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ALostPuppy

ALostPuppy

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ALostPuppy
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  • On the killer's side - infectious fright. Too many games just lead to boring slugfests and snowballs. Instasaw Billy with infectious and monitor or something is probably the single worst thing to play against.

    For survivors - dead hard. Imagine looping an injured survivor properly only to have them press a button to skillfully outplay you and get to a window or pallet and there's nothing you can do about it. A lot of people are saying noed and dstrike but honestly those perks should rarely be a problem against good players, it's the perks that you have literally no control over that are the worst.

  • I play Claudette a lot solely because of the 72hrs orange apron. Dunno why, I've just always loved the way the orange apron looks. That's the only reason I'll play Claud, I like Laurie and Yui much more in terms of character and overall design.

  • @txcrnr said:

    Yup. People are obsessed with legion for some ######### reason, either they’re a horny teen girl who lovhes Frank for some reason or they can’t actually win chases normally and like the free hits that Feral Frenzy gives them. You wanna know how I know that? Because they always complain about how “terrible” legion is because they can’t down anyone... really? Try playing any other M1 killer, at least then you don’t get the first hit for free. His power is so braindead and easy to land, there is no counterplay, and none of them are good enough to actually land M1 hits that other killers completely rely on...

    Sure you get the first free hit, but then what? You say that people who play Legion can't win chases normally yet they literally have to chase the survivors more normally than every other killer in the game to get a down because Legion's power doesn't win chases. Wraith and GhostFace get free hits all the time but nobody complains about that aspect of those killers. Myers can hit you with tier3 from out of nowhere and there's nothing you can do about it. If you're injured against a Spirit with Stridor there's absolutely no counterplay there it's a complete guessing game. It's not just Legion who gets free hits or downs (they can't even do the latter for free unless you're bad at running killers).

  • An MMR system simply can't work in a game like this, so I'm really not looking forward to this change. It's gonna be even worse than it is now. It's not the fact that the devs might mess it up, it's the fact that I know for sure it won't work, because it's just way too difficult to even implement an MMR system into a asymmetrical multiplayer game like DbD in the first place. Recently they've been going way too far with taking the community for granted and just throwing things at their game to see what sticks. Literally all they need to do to improve matchmaking is to revert the SWF changes and the game will be automatically so much better, but this has never crossed their minds...for some reason. Instead they've resorted to coming up with more ludicrous solutions to simple problems.

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043393#Comment_1043393

    You can turn your messages to private, but I'm not doing that cause people get heated at a video game.

    You're not going to set your messages to private....so why even make a post about this anyway if it doesn't bother you? Some of you people on this forum I swear...

  • @Hero_awesome said:

    I just had a match were I do what the Dev's said to do. Try different build and experiment. Only thing is I guess I've been getting unlucky with the matchmaking. I mean SWF after SWF. Who just rush generator's and teabag. So after I got one down and heard 3 gens pop. I left her and Just waited for the last 2 to go. At that point I didn't even wanna try it's preety much GG unless I Camp and slug and play dirty. Not my playstyle so if they wanna rush gen's so be it. I opened the exit gates and there it is. No one popped but I de-piped. I'd rather have it that way then me try after 3 gen's pop. And barley get 2 kills by playing dirty and stuff.

    What maps were you playing on, what killer were you playing as and how good are you at killer? These all factor in to how well you do in a match. If you're playing, for example, Clown on Fractured Cowshed you're simply not going to win. But if you're playing a better killer on a slightly better map then maybe it's a combination of you needing to improve in several areas and the survivors simply being better at the game. You should learn when to slug, and also when to stop chasing someone if you want your gens to stay

  • Just run lightborn if you see more than 1 flashlight. Lightborn has given me so many free hits it's not even funny at this point.

    You could always tell them to listen for survivor footsteps, but guess the one sound you can't hear whilst you're in a chase...

  • I wouldn't be against them showing SWF groups at the END of a match, so when you see them again you know what to expect. But it should absolutely not show before the match starts. Almost every killer will end up dodging, queue times will be even longer all because people wanted to play a game with their friends. Killers already dodge of they see too many items we don't need to give them even more reasons to do so.

  • Imo unbreakable is like dead hard and DS. It's not overpowered, but it's yet another second chance perk survivors have that can completely reset a killer's pressure with no effort from the survivor's end. When you throw it in with all the other perks it becomes really tedious to deal with.

  • Clown for sure. At least Bubba now has Nemesis which makes his PWYF build actually pretty decent, and a one-shot. Legion is even worse than Bubba honestly. Sure they can get a free hit, but then what? You have to chase them completely normally to get the next hit, they have literally nothing to help them in a chase. But still not as bad as clown. He gets rid of pallets quickly but by the time he's caught someone all the gens are done, especially with no Ruin. It doesn't matter if they go through pallets fast because each pallet means more time wasted, and when you have no mobility you need all the time you can get.

  • @hex_genrush said:

    🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡 you and clicky are some of the biggest baiters and trollers on the forums

    ...yeah I just realised what those two are now doing and feel stupid for responding to them lmao. They genuinely got me and I applaud them for that.

  • Honestly both of Oni's ultra rare add-ons are complete trash and could be removed from the game and nobody would care in the slightest. At least we still have tOPknot lmao

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041406#Comment_1041406

    @chase131119 Oh, I should've been a little more clear. What I meant is what he said able to be reported through BHVR as well and will it effect his access to playing?

    No, because this is a playstation thing and not a bhvr thing. BHVR wouldn't ban them anyway, and his reports also mean nothing because the in-game reporting system is worthless.

  • Hawkins, lerys and the game all look great, but are super boring for anyone that isn't Hag, GhostFace or Wraith. They're all fairly killer sided but they're just so dull. Haddonfield is another one that's just a big no for a lot of killers. But my least favourite by far are Fractured Cowshed and Ormond. They're both just as bad and have the same problems so I put them both at the bottom. I don't think I need to explain why either.

  • So survivor comments have made you not have fun in the game? Have you ever considered just hiding the chat...

  • Nurse is still basically the same in terms of effectiveness, only now you need to wait a whopping 4 extra seconds to down a survivor. You can make the argument that cooldowns aren't fun (and they really aren't I'd agree with you cooldowns are the most annoying thing behaviour keep insisting on shoving onto killers) but it's sort of objectively wrong to say she's a bad killer now because she isn't. She's still the best and always will be.

  • I don't mind Doctor matches anymore, I can take them or leave them. There aren't a lot of killers that I really dislike in this game anymore. The only ones I can safely say I currently despise playing against are Spirit, Myers (I really don't like getting stalked through walls. It's just not my thing.) and Huntress. I used to love Huntress but dedicated servers have turned her hatchets into the most bs things in the game and it's just miserable getting hit around corners, through dead hard, through other people, basically through anything, all the time. Myers and Huntress used to be my absolute favourites to play against but now they're awful.

  • Nothing, he's just buggy as anything and rarely works as intended so it can feel sort of bs when you're supposed to reveal him but it kind of ends up not working and you get exposed anyway. There's nothing unfair about Billy's and Doc's abilities either, but this guy and a couple others on here can't go one post without talking about how they should be nerfed, honestly I respect the commitment. But now that people are playing more Billy, Nurse, Freddy etc again after the ruin change, survivors are starting to dislike having to actually concentrate and play well against strong killers with map pressure.

  • They still won...######### was the point of this. The Devs also said that you'd be better off letting 2 gens pop and then trying to play from there...don't ask me why but I guess their reasoning is because they reworked gatekeeper so you don't get punished for 2 gens going at the start of the match (they never take into account the way the killer feels when it happens and how it's just not fun to see it happen almost every game but hey at least you can pip easier now)

  • So...is this based on how difficult it would be to get adept survivor achievements? Because David and Laurie would be at the very bottom. If not then they would be near the top. Laurie is obvious, and David because WGLF is too good to not have unlocked quickly.

  • You're complaining about the wrong thing. That cinematic is one of the loudest things I've ever heard when starting up a videogame and it nearly burst my eardrums (if you don't like it you can also delete it from the game's files if you're on PC so your immersion doesn't get ruined by a new and interesting theme ;) )

  • This has happened since the start but only got worse. Then again, I only see those hits when I play survivor. When I play killer you bet your entire life that I'll never get to hit someone in that way. I could be right up on them to hit them through the pallet but they'll get the stun and I get teleported back. It's the best feeling in the world.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027124#Comment_1027124

    But what is a thing is when you hit the button to dead heard and nothing happens, or all that happens is you're exhausted on the ground. I'm not talking about how well or skillfully you use it. I agree it's one of the best perks in the game but it literally does not work in every single game. Did you read my post at all or?

    I did and I get it, but it's not really that big of a deal when you consider its other use to travel distance. Yes it's intended to give you i-frames, but you just have to accept that it's rarely going to give you them anymore. That's more what I meant. You shouldn't rely on dead hard for dodging hits anymore and it's as simple as that because the devs will likely never find a fix for it.

  • It'll happen every now and then, I just move on from those games. Also does the Freddy snare bug "bug" you in any way? For me it actually ruins Freddy, that animation and sound delay are just too much for me to look at and it's unplayable to me.

  • I seriously believe they need to change the adept achievements for killers. Some of the killers it's basically impossible to do. It should be "Sacrifice 4 survivors with X using only their teachable perks" (I believe this was the way the ranking system worked before where you double pipped if you 4Ked but that's changed and the achievements should reflect that). This would be a fun but challenging experience instead of an almost impossible chore.

  • Billy and Freddy wouldn't need nerfs if maps became smaller, because they are already fine on the maps that are already small. Billy and Freddy are pretty balanced on every map, and the only reason why Billy feels OP on a map like rotten fields is because he's literally the only killer who can pressure the map, unlike the other killers who don't have a chance on rotten fields but are fine on maps like Chapel or Coal Tower (The two most balanced maps that come to mind). Freddy and Billy are both fine on these maps, so why wouldn't you want all maps to be around this size where every killer has notable strengths and weaknesses?

    People want the ridiculously massive maps to be changed like Ormond and Coldwind maps, not the already existing maps that are a perfect size for the game. If they actually did this every killer would be fairly balanced, with the only unbalanced part coming from random tile and loop generation.

  • Gens can go fast, they can go slow, it's a gamble based on the survivors and the map.

    You also said that your games usually end with 2 gens left...a 4k with 2 gens remaining is a good result? Idk why you're complaining about it if you're seemingly doing well...you're not supposed to have everyone on death hook by the time the 1st gen has popped.

  • Unsafe pallets and vaults definitely shouldn't have a faster medium vault speed. They're unsafe for a reason and it's the survivors fault if they want to stay at that unsafe pallet and risk getting hit by the killer who's going to have a much easier time getting the hit. We need to keep in mind, as we play the match, which areas are safe and which aren't, what loops are better vs the killer we're playing against, if this loop can string into another loop etc. If you don't do this you get punished and rightfully so. Those unsafe spots SHOULD be killer sided and they really don't need any changes. The faster vault also won't make much of a difference anyway unless you maybe had resilience to stack on stop of it.

    Not sure what to think about the residual effect of hexes though. That might make things like Ruin a little too strong and some like devour hope would be almost meaningless. I think the better thing for hex totems would be to either make the effects of some of the hexes even stronger, or to keep the hex totem hidden at the start of the match to both the killer and survivor for 30/60/90 seconds or whatever length you think is reasonable.

  • Using dead hard to dodge attacks is kind of not really a thing almost ever anymore. It's still good when you use it for distance and to skilfully outplay an unsuspecting killer by pressing a button to get to a window or pallet so it's still one of the best perks in the game.

  • Play against him the same way you'd play against Clown and Freddy. The thing in common these 3 killers have is punishing people for being too greedy with pallets so throw pallets a little earlier than you normally would, and also don't stay at the pallet waiting to vault when he uses shock therapy. If you see him start to use shock therapy just start running around the loop or running to the next one.

    Another thing to note is even if you run calm spirit Doctor can still deny vaults and pallet drops, it only stops the actual audio of the survivor screaming, the effects are still the same.

  • Is it a crime for a killer to be easy and good at the same time or something? Freddy is stupidly easy to play and I'd argue you get even more value out of playing Freddy than you do playing Billy. You have a built-in slowdown with survivors going in and out of the dream world, a teleport and a snare ability that a baby can use effectively (not this patch because of the snare delay bug he currently has but that's irrelevant, we need to wait another month and a half for his snares to be good again).

    You can easily pick up and play Freddy, but you at least have to try and physically chase survivors as Billy because he loses to the basic rules and mechanics of the game as well as stealth. Do you miss point-blank chainsaws? No, it's super easy and auto-aim essentially does it for you (you shouldn't really be getting the opportunity to hit point-blank chainsaws to begin with that's on the survivor's end for being out of position and bad at the game). But do you miss curves around loops? You probably miss them more than you hit them because that's the actual hard part.

    Also, you get "rewarded" for playing Nurse and Spirit well by winning every game because the survivors can do almost nothing to win against you. Main point is, Hillbilly is one of the most balanced and fair killers in the game when you actually know how to play survivor, and also one of the most fun, and strong+fun killers are what we need right now because we're losing them fast (I suppose Oni's back now so we gained 1 more last patch).

  • Don't greed pallets against him. You also seem to have a problem with clown and that's also a tip against him. If you keep looping a single tile he will eventually just catch up because they can both end chases relatively quickly so don't stand still at pallets, throw them early. If you see Doctor raise his hand to start shocking keep running around or run to the next loop because you can't mindgame pallets against him or clown.

    (Some people have also said to run calm spirit. I wouldn't recommend it at all since not only does it make you die faster on the hook, you still receive the effects from the shock attack where you're not allowed to interact with anything for a few seconds)

  • @Orionbash said:

    Before you come down on me for the title, hear me out.

    The issue with you not winning isn't ruin or gen speed. It never was. It's you. You've just become so accustomed to the failure of survivors (As in you'd get matches where ruin was clutch only because survivors never learned to adapt to ruin) that you've yet to adapt to anything else and try any other strategies. So many killers have complained that ruin was always gone within the first 30 seconds of the match anyway. Killers have also complained that strong, highly co-ordinated SWF could power through ruin so it didn't even matter. So what difference does it make now that it doesn't exist in the same way?

    As a survivor main I saw a lot of different killers today. There were killers that seriously struggled and some killers that kicked ass. The killers that struggled are those that got way too involved in the "MUH RUIN!!!!" hysteria that they honestly played the game like they had no chance. Today marks the first day I was facecamped by a Billy that got flustered when two gens popped at the same time and I could honestly not believe it. It was hilarious. But its all in their head. The killers that kicked ass ditched ruin early and started to adapt to new play styles. I had killers like Trapper/Hag set up a 3 gen scenario while getting a few downs in the process. I had a Legion that decided once he was down 3 gens to start slugging to pull all survivors off of gens to buy himself some time. I also had a Tru3Ta1ent wraith that refused to commit and just kept beating on us to keep us off of gens and focus on stabilizing rather than objectives. Among other things. It was those killers that won.

    You can complain all you want about your clutch being taken away. But as of right now the robotic motions of patrol gens, find survivor, down survivor, hook survivor, use BBQ to locate next survivor, wash/rinse/repeat, are over. You need to get creative or you'll lose. Period.

    Sure they can try different strategies, but are they fun? The examples you mentioned are boring as ######### to play that way. The hit and run style with Wraith is a snoozefest, and doing 3 gen setups with hag and Trapper is probably the most boring and mindless playstyle In the game. I don't mind new ruin, I'm just levelling plague and playing Freddy, Billy at the moment until I can get corrupt for all my killers, but it was mostly about how ruin let certain killers play in a nicer and less bot-like way

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019730#Comment_1019730

    Unless you're Oni. You can hit that person with his power.

    That'd be good if they weren't able to unhook and run before you even activated his power.

  • @DocFabron said:

    Swing closer to the actual hook and you'll hit them. :)

    Oh sure, show me a clip of that working on a survivor that isn't brain-dead and doesn't ######### it up (unless I missed sarcasm, the only reason why I'm saying is because people on here legit believe you can counter it by doing that when that just doesn't work and they can just move to the other side.)

  • No, it's purely cosmetic.

  • Crack Billy and ruin is just a little too disgusting to use imo. It is a build you use if you wanna win though.

  • Cringe. This kind of reaction over 1 perks tells me that you were already doing this before and really didn't care, and you shouldn't because if you want to play like that, go ahead it's your choice. But say I'm wrong and you're seriously going to go out of your way to be what you call "toxic" all because of the ruin change then maybe killer isn't for you.

  • The amount of times I've gotten out using wake up when the hatch has closed...don't underestimate the power of being W O K E

  • So snap out of it is bad now...have you ever considered looking at literally everything else he has? His power is even better in chases now. The lack of a mode switch makes it feel smooth and intuitive, and you can easily bait dead hard etc. His AoE is really effective at finding survivors. Sure the snap out of it is worse (I doubt you're losing games because survivors can snap out of it easier) but does it really matter that much when you have so much more to work with in chases now? I find Doctor really fun to play now, the old Doc was awful. Switching modes all the time was just stupid, the new Doc feels a lot more up-to-date with other killers.

  • Um...cool I guess?

  • You can. Not exactly fast but if survivors are having trouble with the even easier Snap Out of It skill checks then they can just tap it to full (That is the only problem I have with Doctor though, the rest of his power is great.)

  • Ran shadowborn on literally every single killer. The default FOV literally made me sick to my stomach at first (why there's no FOV options in the first place is baffling, because honestly how much of an advantage would it give you in a casual game like DbD to increase FOV by an extra 15 degrees). Now I only use it on Nurse and Billy.

  • @ClickyClicky said:

    Ruin was dull but boy did it feel far more fair than NOED.

    Shame they nerfed Ruin and not NOED. I didn’t mind killers taking Ruin but some people would take both Ruin and NOED, on top tier killers too. At that point skill was being taken out of the equation.

    NOED is fair and honestly a pretty terrible perk. If the killer gets to use NOED they've pretty much already lost. And survivors have themselves to blame if they didn't keep track of totem spots (maps and detective's hunch are good ways to do this). You might get one kill off NOED at the end of the match, essentially pity points for the killer.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015921#Comment_1015921

    I meant Legion is the least fun killer to play against. Survivors hold M1 to do gens all game, with Legion its just hold M1 to heal on top.

    Would much rather go against a Legion than a clown, Spirit or a Huntress or Myers in this current patch (because getting hit by Huntress' throwable pick-up trucks and getting stalked through walls by Myers is a lot worse than playing against a basic killer who's power is literally incapable of downing me)

  • You'll see a bunch of calm spirit for maybe half a week, then everybody's back to not playing Doctor and it's business as usual after that. As for doctor's changes I hope their promise to reduce the cooldowns between actions will actually go through so he doesn't feel awful to play but apart from that he's meh.

  • Who cares if it was lmao. You shouldn't feel bad about playing a certain way as killer because you can bet your entire family that the survivors don't feel bad when they do it.

  • You might get it once per match because distortion has a limited amount of tokens because that makes complete sense. But in a world where distortion is good, that combo is really cool.

  • @Respectfulnancymain said:

    Killers have second chance perks too lol enduring,spirit fury,remember me,blood warden

    Please please PLEASE elaborate on how you think those perks are second chance perks. You didn't even mention noed, which is the closest to a second chance perk killers have and that still isn't one.

  • The red add-on is sort of interesting but it would t be good. You don't get nearly as much control with his chainsaw as Oni gets with demon dash. Ot wouldn't be as good as you think. He really doesn't need a cooldown though, his base kit is fine the way it is. Adding cooldowns is how you make a killer less fun to play, and we really don't need anymore cooldown abilities in this game, there are more than enough.

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