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ALostPuppy

ALostPuppy

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  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270777#Comment_2270777

    Of course not. It is a counterplay against Wraith and a little trick against Nurse which should stay in the game.

    Counterplay that only specifically applies to very old killers isn't an outdated mechanic when they've specifically gone and removed the ability to sabo Trapper's traps? Lightburn should no longer exist in the current state of the game, it makes no sense. A killer shouldn't have a survivor item be a direct counter to their main power.

  • The Deathslinger one confuses me, but still, thank you for filling out the "killer fun tier list" daily quota for today, who wants to do it tomorrow?

  • The perks deception (Elodie), lucky break (Yui) and quick and quiet (Meg) can sometimes lose the killer if they're not expecting it, but it's not foolproof. Keep in mind that you're playing against a human opponent, not a computer. They know what you're likely going to do, ducking behind something after they've seen you is never going to work. You have to be tricky if you want to lose a killer like that.

  • @katoptris said:

    Hillbilly was a balance for all killers. Why he needed a roar is beyond my understanding. His addons are bad and his so called overheat should be shorten a bit.

    His overheat should be basically the same as Bubba's: only increases while revving, after he starts actually chainsawing around and then stops, the overheat very quickly or immediately resets back to 0 (kinda butchered the explanation but I think you understand). Bubba's overheat is there to prevent him from constantly holding a full rev at hooks, and stopping players from literally spamming the chainsaw. Billy's was supposed to do the same but it does more than that now because the dissipation rate of the overheat is low and it's a constant nuisance you have to watch for.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267067#Comment_2267067

    Oh fair enough. I only started maining him after his rework but I’d like to try his old version again at least base kit

    Yeah you missed out. After they fixed some of his animation oddities (like his hammer instantly coming into view after a saw and the cooldown being a little jerky) he felt great to play. The chainsaw took up a little less room on the screen, the cooldown camera and animation were both smooth and accurate to his 3rd person anims, his FOV was standard, the chainsaw wasn't incredibly loud and grating, no stupid roar, no chase music blaring at 300 decibels...man those were the good old days.

  • So you're telling me I should be using blood favour to prevent a survivor from playing poorly by wasting a pallet and cancelling my attack cooldown animation (and also losing a lot of their speed boost because they threw the pallet and were stuck in place)?. Nah I'm sorry, this is a survivor perk that killers have the option of running if they want to only play with 3 perks.

  • @A_Skinny_Legend said:

    Trickster would be purple because everyone would want an easy match. We can't have that.

    Spirit would be brown, no one actually uses the offering.

    I don't know a single person that plays survivor who would willingly want to go against a Trickster. I'd rather play against Deathslinger or pre-nerf iri head Huntress with a Mori.

  • @rabldong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2266679#Comment_2266679

    people have been saying "because it's a boring perk killer shouldn't use it". That sounds pretty preposterous tbh. "taking away one of the only 2 options a survivor can use against a killer" I mean that's exactly the reason why u use bamboozle.

    Well...yeah and that's the exact reason why everyone hates playing against it. Things that take away options and force a playstyle that you're not really able to demonstrate skill with is gonna be boring. Because the way you play against bamboozle is dropping a pallet when the killer hits space-bar at a window. That's not fun because it takes away the skillful part of chasing and you're both just playing like bots until the survivor eventually gets downed.

    It's not an amazing perk and it doesn't need to be nerfed, but it's not a fun perk to play against and people have every right to express that opinion, just as you have the right to use the perk.

  • @humanbeing1704 said:

    Also the aiming feels weird also why does main event feel absolutely useless

    Aiming with Trickster is weird because he's alternating his hands when throwing the knives, which means he's aiming in a different place each throw and it's not in the centre of the screen like the other ranged killers.

    Main event isn't useless but it's not good. If you could hold Main Event it would actually be a decent ability, it's good for open areas and it lets you burst people down, but you don't get the choice of when to use it (technically you do, but you have to keep an eye on the meter then become an M1 killer until you can use it effectively). All they need to do is let us hold Main Event and the ability becomes actually useable.

  • That's something I hadn't actually thought about for some reason. Idk if there's a lOrE explanation as to why it's just a brick wall but it is a little boring. Themed walls is a neat idea though that I'm surprised they didn't think of doing for the map reworks. I also thought maybe it could be the entity itself surrounding the map, so it's just a big black entity-looking wall that's animated.

  • Combine it with resilience and turn it into 1 perk. Bigger skill checks and faster actions while injured. It's a boring idea but...

    We're getting to the point where there are just too many perks, and a lot of them are atrocious on their own and could instead turn into a nice secondary QoL effect. Buff the 'meh' perks and reduce the grind at the same time by getting rid of all the bloat perks and adding their effects to existing perks. Or just straight up remove some of them at this point lmao, who would care if déjà vu, premonition or monstrous shrine got removed from the game

  • The Twins need a rework, not a nerf. They need to be reworked to make Victor actually feel like a chase power and not a "hey, you're injured so now I'm gonna down you no matter what because I'm 50% faster than you with a hitbox the size of a planet and a lunge speed faster than a Nurse blink :)" power. The switch times also make no sense. Why does it take a century to switch to Charlotte, but switching to Victor is instant? This is what makes them so disgustingly good at hook camping and tunnelling, and terrible at everything else. What if the opposite happened, and it took time to switch to Victor, but switching to Charlotte is fast?

  • @Stinde said:

    Shh...

    Don't you know that it's forbidden in this community to think SWF needs tweaks?

    That's actually the exact opposite opinion the majority have, at least on the forums.

  • Toxicity is almost a non-issue in-game, and it's just people that are blowing it way out of proportion, and labelling playstyles and mechanics that are completely harmless as "toxic".

  • Probably the survivor perks. Nemmy's perks are pretty bad, and his power is also underwhelming af. If they've buffed it and changed it around a bit I'll be excited to play him but right now he's a meh version of Demo.

  • @TicTac said:

    I had some moments where i thought i could reach the pallet and got hit. But thats okay bc it was my mistake. I just need to learn what i can do and what not and change my looping. Uncloaking in a loop seems still weak to me.

    A lot of the time if the Wraith does it correctly and he 'wins' the 50/50 it'll significantly cut down the amount of loops the survivor can get out of the pallet. It's not something that usually gives an immediate result but I wouldn't say it's weak.

  • But they actually fixed the god loops before they added in the walls, and for some reason they decided to add them back with the breakable walls taking up the space that they previously opened up and fixed. And they added MORE of them to maps like Badham and ironworks.

    It's an uninteractive and dumb mechanic. Neither side has any way of interacting with the wall in a fun or meaningful way, and killers are just forced to kick them to stop a god loop that we previously didn't have to deal with when they reworked them. We thought they were going to maybe add shortcuts to the maps, but instead they're just another nuisance we have to deal with.

    Not to mention on groaning storehouse they replaced one of the pallets with a breakable wall. So that's also cool

  • Tbf Sluzzy is right about one thing: his charges do come back pretty quick for a killer that has little to no punishment after missing with his power. I don't think that makes him a problem but if he misses at a loop you usually have to just stay at the loop because he'll get his power back in 5 seconds and catch up to you in an instant. There isn't really a way to play around the cooldown or after the pallet has been broken, it's usually a free hit because of the crappy map design.

    His add-ons are DUMB though. Alchemist ring, compound 33, iri tag, double speed and double cooldown...they're ridiculously strong.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262078#Comment_2262078

    So what was your rank, the survivors' ranks, how did the trial go, and so on? It's easy to say "4k" without giving any details. I can go on right now and 4k with Trickster using only M1 attacks because I haven't played killer in so long, I'm rank 20.

    Rank doesn't matter with this new matchmaking system, the ranks they all have are pointless to know now

  • Well yeah this is common knowledge that Spirit is easy to play and strong. I wouldn't worry about 'feeling bad' playing her or whatever. If you find her fun just play her.

  • I'm surprised you don't find anything annoying about Demo. His zoning is nearly as good as Pyramid Head's and Huntress, and at a lot of loops you have to throw the pallet early or you're 100% getting hit when you run around it a second time. You also don't get 'rewarded' for guessing the 50/50 "is he gonna charge shred at the pallet" mindgame that Huntress does either, because he doesn't get slowed down when you use his power for a second.

    ...yeah I'm actually very surprised people still like Demo lmao, especially with the new add-ons.

  • Getting hit through a pallet is intended if you throw it too late, or the killer swings into it and you throw it before their attack animation is over because your hitbox extends back into the pallet. If it's not that then it's a ping issue. It should be harder to get hit through a pallet drop, the stun happens instantly now.

  • Have you been living under a rock for the past 5 years lmao.

  • This is slightly unrelated but I've always found it pretty funny how Amanda is treated in DbD compared to the movies. Her story in Saw is pretty damn tragic and full of drug abuse, violence, sadness etc. And then in DbD it's all "haha look at the funny Pig killer, everyone touch her nose".

  • That's certainly one way of screenshotting your games...

    And yeah it's really no surprise that MMR is not working yet again. I seriously hope BHVR finally take the ######### hint, and realise that it's just not gonna happen. I feel like it's stubbornness at this point, they've put so much time and money into this system that they're gonna keep throwing it at the wall and hoping it sticks this time.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258249#Comment_2258249

    They can def fix them overtime. I highly doubt this game will die anytime soon.

    A 20 year life estimate for a game is obscenely optimistic though. WoW is barely gonna crawl past that milestone, DbD has no chance. 5 years for a game like this is impressive enough, I really don't see it lasting for much longer. Imo, I guess another 3 years (still an incredible achievement don't get me wrong, but there's only so many franchises you can pick up to keep people entertained, and there's only so much content they can add before it becomes way too bloated with perks and characters, and we're dangerously close to that point now as it is.)

  • Pretty sure the reason was the devs thought it would take too long to write messages on console, so they decided it was pointless to implement.

  • @PureDoctorMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2256124#Comment_2256124

    Well its the fact that I don't know how to loop, I can only run the killer in extreme cases and I have no confidence in my abilities. I've let my team down more times than I can count. I am an actual gray rank in purples I can deal with brand new killers thats about it. I just don't wanna cause problems for the people who are actually good at this game on the survivor side y'know.

    All you need to do is know how to do gens and safely save your teammates. Holding W and throwing the occasional pallet should be enough when it comes to chases. You'd be screwing people over more by throwing the game to derank than you would be simply playing the game.

    And I wouldn't be worried if you think you're not good enough to be in the higher ranks, the vast majority of people who play this game are either terrible at the game or simply don't care and just play for fun, not worrying about the outcome of a match.

  • @GannTM said:

    The Blight is the most fun in my opinion. He has a high skill cap and zooming around the map bumping into obstacles to catch survivors is very rewarding when you get good at it.

    You failed to mention the free butter that comes with every Blight purchase! How could you resist such a great deal!

  • Restraint doesn't stack because...Idk they never made the code that's required for it to stack, it simply overrides each other. There's only one combination of things that could theoretically stack aura duration anyway and that's restraint.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253908#Comment_2253908

    honestly I don't know I main legion so I guess that's why its fun to me

    Well yeah I guess that would do it lmao. I like playing against Demo and Wraith and I main these two, and they're killers that aren't well liked (well, Demo is liked for now, until more than 5 people actually play him, and survivors start to realise just how dumb his zoning is paired with shred add-ons and endfury. But I still enjoy playing against him.)

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253898#Comment_2253898

    "I'm extremely curious as to what in the hell you find fun about Clown. You pre-drop every pallet or he hits you after he spends half of his lifetime throwing bottles on the floor to make you run through them. Very interactive and fun. And The Twins?! I'm not even gonna start."

    As I mentioned at the beginning, this is subjective and it's just who I enjoy going against.

    I know we have different opinions but your disagreement looked a tad aggressive, maybe it's just me interpreting it the wrong way but I get so anxious over text.

    Wasn't my intention to be aggressive, I just wanted to know what you found fun about these two killers because, in my opinion, I can't find anything fun about them. Their power designs do the exact opposite of what makes a chase interactive and enjoyable in this game, which is the only bit the majority like doing. So I was curious about what you find fun about them (I mean sometimes there isn't really an answer to questions like this and you simply just enjoy playing against these killers, I wish I had that superpower lmao)

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252517#Comment_2252517

    Not balancing around the highest tiers of play makes it so top tier players literally can't play the game.

    These top players are doing just fine right now, don't really see what's stopping them from "literally" not being able to play the game in its current state. And the game has never, and will never, be balanced around the top % of players because that is an incredibly stupid thing for any company to do to their game for a number of obvious reasons.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253889#Comment_2253889

    Also I'm probably the only soul in dbd that loves going against legion

    Why do you like going against Legion? There's nothing interactive or interesting about their design. Literally nothing about them says fun in any capacity.

  • I'm extremely curious as to what in the hell you find fun about Clown. You pre-drop every pallet or he hits you after he spends half of his lifetime throwing bottles on the floor to make you run through them. Very interactive and fun. And The Twins?! I'm not even gonna start.

    I can see Pyramid Head being fun, my only major issue with him are the cages being a super uninteractive part of his kit, making a lot of perks and mechanics useless on both the survivor and killer end (And the fact that it also doesn't reset exhaustion and other status effects. I really hate how cages work). I just want WGLF stacks from cage rescues is it too much to ask for lmao

  • @BasementDweller said:

    How exactly are you going to "make red ranks more interesting"?

    Infectious Fright on Nurse

    Stridor on Spirit

    Monitor & Abuse on Gunslinger

    People are going to bring perks that work well with a certain killer's power.

    People are going to bring Infectious Fright on killers (Billy, Nurse, Plague, Oni, and even sometimes on Myers). Stridor only works well on one killer and that's Spirit. People are going to bring Monitor & Abuse on Deathslinger (as well as Trickster) so they can get closer to get a better shot.

    Hate to nitpick here but MnA is a complete meme on Trickster. He has a fixed 24m lullaby mechanic that you can't change with terror radius perks, making monitor on him entirely useless.

  • @KingFrost said:

    Casual Mode:

    • Everyone earns 16,000 BP regardless of results
    • Survivors can pick themselves up off the ground infinite number of times. When picking themselves up they get 10 seconds of the endurance status effect.
    • Survivors who are hooked, respawn instead of being hooked. They respawn furthest from their current hook
    • Survivors have infinite number of hooks
    • Gens reset after 4 minutes. Only 4 will spawn, and they will spawn on the same side of the map.
    • Exit gates can never be opened
    • Lethal Pursuer is base kit for Killers
    • Corrupt Intervention is base kit for Killers
    • If survivors haven't been in chase, touched a generator, healed another survivor, or cleansed a totem, they will begin to receive idle crows after 30 seconds. Idle crows only go away after cleansing a totem, entering chase, fully healing another survivor, or having completed 20% (16 seconds) progress on a generator.
    • 3 v 1 instead of 4 v 1
    • Idle Crows spawn in a locker after 20 seconds
    • Deerstalker is base kit for Killers
    • Killers lose collision after 15 seconds of standing still
    • Matches end after 12 minutes
    • Similar to KYF, killers can use any perks, Survivors can use any perks, same with add-ons and items

    Wait what would be the point of this? A 12 minute unwinnable match of DbD where almost everything you do is babied by the large amount of rules and limitations in place?

  • @SilentSlayer274 said:

    This is the worst advice I’ve heard 🤣 there is no counter spirit and tell me that’s balanced? You can’t have skill against a spirit. She can cut you off through her phase.. tell me that’s fair?

    Tell me you can understand blatant satire...?

  • You can't be in the wrong for anything you do in-game, providing it's within the rules. Tunnelling off hook, camping, playing to win, playing with NOED, running 4 slowdowns, bringing BNP, whatever, are all fine. You're never in the wrong for playing a certain way unless you're actually cheating or abusing exploits. No need to worry about it or make forum posts about it, the answer is always gonna be no.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250054#Comment_2250054

    No, I don't think you did. I have a feeling you ignored the second half of my post.

    If you're gonna give your post a title that's different to the actual content of the post then yeah people are gonna ignore it more often than not. Especially if you asked a question in the title. Should know this by now on these forums, and it's something we're all guilty of.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251825#Comment_2251825

    I was about to comment the same. I mean look how long this thread has grown?? We deserve a response now.

    There was a big thread similar to this about the exact same thing a while ago, and a dev responded, said they were gonna look into it and try to help.

    ...Yeah, a response to this thread isn't gonna do anything but give false hope. BHVR know this so they're sparing everyone by not commenting because they know it's something they currently can't promise.

  • Why is she fine as she is though? "You can gen rush her and get out easily" and "She loses to good teams" are not very strong arguments because the first one applies to every killer in the game, and the second one applies to a group of players who make up maybe a fraction of a percent of the community and, like argument 1, that also applies to every killer.

    Me and everyone else can give a million and one reasons as to why she's NOT fine, but I haven't heard a good reason for the opposite.

  • The issue, if there even is one at this point, isn't with the exit gates. It has nothing to do with anything towards the end of the match, it's the beginning of the match that can be a problem. The game slows down and becomes even when killers actually get to a survivor, chase them, down them and hook them etc. And if the killer can't keep pressure after that or they make more critical mistakes than the survivors do, then they lose. Doesn't matter if you let gens take longer, shorter, make exit gates take longer to activate, they'd lose anyway. It's the free pressure survivors get right at the start of the match (Spawning on gens, takes way too long to get across some maps, bad mobility options, corrupt being useless) that's the issue.

  • Once upon a time, movement in this game got more jank and harder to read the lower your framerate was, but I don't think that's the case anymore. It's probably terrible optimisation and resolution on the Switch that makes it look like killers are catching up faster.

    @gibblywibblywoo said:

    It's a bit unfair for all console players once you realise how abundant insta shot crosshair using Deathslingers exist on PC. Or just really, really good huntress players.

    Though there aren't any movement speed differences no. You're probably confusing frame rate with movement speed.

    Tbh it's not unfair, console players just weren't used to seeing good Huntress or Deathslinger players. Survivors get a very minimal advantage with Mouse and Keyboard over a controller.

  • @FIEND8LOODED said:

    Doctor. His teachables are meh and he's not top tier, but he looks cool and I think there should be more Doctor players.

    That's a solid argument right there for Doctor lmao

  • I honestly have no idea why she's excused. "X is fine being this good because X is hard to play" is NOT good game design. Sick of hearing this, same thing I always heard about Akuma in Tekken 7. "Nah bro, his damage is fine because his combos are hard to execute :)" execution is only a small investment of your time, after that it's just muscle memory and you're doing it without thinking.

    This is what Nurse is in DbD. You spend a small number of hours learning how she works (and it really is only a small number, she's not nearly as difficult as people make it out to be), then after that you win 95% of your games without breaking a sweat because she's not balanced around DbD, she's an entirely different thing.

  • Her issues are that she takes too damn long to do everything. Placing traps? Takes forever without the purple add-on. Crouching? Takes too long without combat straps to use in a chase against anyone with a functioning brain. Ambush? Way too long of a start-up time. Crouching movement speed? Slow. And to think crouching took twice as long when she released lmao.

    She needs to be sped up, like Wraith. Crouching and ambush charge/cooldown should be the same as combat straps and video tape, and the trap placing speed should be the same as that purple add-on.

  • I much prefer playing against shackles than no shackles tbh. Chances are you're getting hit anyway if you trigger a trap, shackles or not. And shackles also doesn't hurl your camera around to face the phantasm...thing...whatever it's called...because there isn't one. Because jerking your camera around and removing control from the player in a multiplayer game is so fun and makes so much sense, right?

  • I don't mind playing against any killer in this game except The Twins. Nothing in this game makes me despise playing it more than going against this abhorrent freak of game design. I didn't know you could drop the ball this hard but the madlads at BHVR actually did it with The Twins. Nothing about them is interesting, and everything about them is almost irredeemably bad. They're the killer that needs a full-on rework the most. Legion is bad but at least he functions.

  • I like that, in theory, you adopt a pretty selfish playstyle with her if you use her 3 teachables and go for the adept. Unfortunately they're not good. Smash hit is ok when it works, but there are so many killers now that can play around pallets, and everyone and their mother seems to worship pallets now so I don't use it. I definitely want to see more 'selfish' perks like hers and Laurie's though.

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