achieve its effect just less consistently.
-
@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1785039#Comment_1785039
Remember it’s only day 1 they could be buffed to ######### like they did with Spirit cause she was ######### at first but then 2 patches later she became the 2nd best killer in the game. IMO I think the Twins will be buffed very hard these next few patches.
based on their first wave of fixes disguised as buffs i have little hope that anything they do to this killer will make them that good.
simply the way they work prevents them from being that good as you lose time controlling victor and switching to charlotte to get survivors, unless some insanely good buff happens they won't move from being one of the weakest killers.
-
@Chilli_man2400 said:
You do realize she just came out. changes can still be made they said these numbers could change. Remember Billy’s awful addons they were buffed a week later if we all say to decrease the time speak up they can change it and make it even better
it doesn't take a genius to see how changes will affect something. the twins are weak and all 45 seconds recall did was make it so instead of losing your power for the rest of the game you lose it for over half a minute which is still ridiculous.
they didn't even make victor being on your threatening you just have your aura revealed when victor can be recalled and at that point why would you go for that survivor with charlotte when they are probably far from you and in a chase they will take victor off before 45 seconds pass. this killer is a joke at this point.
edit: actually isn't it 51 seconds since it takes victor 6 seconds to regenerate? you legit lose your power for almost a minute XD
-
i like it when they bm, it means they lost distance they otherwise would have gained if they just ran right away, especially after they stun me it pretty much negates the stun.
If they FL spam they are wasting their own time, better than them being on a gen. If you go after them they also don't have as much distance then if they ran right away.
toxic behaviour gives the killer an advantage just let them do it they aren't playing optimal and it doesn't affect how well your doing other then if you lose your cool easily and start messing up but that's on you then.
-
if you really want them get them with shards
this killer isn't worth money unless some massive changes have been made to what they said they will change on them.
-
@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1784778#Comment_1784778
upset? about the fear of them being weak or the problem with kicking a child?
Personally I do think they could have animated/story boarded the kick better, imo the kick should make Victor go up in smoke, like you never hit him and no "urrgggg im dead" sound effect, and I feel the survivor should suffer something for doing that, maybe blindness for 15 seconds or so.
if it applied an effect it should be oblivious
like when was the last time you actually got impacted by the terrifying effect of blindness cause i can't recall a single time it has impacted any of my games.
-
playing too much killer that i burn out.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1784183#Comment_1784183
Disagree. Freddy was run n gun. It was impossible to gen rush a Freddy that was keeping tabs on who woke up, and immediately prioritise putting them back to sleep again.
Seriously. I held my own consistently in red ranks with old Freddy. If he was being gen rushed, he was being used completely wrong.
yeah i did the same but cmon he wasn't good, he only won by making games last too long.
edit: like literally any killer wins if a game goes on too long simply because the survivors have too few options available.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1783910#Comment_1783910
He was incredibly strong when used CORRECTLY. So few used him CORRECTLY. Waiting till being right on top of a survivor to use Dream Demon, even though it is a ranged power was just dumber than dumb.
he was strong because you could make the game last long enough to where there was nowhere safe within distance a survivor could go. however if you versed gen rushers who properly split gens you had no chance of winning with the perks at the time.
he had nothing to help land a hit in a chase at best he could maybe hit a survivor when they fell asleep but good survivors with headsets could still avoid that with pallets or decent vaults.
Even the "good" freddys that mindgamed with the dream transition couldn't pull it off constantly against good survivors who got to pallets/vaults it was literally just a weaker version of wraith even at that time when wraith didn't get a speed boost. the only thing that made him better was the natural slow down.
-
like this
@AChaoticKiller said:
Hatch mechanic changes
Hatch now takes 12 seconds to unlock with the dull key and skeleton key, when unlocking the hatch all players will hear it within 32 meters as a directional constant audio. The killer can grab a survivor unlocking the hatch and progress on unlocking the hatch does not save. The player that unlocks the hatch will not immediately escape through the hatch. Progress on opening the hatch does not affect keys however successfully opening the hatch will consume it.
New key mechanic
All keys can now quickly open chests at the cost of 10 seconds of use from the key, this animation takes 2 seconds.
Key changes
- Broken key is replaced with unique key, the unique key has a different look then the dull or skeleton key.
- A deactivated key cannot open black locks.
unique key: A small key crafted to unlock a specific type of lock, vibrating with power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.
- 20 seconds of use
- can be used to quickly open chests
Dull key: A dull key that once held great power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.
- 20 seconds of use
- can be used to quickly open chests at the cost of the keys power.
- Can be used to open black locks and is consumed when successful.
- Deactivates upon getting interrupted or stopping the progress on opening the black lock.
Skeleton key: A tarnished and crooked key, vibrating with ominous power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.
- 30 seconds of use.
- can be used to quickly open a chest at the cost of the keys power.
- Can be used to open black locks and is consumed when successful.
Addons
The following addons are unchanged; Weaved ring, milky glass, gold token, prayer beads, prayer rope, erode token.
ultra rare addons;
Ominous Locket: a small locket with a faded picture of someone's family, written in blood are the words "I'll make it back, no matter what" across the picture. The powerful feelings in it become your own when opening a black lock.
- Decreases the time it takes to open a black lock by 4 seconds
- when you start unlocking a black lock the killer is alerted to your location
- You cannot stop the unlock interaction unless interrupted by the killer.
- Once the black lock is opened you escape through the hatch.
Very rare addons;
Blood amber:
- Reveals the killers aura when within a 32 meter range
- reduces key usage by 10 seconds.
Unique wedding ring:
- reveals the obsessions aura to all survivors.
- Decreases your chance to be the obsession.
- Stacks.
Rare addons;
lock trinket: A small lock that is difficult to pry open, but not impossible. The key's power has no effect on it but instead conserves the keys power when used rashly.
- When the key is used to open a chest, instead of losing some of the keys power this addon is consumed.
paper note: A small note that is unreadable, focusing on it awakens unfamiliar memories. Can be attached to the key using its jump ring to channel the keys aura reading ability.
- reveals item and chest aura's within 32 meters of you.
Luck charm: a small wooden charm that has been carved from a branch with the word "Luck" engraved on it. The key's power has no effect on it directly, instead the charm channels it into something else.
- greatly increases the chance for a higher rarity item when using the key to unlock a chest.
- deactivates the key when the key unlocks a chest.
uncommon addons;
glass diamond earring: A cheap earring with see through glass diamonds. channeling the key's power though it makes you feel faint and disconnected.
- when using the key your aura is hidden from all players.
- decreases key usage by 10 seconds.
Scratched pearl:
- decreases the sound of opening the hatch by 8 meters
Common addons;
rusted lock: a small rusted lock easily opened with force, it can no longer accomplish its original purpose. The key's power doesn't affect it directly, instead it amplifies the sound of unlocking locks through this trinket.
- when using the key to open a chest the killer receives a noise notification
- you leave no scratch marks after opening a chest with a key for 5 seconds.
Perk changes
Left behind: decreases time it takes to open the hatch by 4 seconds with a key when your the last survivor alive.
Ace in a hole, plunderer, and pharmacy now work when a key is used to open a chest.
Hoarder: If a survivor tries to open a chest with a key instead that key gets deactivated.
-
@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1784006#Comment_1784006
My hours have nothing to do with this conversation.
Deathslinger can only ''negate pallets'' when the loop is so short to the point where any basic killer can just walk around and hit you. Huntress can hit you over the pallet and loop if it's short enough, deathslinger cannot.
The core argument is still that Huntress is just like deathslinger, hold your weapon and get free distance into a hit.
no he hits you at long loops, fake one direction go another then shoot them before they get to the pallet. he also can get you before you even make it to the loop and if he is too close a good DS will almost always hit you huntress isn't like that. i mentioned hours because players with experience in this game already know this.
huntress doesn't do that she does 50/50's at pallets and at a small number of them she can throw over the loop but deathslinger can also do that and is even better since he has instant ADS.
the only thing BS on huntress is her IR heads which will definitely get changed when her addon rework comes around, in all other aspects she is a fair and balanced killer.
edit: also if DS runs the chain duration addon he can pretty much get you from a dropped pallet at nearly all short to medium loops hell even some long ones.
-
@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/1783990#Comment_1783990
Except she holds it and your forced to dodge side to side repeatedly in an attempt to dodge, so you're not getting any distance whatsoever. If you walk forward straight instead, she gets a free hit.
No matter what, if there isn't any nearby cover or loops with high cover, the Huntress just has to hold her hatchet, gain distance and gets a free hit. It's not as bad as Deathslinger's instant scope on you, but at least he doesn't negate pallets entirely.
you don't have many hours do you? pallets are a 50/50 with her, deathslinger can negate pallets way better than huntress and at a lot of them he can even shoot you at the dropped pallet and still hit you.
-
huntress has a 45 meter lullaby radius and a 20 meter TR she isn't going to get a surprise hit with a hatchet very often. it also takes time to wind up the hatchet before you can throw it and it takes more time to charge it so it is faster otherwise her hatchets can be dodged a mid range and when she is doing this you are slowed. At pallets it more of a 50/50 on getting hit because if she pulls out a hatchet she gets slowed hard enough that the survivor can make another loop.
due to her huge lullaby radius if a huntress is patrolling you can hide and avoid her a lot easier than other killers which is a pretty big downside against good survivors. Maps are also one of her biggest weaknesses as indoor maps make it incredibly difficult to end chases quickly and after almost every chase you have to reload at a locker which wastes some of your time.
Now tell me how she is a badly designed killer like deathslinger when she has so many downsides you have to deal with when playing her. Also what you described in your first paragraph is called zoning and plenty of other killers can do it too.
-
keys need to have better effects other than opening the hatch.
And for opening the hatch it should take time and have a way for the killer to find and stop it like a directional audio up to x meters.
-
@BubbaMain64 said:
I don't think I'm going to even buy the chapter since it's incomplete.
get it with shards unless you can get a better killer with them.
I am going to buy the killer and survivor with shards and level them but im not going to use them often unless something changes to make them way better.
definitely don't waste your money on them, if you really want to spend money buy a different killer or even spend it on cosmetics, this killer is not worth a cent.
-
@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1781384#Comment_1781384
Who says that? Blight is pretty weak on his own. Bring the right perks and the right add ons and he’s viable.
every new chapter is accompanied by something breaking, perk/add on that is too weak or too strong, followed by a possible hot fix in 3-30 days...or something that just remains unfixed and becomes a part of life
blight is like nurse when it comes to skill and landing hits, the twins are not.
they have no perk senergy so your limited to m1 killer perks since no perk stands out on them and it's not hard to kill victor. the fact that you still lose your power for at least 45 seconds if you hit a healthy survivor with pounce alone makes this killer incredibly weak ontop of having to travel long distances to pick up survivors downed by victor which is a massive time waste even if you plan on slugging because you can't defend slugged survivors well.
this is by far the weakest killer in the game, using the power is a time lose and you lose your power for too long, no perks synergies with the power, victor is incredibly easy to kill if he misses, and if you leave victor out he is often not in a good spot to continue using him.
-
a large amount of dc's are from survivors, usually when the game isn't going their way and when they dc the other survivors have almost no chance of turning the game around.
there are also people who dc simply in the heat of the moment such as getting downed first, getting outplayed, slugged or missing ds, getting a killer they don't like to play against, or if their team gets outplayed and 2+ survivors got downed.
Their are a ton of reasons but the main issue is simply because a large amount of dc's are from survivors not wanting things to not go their way and when they dc from that it screws the other 3 survivors and makes the game more boring for the killer. As for the killer dc'ing it's not as bad but they should be equally punished since they kinda wasted the survivors time.
dead by daylight is balanced like a competitive game but is unbalanced in a lot of aspects. look at r6 or any other game with dc penalties, they are in place because having one less player screws your team and if it's fine in those games for that reason why shouldn't that kind of system be in dbd? edit: and before someone says "because it's casual" that argument doesn't apply to dbd since it's ranked and casual are combined and creating a separate mode for the 2 won't work because it would split the already low killer player count and/or kill off the other mode in a week.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1782879#Comment_1782879
Thank you for calling me biased, I am playing both sides. :^)
Being awake against a camping Freddy does nothing, since Freddy can get a Hit in before the Unhook, as you said. And I am not even using BT to hook-rush, I use it to help my team to survive and just hate people who hook-rush, just because those have the potential to get a Perk I like to use as intended nerfed for their dumb playstyle.
And I am all for Object getting a Nerf, it is the Survivor-Perk which needs a change the most (IMO the only really problematic one).
(Even tho, have to see a Freddy who mindgames instead of just spamming Snares :^) )
if your for the perk getting nerfed then say it otherwise it looks like you support the perks busted effect. While i agree that it's unfair that freddy can tunnel easier because bt doesn't work my point and argument was that OoO's interaction with freddy is way stronger than him being able to ignore bt.
From what you said it just looks biased especially your first 2 post.
-
@RepostRiposte said:
https://forum.deadbydaylight.com/en/discussion/comment/1782834#Comment_1782834
You're saying that the 𝘬𝘪𝘭𝘭𝘦𝘳'𝘴 𝘱𝘰𝘸𝘦𝘳, which inflicts oblivious on survivors, should have a downside equal to/more impactful than its benefits?
I dislike Freddy as much as anyone else but saying that OoO's strength against him is justified because one specific survivor perk maybe doesn't function vs him is ridiculous. A killer power should feel threatening.
the guys biased as hell obviously. using logic wont on him because his poor meta perk doesn't work against camping freddys when not all freddys camp let alone go for the unhooked and you simply have to be awake to get bt to work. while a camping freddy will still hit you to put you to sleep it doesn't change the fact that it's situational as hell for freddy to negate it as he has to be actively camping or your being an idiot and hook rushing/ saving while being chased.
But na that's obviously equal to being able to provide your team with info regardless of what the freddy does and it is extremely good in a chase since you can't be mindgamed and you can play way safer.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1782821#Comment_1782821
You can complain about it, but if Freddy gets quite a huge advantage because of Oblivious, it is totally ok if he has a huge disadvantage as well. You will see way more BTs than Objects, so using "the survivors may not even bring" is a bad argument, lol.
If the Devs want to remove the disadvantage Freddy has when it comes to Oblivious, they should also remove the advantages he has. Freddy was not in need of such a Buff to ignore a Anti-Camp Perk without doing anything.
first off it doesn't matter how often OoO is brought simply because of its nature as a perk which makes it used exclusively in good swf groups. When discussing balance consider what the hell your talking about why do you think the devs had so much backlash when they brought up the bs of OoO is fine because of how rare its used and it's low escape rate when it's obvious why its so rarely used and escaped with but still a problem.
Also as said the perks are not on the same power level especially when one is situational and the other is constant throughout the match, it's like comparing ub+ds to ruin+undying which isn't done of that reason and it's clear which is stronger situationally but that doesn't mean it is stronger because its situational. OoO is active throughout the match even in a chase while BT will only fail if 2 conditions are meet which is your asleep and the freddy actually hits the unhooked, OoO needs no such condition so because the perk by itself is very strong and its constant nature makes it WAY better than freddy being able to ignore BT.
lastly OoO is a problem across all killers not just freddy, because of the way the perk works it has that interaction with freddy. the perk needs a rework and obviously that's a better fix than changing its interaction with freddy.
-
no but as said it can still be used to know which direction the killer is. A good survivor uses this effect against stealth killers to spot them early or if they predict where the killer is they can go to a loop in anticipation.
-
how about you go for the savior instead? even if you hit the unhooked what are you going to do after go for them because they are no longer protected by BT then get hit by DS? just go after saviors people.
-
@Aven_Fallen said:
As long as Freddy can ignore BT there is nothing wrong with Freddy getting ######### on by Object. The advantage is way bigger than the disadvantage IMO.
ah yes unlimited info is fine if the freddy can ignore a perk if the survivor is asleep when the survivors may not even bring it let alone if the freddy actually does it.
totally not a major difference in power level let alone a ridiculous comparison to justify OoO destroying a killer.
-
they need to give back some bp for what's in your character's inventory not much but some so you can have a better start when prestiging
also an actual reward or incentive is needed as it currently is only for self satisfaction. I came up with an idea on making prestiging more worth it along with a perk upgrade system here.
@AChaoticKiller said:
So my idea for a perk upgrade system is this and before commenting know this, it will be expensive and you will have to get the perk in the bloodweb before you can upgrade it. The reason it will be expensive is so players can't get all perks to Tier 3 easily so it makes finding the perk in the blood web a better choice if they are not prestiged.
Tier 1 perk ---> Tier 2 = 150,000 blood points
Tier 2 perk ---> Tier 3 = 250,000 blood points
yes that is expensive however that is to make prestiging more tempting because with this system for each prestige it will decrease the amount of blood points you need to upgrade a perk by 25%/50%/75%.
At prestige 1
Tier 1 perk ---> Tier 2 = 112,000 blood points
Tier 2 perk ---> Tier 3 = 187,500 blood points
At prestige 2
Tier 1 perk ---> Tier 2 = 75,000 blood points
Tier 2 perk ---> Tier 3 = 125,000 blood points
At prestige 3
Tier 1 perk ---> Tier 2 = 37,500 blood points
Tier 2 perk ---> Tier 3 = 62,500 blood points
Now for the better prestiging. The new prestige system will reward the player for prestiging with shards as well as give them some blood points back for every offering, addon, and perk in that character based on rarity. It will also reward you with 350 shards when you prestige which isn't a lot but it's better than nothing.
brown rarity = 500 bp
yellow rarity = 1000 bp
green rarity = 1500 bp
purple rarity = 2000 bp
red rarity = 2500 bp
event rarity = 1500 bp
This is to give the player a head start in their characters blood web it is not to give back a lot of the players spent blood points which is why the amount you get back is so low. If the amount of blood points you get puts you over the cap you simply can't earn blood points in games anymore so it's no big deal as we have seen with the codes and gifts containing blood points that the devs have given us. As for players who already have characters prestiged they will only receive the shards they would have gotten for each prestige they have so far and because it will be impossible to know what was in a character before they prestiged them.
This system will encourage players to prestige by making it easier to get the perks they want to the maximum Tier and give them some blood points back so they have a head start in leveling up that character. This system also helps with the grinding of the game by encouraging players to stop leveling a character at lvl 50 and instead prestige so they can benefit from the higher rarity of nodes and better upgrade prices. While you can also say this increases the amount of grinding in this game this system never was supposed to make it easier to get all the perks you want it simply makes it easier to get the perk you want to the maximum Tier which in a way helps with the grinding.
This game doesn't need a way to get all the perks you want to its highest Tier easily however this system allows it in a fair way if you spend a lot of blood points which is fair since you would get a lot more if you were to spend those blood points in the blood web. the cheaper prices at higher prestiges are also fair because you have already spent a lot of blood points to get there and could have gotten the perks you wanted by that time if you didn't prestige.
-
lol i got my adept pig with a hatch escape.
I was on attempt 8 or so and when the last survivor escaped with a key i nearly raged until i saw the result screen.
-
@En3ermost said:
Yes, pick another killer instead.
I would but since all my other killers are p3 even if this killer sucks i will still p3 them.
so i kinda want to know what perks to go for since m1 killers can use a lot more perks due to not many of the perks needing to be base kit like demo and stbfl.
-
@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1778765#Comment_1778765
https://forum.deadbydaylight.com/en/discussion/comment/1778611#Comment_1778611
I have the same experience that this swfs are very rare. But i play ps4 only or crossplay. I heard PC without Crossplay is harder. Which do you both play?
xbox but i have crossplay on and get PC players more than console players.
-
idk but if it's about UR addons i have around 80 of the billy addon that removes the noise of the chainsaw for survivors not in your TR