Alex_
Alex_
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- Alex_
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Idk man, my matches are just fine. My biggest problem are survivors killing themselves or DCing even tho their/our chance us pretty good, because they want to trough around their negativity about the game and the devs and their live or whatever (i do not mean you, i don't know your matches, so i can't judge you, but there are many of these people these days)
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@th3syst3m said:
Their new game will fail just like the last one. They're a sub par developer that had a great concept (DBD) that they will just milk until it does finally die and then they'll disappear.
Then why do you waste your time with DbD and it's forum if you seem to hate it so much? If you don't like it, don't play it, and do not annoy the people that actually enjoy the game with your negativity.
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@VicRatlhead said:
She'd need to be slowed way down before I'd support much to help her in chase. She can teleport across the map so she's decent at keeping pressure on gens.
Well, her teleport is a way to preassure gens, that is true, but it's still not a great thing, as there are other killers doing this better, like dredge. But even if her teleport was good, she has pretty much nothing in chase and that hurts her a lot. So I don't think her teleport makes any difference here.
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They have already tried to get the Pennywise license, but failed. This has been some time ago tho, so things might have changed. But Pennywise is definitely something they have in their radar.
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It has happened to people I play with, but not very often.
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@dugman said:
I’m undecided on this so far, mainly because I’m trying to figure out the situations where being able to walk through pallets while being unable to attack afterward would be useful. After all, say you’re a survivor and Sadako walks through a pallet toward you. What is stopping you from just vaulting to the other side? (Not even Dissolution works because she has no terror radius while doing this.) She does turn invisible on and off so maybe there’s a chance of doing it while invisible for a second then Manifesting quickly? But it seems likely a survivor would still have plenty of time to vault back over.
Windows are slightly different because survivors can’t use the same window over and over. So this would give her kind of a weak version of Bamboozle, sort of, maybe?
Now if she could walk through actual thin walls while Demanifested, sort of like a slow motion Nurse, THAT could be interesting when combined with her stealth to come at survivors from really unexpected directions. I’m not sure going through pallets and windows would do much though, other than looking cool on the screen of course.
That is actually very true, and i didn't think of this so far... and i don't even know what to do against this... maybe a pallet that she goes trough is blocked for that duration and 2 to 3 seconds afterward? That would not stop a survivor to play around the loop of the pallet, but it would give sadako the power to ignore godpallets like some of the ones on RPD or so. This might open some interresting playstyles.
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@Marik1987 said:
Its sad. Well, I can run Eruption, Call of Brine and Overcharge together. Wow, 3 Slots gone. Nice!
Ofc you can do that, but even tho freddy is undoubtedly more than just on the weaker side, i dont believe you need 3 slowdown perks after the killer basekit buff. Esp as its really good ones. Eruption has the insanely long incapacitated and overcharge and call of brine combo really well together.
But for other perks...
If you want gen slowdown/protection, pop is still viable after the nerf, esp with tinkerer. Deadlock is very decent. Opression is not as bad as you might think, esp in combo with other kicking perks like eruption (i know it doesnt apply eruption to the other gens, but its still nice to get both effects with one kick) you can pair opression with surveillance to see what gens have been kicked if you want to. Jolt works just fine, as it has a set distance. Corrupt is also still great.
There are severaly perks that work on most killers that you can run on freddy just fine. Im all ears to make interresting mindgames, coup the grace (as memey as it sounds, it is really fun, and can actually help you in some situations, esp because nobody expects it). Devour hope is great, esp as you will teleport after hooking many times. Fearmonger to get easier chases after teleporting. STBFL and PWYF are decent.
One thing i haven't tried yet, but might be fun, is using plaything on him for the chaos. It kinda punishes survivors to wake themselves up.
I in general highly recommend you using more fun builds. From what i've seen in this threat, you had your build of ruin/undying, PR/DMS and used this almost exclusivly (sry if i understand that wrong), but i think you don't need a build as strong as this, even on freddy.
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@Marik1987 said:
Its sad. Well, I can run Eruption, Call of Brine and Overcharge together. Wow, 3 Slots gone. Nice!
Ofc you can do that, but I highly doubt that you need 3 Gen Slowdown perks...
It is out of question that Freddy is more than just on the weaker side if killers, but after the killer basekit buff you do not need 3 slowdown perks, especially if it's an imo really strong perk (eruption, due to the lpng incapacitated duration) and two perks that combine to a beastly combo. You can get rid of at least one of these if you really dont want 3 slots gone. (I dont know if i interpreted your comment correctly tbh)
Perks i can recommend tho are pop (which is even after the nerf still very viable, esp with tinkerer) and deadlock if you want solid gen slowdown/defence.
Opression is also not as bad as you might think, you can even combine it with other kicking perks.
Other perks that are good are some basic things that work for most killers. You can run im all ears to make interresting mindgames, you can take coup the grace (as memey as it sounds, it is really fun, and can actually help you in some situations, esp as noone expects it). STBFL and PWYF are also viable options. Surge/Jolt works just fine, as it works over a set distance as far as i'm informed. You can use mindbreaker/fearmonger to easier catch survivors after a teleport.
What also might work (i didn't test this yet as freddy is far from being my main, but i really want to) is using some undetectable perks, plaything in particular, to cause some chaos.
I think regarding perks, it's not too difficult. Sure, his addons are atrocious, but perks are not a problem. Threre are still many good and fun ones.
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First, i do not like the idea of punishing Clicking and T-Bagging, because they are also a tool to communicate with your teammates.
Second, i personally don't feel offended. I just ignore it or laugh about the stupid people teabagging me after poorly predropping a pallet and then getting hit because they wasted time trying to make me salty. I alsl never hit Survivors on the hook after they did such things, I only shake my head after downing them, to let them know, it was their one fault of being stupid.
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I'd say they are pretty even in strengh after the patch this week. Pain Res will just buy you some time passivly without you even noticing where exactly it helped you. You only know that it helped (because you don't ser which gen is affectefd, idk if this makes sense), while Surge/Jolt helps you visibly, as you don't waste time kicking gens, but it not necessarily kicks important gens. So they both are very usable imo.
Edit: I voted Pain Res because of the combos, like DMS. Surge has none of these as it doesn't apply Eruption, Overcharge etc..
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They didn't really do anything about the main problem of Thana. It only was too strong on Killers that could have all Survivors injured at once, an this is exactly what's unchanged. What they did nerf is only the part that's not problematic.
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I don't think it's that big of a thing. I personally see a Meyers once a week, max. Let alone a Mori Meyers. So the few times I get one it's a real experience. It is stressful in a positive way. You always have to be careful, even more so than usually, and I love it. Sure, many times you die against these, but it is still fun.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3102753#Comment_3102753
No offense taken ! I'm pretty low mmr on both roles honestly, I have maybe 100 hours on the game? Started playing two months ago. I'm definitely doing better as killer, but I mostly play survivor (70-30) because I play with a friend.
I do know my experience is not that of all players (thank goodness!), and that me being new is... well, on me, but it just gets a bit frustrating when a game requires like, 500 hours to actually get good at it, and 6.1. definitely didn't help in that by making survivor beginner-hostile and killer beginner-friendly. (Low mmr actually felt balanced enough before the update)
I'll get better with time and practice, but I just don't feel very motivated to learn right now for reasons already stated. I'm kinda hoping toxic killers will get it out of their system and things get back to normal soon.
That was always the problem with playing Survivor in my experience. When your Matchmaking (even Pre-MMR) is low, either by just starting to play the game, or by having taken a break from it, you get tons of campers and tunnlers and it requiers more luck than skill to get away from this low Matchmaking.
If you are the first one the killer sees, he'll tunnel you out of the game, if not, you'll most likly survive.
But it gets better after a couple of lucky escapes xD.
That was kinda my experience in low Matchmaking
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@HugTheHag said:
I'll precise that my answer is in a context of low mmr.
Killer is too strong in low mmr.
It may be balanced in higher mmr, I don't know, I haven't been there.
Also, survivor is unrewarding for other reasons than killer being too strong : not enough bloodpoints (easier to grind as killer), games are boring because either hitting skillchecks on gen or on a hook but not much else, tunneling and camping are still rewarded and therefore survivor games are trash.
Not supposed to be offensive, just curious. Is your Survivor MMR low as well? Because this might be the reason for the camping and tunneling. I play both sides equally, in relatively mid MMR i assume (as you don't see it, i have to guess), and i have almost no camping or tunneling. I just have less Killers giving me the Hatch if i'm the last Survivor.
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I do not see any difference. Pre-Patch i died most of my matches, because I'm a recue person. I always run FTP and Saboteur, and since the patch WGLF, so I usually die to safe someone else from dying. This hasn't changed at all. But I think, even if I played a bit safer, pre- and post-patch, my escape rate would not have changed bc of the patch
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I really like that idea, because imo it's in general good, to get perks that counter a certain strategie, particularily if it's as prominent as 99ing a gate. Also I think this would fit way better with the name "Remember Me"
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I would not use Dying Light. It's not a good perk, especially when you already have Thana it's nlt necessary. I don't think Devour Hope is that well of a choice either, because once it's in it's best phase (3 or more tokens) it forces you to not use your power. Especially as you'll get to 3 tokens at a time, when either you have many possibilities to get your corrupt purge, which again won't profit from Devour Hope, or they won't cleans at all, im that case, Devour does absolutely nothing. I would instead take Hex: Plaything. It's firstly a decent perk, not meta, but decent, and it goes really well with Pentimento, as you'll have many Hex Totems.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3095434#Comment_3095434
The locations of survivors in the beginning of the match can be shown with Lethal Pursuer. The Pinhead player can either follow the aura of a survivor running to a remote corner of the map or head to the area of the map where survivors didn't spawn. The box also makes noise when in its vicinity. Pinhead is given information when a survivor interacts with the box and when he, himself, picks up the box. Outside of aura-reading perks, this is spoon-fed.
Add to that, he gets a passive power as strong as the chain hunt and the built-in slowdown that comes with survivors having to juggle the box along with gens, healings, unhooks, chases, etc. As far as I'm concerned, this doesn't belong in a multiplayer game. His kill rate is the highest for a reason.
First about the killrate: Behaviour told us not to use them as argument, because they are over all skill rates. Nurse has the lowest killrate, which doesn't mean she needs a buff.
About the information: Yes, with Leathal Persuer you can find the box right at the beginning, but it is only natural, that perks are better on some killers than on others, so I don't see a problem with Leathal just being good on Pinhead.
The sound the box makes furthermore very subtle, so you only really hear it, when you are more or less standing right on it. It is only there, because without it, it could easily happen that you run right over it without noticing, as it is really small, and that would imo not really make sense.
The info you get if you pick the box up is not that critical either, because first, as I stated, it is almos always a reward for good gamesense and thus deserved, and second, to make a little comparison here, doctor's Static Blast works similarily. Now, admitedly, Static Blast gives less info, but it is a Ability with cooldown where you only have to press a button. The box on the other hand only gives you info either once or twice a match or if you deserve it, depending on your skill as Pinhead.
The info you get when someone solves the box is also in most scenarios rather unimportant. Sure, if there are two survivors left, you're chasing one, and then you hear the sound of the box, you know there is no gen being done. But if there are more survivors it is really hard to get reliable infornation. Now you could argue that it helps if you don't know where survivors are, and this is true. It undeniably tells you, where to go to find someone. But I would not call this broken, because you get similar, maybe even more info by just patroling gens, because you find a survivor, which is the same result as with the box, AND you now know the progress of a gen. If you just teleport, there might pop two gens you could have stopped by not following that information. So yes, he gets information, but using this information to you advantage is difficult. You can't just blindly follow the info you get, because you would neglect other necesary info you have to gather yourself.
About the passive slowdown: There are many killers that come with passive effects. Sometimes its slowdown, like Pinhead or Pig have them, or it is the ability to keep survivors injured, like the Plague can. This is in generally no big deal. You can balance these passives just like you can balance active abilities, and Pinheads passive, yes, is strong, but not broken or anything. The Pigs passive slowdown arguably is stronger, but her power overall is not as strong, so it doesn't really matter. I think Pinhead is in a really good spot, balance-wise.
(Pardon me if there are many typos, I'm writing on my phone, which comes with it's difficulties.
Also I hope my explanaitions are at least to some extend understandable, my ability to explain is not the best I think.)
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I really like Silent Hill. I know some of the music, I've seen the movie and I have the Chapter in DbD. So I thought, let's try one of the games. I bought myself Silent Hill: Homecoming a playes it a little, but I really don't like the 3rd person perspective. I don't know what it is, but it feels really clunky.
Neither do i like the combat mechanics. The are really weird, so I ended up dropping the game, which is a real shame, because horror-wise it is really well made, but i just don't like playing it.
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In general, no he doesn't need a nerf, his reveal mechanic just needs to be fixed. Maybe it's just me being stupid, but i doesn't really work have time.
For the part about his speed. I know what you're talking about, but it only seems that way, because of his running animation. I at first also though the might have increased his speed in his little rework/buff, but this really only looks like he's fast.
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I just didn't play PH a lot yet, because the way you control him while using his power feels really weird to me. Maybe it's just me, but it always feels like the sensitivity is higher than usual, thus i can't really flick with his power compared to nemesis.
The high sensitivity let's me flick to far usually, but, at the same time, it happens that I sometimes flick not far enough. I can't really put my finger on why, but I think it might habe something to do with the delay of when you release the button and when the projectile reaches the survivor. While nemesis has pretty much a hitscan wapon, as the tentacle doesn't have to travel to the survivor, his power is just way easier to control.
Edit: i also like the way you can "drag" the tentacle on release.
In conclusion, my PH mechanics just need a little more practice, then they are probably the same amount of fun, but for now, nemesis is my choice.
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I do not understand why you are complaining tbh. imo the box part of his power is really well implemented and interresting. I always like killers that not "only" have a power like anti-loop or mobility, but also have something that rewards them even more for good gamesense. The lament configuration rewards you for knowing the location of all survivors. On the one hand, it allows good players to regularily find the box or at least integrate it well into the match, while on the other hand, players that are new to the game or dont play pinhead a lot etc. won't get a lot of value. Obviously it gets them a little genslowdown, but that is to a fair.
It would be unfair, if he would get info for free, spoonfed as you called it. But the best information you only get for playing well, which is completely justified. The amount of info you get for free is relatively unimpressive and is not a reason to nerf him in any way.
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Acctually it's We're Gonna Live Forever. I am a huge fan of For The People, so the new secondary effect will be really helpful
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@DY86 said:
The only thing is busted tbh is being healed does not deactivate it. Because against teams and even well coordinated survs it will be unfair. I mean 3 hits AND Dead Hard cmon
Can you please explain to me, why 3 hits? Not supposed to be rude, just wanna know if i missed something, because to my understanding, first it's 2 hits, the one from healthy to injured and the one because of off the record. And second, new Dead Hard gives you Endurance. But if you are already Deap Wounded because of off the record, Endurance will do nothing, so Dead Hard won't do anything.
So please tell me your train of thought, so I know where my mistake lies.
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@InvadeGames said:
I will preface this by saying maybe in your part of the world players play differently but I am in NA and this is my experience as someone who plays both sides.
This forum constantly whines about camping and tunneling and i have seen time and time again what people claim is tunneling and camping. And your not being either.
vast majority of killers dont face camp. Not at mid to high mmr. if your being facecamped your probably a bad survivor and dealing with new killers. I get a face camper 1 out 50 something matches. And thats usually when a killer was ran around all game and you can tell they are frustrated.
proxy camping is not camping and is a 100% good and viable strategy.
I have often been accused of camping when i hook someone literally travel to check 1 or 2 gens and patrol back to hook, then go away do the same until the unhook. I time this in such a way that I can add pressure to a solid portion of the map and time that when the save happens i can end up close by or at least on the way. This is SMART gameplay. there are 2 people not on hooks with at least 1 injured, that i can get a trade on, or get the unhooked right back down and possibly pressure a second or third person right off hook.
or sure i can let every unhook be safe and have them heal up and start all over again. Im going to make the strategically sound decision, not handicap myself for no good reason.
Yet I have been accused of camping many many times for literally leaving the hook and often getting a hit on someone else.
Your not being tunneled. a killer's making an intelligent decision and going for someone who is injured near you in many cases a good idea. Not always but often it is.
Often times survivors make bad decisions or just end up popping up in front of me as im moving across the map. you think im not gonna go for you? lol
Tunneling is when EVERYONE else is ignored the whole game till the killer gets you out. this is RARE. (again speaking from someone who plays in NA)
Tunneling does NOT exist when 3 gens have been done. when there are 2 gens done the killer needs to get outs.(and 3 gens are often done in the first few mins depending on a few variables)
You wanna complain that it sucks getting taken out in the first 5 mins of the game. sure i get that, but almost 50% of games are over in 7 mins or less. Time is not on the killers side if half decent survivors know how to juggle gens and run tiles. This game has waaaaay too many safe tiles to run. 30 seconds to run a surv down off a loop is up to 30 seconds gens are worked on.
Its very common that by the time you get 1 surv down especially if they know how to run, that 1-2 gens get done in that first hook. The killer now has only 3 gens left and 11 hooks to go assuming survivors want their 12 hook match. Your wanting the killer to play like an idiot and play in and inefficient and tactically inferior way?
every may has at least 1 double L tile(frankly they are unmindgamable with any m1 killer without a mistake being made and im of the opinion the "L" part on one or both sides needs to be removed to stop that being an infinite, every map has at least one infinite window or double window vault and the majority of pallet loops are big and a time waste to mind game, there should be less safe loops and more 50/50 to unsafe pallets and shack, which is a huge waste of time for many killers.
decent survs should be able to pull at least 30-45 seconds off every chase and they often can get 60 seconds plus if a map gives them chained tiles and a pallet every 6 feet. This doesnt include the time to take to hook which could be a 2 second trip or a 15 second trip and then your travel time to a new generator/surv.
Whether you like it or not the reality of this game is that there is no luxury of time to just have a nice fun chase, if i had time to do a 2-3 minutes chase ona surv, i would love it. Mind games and loops are great enjoyment, but when your in a chase you have to end it as fast as you possibly can because up to 3 other gens are being crushed out while your traverse the infinites and 10 pallets. This doesnt include the huge amount of second chance perks used, whicha re strong enough that many of them have close to 50-100% use rates on a team. All of which extends things even farther.
When 2 or less gens are left there is no camping or tunneling, it makes zero sense. When 2 or less gens are left you in most cases NEED to have SOMEONE out the game or you have a much higher chance of losing, and it is not uncommon to have 2 gens left and only 3-4 hooks out or less.
You get mad if your sacrificed in the first 5 mins but you sure dont mind ending the game in 5 mins so what exactly is the difference here?
Finally, since most players choose one of like 8 different survivors and commonly use the same skins many many games have 2-4 identical characters. Sorry im not gonna try and work out which of the 3 bills i just hooked, nor am i going to see a bill i just hooked and ignore him so i can go find someone else when i need to take the bill i just hooked out anyways.
There is actual camping and actual tunneling and i am 100% confident that 95% of these complaints arent either of those.
and please please please, instead of trying to overthrow 4chan for which community is the most toxic and vile can both sides actually talk and listen to each others issues instead of acting like real life enemies?
Survivors NEED killers and killers NEED survivors or there is no game. we can discuss the issues we have and come to mutual agreements and solutions without treating each other like garbage.
Thank you for coming to my TED talk.
You make a couple of really good points, I especially like the aspect of proxy camping, because patroling gens and the hook is not camping as it leaves a faire chance to rescue.
But what I think you didn't talk about enough, is the fact that Killers are supposed to play purposly "bad" so the survivors get the most amount of fun out of it, while Survivors are perfectly fine to play however they want. They don't care if the Killer has fun when they run shack for the billionth time or abuse the save window in the main building. Same thing with Items, which are imo overpowered (I knlw from Survivor perspective it often doesn't look like it, I play both sides, but as Killer you notice for example how much time a decent toolbox saves a Survivor).
So why have Killers follow strict rules of what they are allowed to do, because they have to respect the fun Survivors have, but Survivors can do whatever they want? That I think is the main problem. Either both sides follow stupid rules or none of them (I'd prefer the second posibility, because as another comment I saw explained quite well, that's kind of what this game is about, but you can have your own oppinion if you want).
PS: Pardon me if there are many typos, I'm writing this on my phone as I won't be home for a couple of days.