Altarf
Altarf
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Because they want to have a power fantasy and win easily, and they don't like losing against a "meme" build because it's more embarrassing. The same thing applies to killers, too, hence the abundance of Freddy and Stridor Spirit, but unlike most power fantasy survivors, power fantasy killers don't insult and harass the other side because they lost.
They want an excuse because they're embarassed they lost, and the best excuse is that the killer must have camped/tunneled/sweated/used an op killer/used an op build/whatever buzzword they decide to use. With a meme build, the amount of excuses they can use goes down and they get even more annoyed.
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@tomas11403 said:
No criticism of you is intended here, just giving my input.
1) Why is Myers so high up? He really isn't even that high but he's just so weak that I can't see him being anywhere above D tier. His early game of horrible, 105% until he gets out of tier 1. Sure, he gets an instadown, longer lunge, and faster vault speed, but that really doesn't mean all that much given that his can still only M1. I just feel that the other killers similar to him outclass him so far that he is just pathetic and outdated at this point, his power has a significant low which isn't cancelled out by a mediocre high. Obviously you can still do well with him at any rank, survivors aren't the best typically.
2) I think pig should be lower as well, her dash isn't useful at most loops, and the ones it is good at you could probably land an M1 to begin with. Her traps are RNG based, which means if she gets bad luck with the traps, she is basically just an M1 killer with a subpar chase mechanic.
3) Twins I feel are stronger than this. The slugging potential is strong enough IMO to warrant a spot in at least B tier. Still pretty new, I won't say too much on this one.
4) Ghostface has a similar issue to Myers, which is that his power just leaves him as an M1 killer a lot of the time. Yes, he has decent stealth, but the game has evolved so that stealth isn't really a genuine tactic at higher level play. He can use Night Shroud at loops to hide his red light, and crouching can throw people off, but I would still move him down to C tier.
Other than that I mostly agree, and like I said this is just my opinion/input, I'm too lazy to make a tier list myself.
None taken. C tier relates to below average killers, mediocre ones. D is flat out bad. Myers is in C tier so not particularly high, and he's there purely because of EW3. He has very high snowball potential while still being able to hook survivors and play efficiently (unlike Twins), with lots of perk versatility, but suffers from many weaknesses as you said. Pig is like demo - jack of all trades but master of none. She has slowdown, stealth and chase, but all have massive problems. But if the Pig player is good, the dash can be made kind of useful in looping, and the traps are undoubtedly effective, if inconsistent. Ghostface is at B tier if you do the hit and run playstyle with recharge addons.
I won't justify Twins. They are awful unless you 4 man slug, but every killer is great if you do nothing but 4 man slug.
@chieften333 said:
Why you gotta do my man blight like that? He's at least A tier.
I'll believe it when I see it.
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@Satori said:
Sorry no offence, but i dont want to see new bubba with 3 stacks play wit your food. They just need to rework these perk entirely
Each time Bubba uses a charge of his chainsaw, he loses a stack. It's unusable on him; he loses all his stacks every time he chainsaws, and frankly, he already moves fast enough (when he's not bugged like he is currently, that is)
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You haven't actually claimed either of the challenges next to his challenge. Once you claim one (do the left it's less bloodpoints) you can access it.
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Sloppy Butcher is great on Twins. Some swear by Deerstalker but I'm personally not a fan. Hex: Ruin is also useful instead of Pop Goes The Weasel as you will rarely have time to kick gens.
Currently it's bugged to reveal itself on all attacks, but once it's fixed definitely use Hex: Devour Hope. Twins are arguably the best users of it. Victor can defend the totem at 3 tokens or more AND hide Devour with his pounce. Plus, you can do the totally fair tactic of leaving Victor by the hook and moving out of Devour Hope range. When you get a token, switch back to Victor and pounce on some people.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1856375#Comment_1856375
They've been working on this game for 5 years, I know they have it in them to optimize it.
Heck, even Battlefront II runs smoother and that game looks INCREDIBLE.
I use Battlefront II almost purely as a launcher for DBD on my PS4. Booting up DBD without the fans already working causes it to overheat at the title screen.
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Becau$e $ome co$metics were expen$ive to make. We're a $mall indie company.
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Yes, but if they make PS4 and Xbox One actually run the game with any level of smoothness, then the chances of them buying DBD again on PS5/Series X decreases. Cash cash money
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Didn't Almo or someone say that they never actually confirmed the early game slowdown? In the QnA stream where he said Object was a weak perk. That seemed like pretty express "my stats show that killers are strong enough so the early game doesn't need a change" to me.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1856340#Comment_1856340
It’s also worth noting that Doc can get value out of DMS with Distressing, by using Static Blast in an area that is likely to have a lot of survivor activity.
I suppose so, but if survivors are within 32-40m of you when DMS is active and repairing gens, you're most likely going to head to those gens anyways. It's neat but not worth it on him in my opinion.
If you ask me, they should rework DMS to no longer be an obsession perk. It works on every hook. But, in exchange, the duration is reduced; to, 30 seconds let's say.
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@Shirokinukatsukami said:
I don't even know what DMS does. I have never seen it lol.
I'm not surprised. When you hook the Obsession (so it activates 3 times a game at maximum without intentionally getting DSed), it activates for 45 seconds. Any survivor that stops repairing a generator during this time causes the generator to be blocked for the remaining duration of DMS. It's one of the most situational perks out there; it's difficult to even activate, much less actually get value from. Most of the time you won't even block a generator with it because survivors will be repairing gens on the other side of the map, or they'll already be going for the save. Even when you block it, it's only blocking; no regression. This means you can't use PGTW on it, ever, due to Pop's nerf to 45 seconds. Ruin also won't apply for that blocking duration.
It is terrible.
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My guess is:
-Clown rework which ultimately doesn't improve him all that much OR makes him incredibly easy to play and becomes the next Freddy. Either way, his addons are receiving a sledgehammer to the knees.
-Some perk changes; Gearhead and Blood Echo are my guesses. Probably a lot of killer perk nerfs; Undying is obvious but I also think Tinkerer, Infectious Fright and Blood Favour will be nerfed. The former two because they are good perks and the latter because it's probably sort of difficult to go against for new players.
-Probably Blight POV fix.
-Small Twins nerf, probably making Victor take longer to come back after being kicked.
-Coldwind Farm graphics update OR Coldwind + Crotus Prenn.
NOED and DS will not be touched.
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Because they love to teabag and rub their victory in the killer's face. Just break some pallets and don't go to the gate, deny them of a new clip to put in their EPIC Noob3 looping the baby killer highlights montage
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Another interesting perk on Twins is, strangely enough, Dead Man's Switch. Although DMS is one of the worst perks in the entire game, Twins is the only killer besides Freddy and maybe a Blight who can get it to work. Just hook the Obsession, send out Victor preferentially with a speed addon and do a quick rush around the gens. It's hilarious watching them leave the gen and watch in despair as Victor doesn't even chase them and runs off to block another generator as they sit next to that 30+ second blocked generator they were just working on.
I'm kinda interested in Oppression + DMS. Does failing a skillcheck cause the generator to be blocked?
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I hope so, but they seem to have decided to stop making maps for now with the graphics update. When most of it is done, I'd love to see a new Ormond or Glenvale map because I love Saloon and new Ormond feels a lot nicer to play on.
Temple Gate map on Glenvale for an Outlast chapter when?
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My guess is the midchapter after Clown's rework. Let's be honest, it would be decidedly out of character for BHVR to nerf one side's overpowered tool and then nerf the other side's overpowered tool soon afterwards. They'll probably make some excuse like "my stats show me that key users actually have a low escape rate therefore keys are fine." or something. Not expecting much.
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If there were 5 fixed spots on each map, every hex perk would become unusable because survivors would always know exactly where to go to cleanse it.
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@Jay_Whyask said:
https://forum.deadbydaylight.com/en/discussion/comment/1855597#Comment_1855597
Plenty of killers have a terror radius lower than 32 meters, also Open Handed exists.
T2 Myers, Huntress, Hag, Spirit, Deathslinger. That's it. 5 killers. Dedicating two perk slots solely to see these killers' auras for, like, 2 seconds before you get in their terror radius is not worth it.
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I almost totally agree with every placement here. I feel Deathslinger should be in B tier rather than A though, his lack of map pressure and speed kill him. Glad you haven't joined the Blight cult because people are really overselling him. Low A tier - high B tier is where he is. He is not the third or second strongest killer in the game. Just move 3 inches to the right 4head
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Tapp is close behind. Poor guys.
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Honestly, this is pretty accurate, besides the weird amount of killers in A tier. I think Twins and Plague should be switched though.
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Twins. Something's dodgy with their lunge, it feels wrong; like it doesn't have any weight.
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Object doesn't work unless you're outside the TR. This would make it useless against most killers. Object can't really be salvaged with a numbers change, it needs a full rework.
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L U C K
(trapper and wraith too)
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Play survivor with your volume muted. Trust me.
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Charlotte's body and head should've been merged in cosmetic pieces like Billy and Victor should've been the "head" piece. Like Ash and his hand. Such a missed opportunity.
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I can't believe every single match for those people is against a tunneling facecamping noed ruin undying Freddy or Spirit who they loop for 5 gens but also instantly downs them with their uncounterable no skill chase power and also their teammates are rank 20's and the killer hits them on hook and then they're in queues for 30 minutes. Every single game too, apparently.
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This isn't holding the game hostage but I'm pretty sure blocking somebody in the corner for the entire match like this is reportable. Just open the gate and leave.
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I've gone against someone using Coulrophobia exactly once, and it was an Iridescent Button legion with a whole build around the mapwide TR. Unique build but incredibly underwhelming, Coulro's effect was honestly hardly even a problem at all. Wouldn't recommend it unless you're going for massive slugs or giant TR doctor or something.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1853913#Comment_1853913
They said it would be too weak if they did so it’s not getting changed
can’t say the same for knockout though
Honestly, I think they might have nerfed Knock Out while designing Twins. Imagine old Knock Out hiding the aura when Victor goes on a slugging spree. *shudders*
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Might be a bit controversial, but I love playing against Pyramid Head and Oni. It's very fun to get into the PH's head and predict where he's gonna shoot punishment, what he's going to do next, pull off precise movements to get him to cancel Punishment and then get hit with a pallet; his chase music is great too. Oni is frankly just exhilarating to go against while feeling completely fair. Both fantastically designed killers if you ask me, discarding the whole cage part of PH's power which is completely harmful to the killer unless they hard tunnel a guy with cages over and over. Unfortunately, they both take a great deal of skill and are difficult to play, which might be why I hardly see them in contrast to Freddy, Spirit and Legion which require considerably less skill. (no legion isn't strong in the slightest but he doesn't exactly require a PHD)
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Nemesis is really the only RE killer who could have a conceivable unique power. What are you gonna do for Mr. X? Punch rush?
I remember before Deathslinger's release I was convinced the next killer was Nemesis because some of the devs (McLean I think) said that the new killer doesn't care for loops and has a massive super powerful ranged attack that hits survivors in other games. Note "other games." That, combined with the leaked breakable wall score event, made me think he was gonna have a rocket launcher and instadown survivors and temporarily destroy walls or something. Good times.
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Twins basically stole the ideal power for Chucky - switching to a fast moving small character that pounces onto survivors backs. I think making Chucky a standalone killer would be a bit derivative of them and difficult to set apart, not to mention the countless problems with animation and general gameplay with such a small killer performing normal killer actions like hooking and pallet breaking and vaulting. Hell, even lunging. It's like the whole Billy and Leatherface problem, except there's only so many ways you can do fast moving small man that pounces onto people's backs.
Chucky's best bet is a legendary skin for the Twins; have human Tiffany with a hairpin/knife or something as Charlotte and Chucky as Victor. Although Victor doesn't change with cosmetics, it is a legendary skin so some leeway might be made for a licensed property. That's the best way to implement him in my opinion; better than some phoned-in paragraph where he teleports to Good Guy doll boxes around the map or something.
The only problem would be Victor's shrieks sounding weird with Chucky, but the stock Good Guy doll catchphrases could be used (the ones that the doll says when you pull the string). When on a survivor's back he could start violently swearing. Maybe that last part is wishful thinking but it would be golden.
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@trick said:
https://forum.deadbydaylight.com/en/discussion/comment/1854625#Comment_1854625
its both , 100%. his normal hitbox with no lag is twice the size of him. a ye i face many victors where they always make it so u cant kick him after he pounce
You're talking about the bug where if survivors start to kick you too late, the crushing animation is interrupted, right? Yeah, that needs to be fixed, but with that fixed his hitbox is totally fine and actually necessary to make life a bit easier for Victor. If it was the size of his model Victor would be incredibly risky to use and with very little reward because of how difficult it would be to hit someone / how easy it would be to dodge.
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I feel like you could swap Plague and Twins, Freddy and Hag, Legion and Clown. Plague is objectively better than Twins, unless you do nothing but 4man slug all the time as Twins. Plague, however, can 4man slug just as well if not better then Victor as long as she has corrupt purge and infectious fright. But doing that strategy all the time is a little cheap. Hag is undoubtedly the third strongest killer, nothing can change my mind on this, Freddy is slightly overrated against good players. Legion is slightly underrated, Clown is worst killer. Aside from those, this is mostly accurate I think.
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It's not really his hitbox, it's dedicated servers. Plus, if Victor didn't have a generous hitbox, he'd be useless. Remember, one missed pounce and he dies, if the survivor has even decent reactions. It'd be way too punishing for what is already not a particularly strong killer.
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Ruin is only useful if the killer can apply lots of gen pressure. No, it doesn't need a nerf, it rewards good gameplay while doing nothing for people that just chase one guy or don't apply pressure. It is completely fine. Without undying, it isn't even that strong given how easily it can be eliminated. If Ruin is nerfed (again, might I add) to irrelevance like you suggest, killers only have one option for gen regression - PGTW. And that's already been nerfed. And then people will start complaining that killers use PGTW every game and it will be nerfed again.
Undying is the one that needs to be looked at. I'm not gonna be forced to use something like surge because people think every usably strong perk should be nerfed.
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Apocalypse
You look out for number one.
When you will be instantly sacrificed on your next hook, and you are picked up, Apocalypse activates. All survivors not currently in a locker receive visual distortions. When you are placed on a hook, one random survivor not in a locker swaps places with you and is placed on the hook instead of you.
Apocalypse only activates once per survivor. After Apocalypse activates, suffer from the Broken status effect for the remainder of the trial.
"This is what you get for self caring in the corner of the map, Blendette." - Richard Head
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- Aura Reading when near a totem kept as is, but only on actual Hex totems. On Dull Totems, you have to start cleansing it in order to have your aura revealed. It still needs to have perk tiers / be a perk that you could conceivably use on its own.
- Cleansing the Undying totem will also instantly deactivate any Hex it has respawned. So if Ruin gets cleansed and Undying respawns it, and then you cleanse Undying, Ruin will disappear and the new Ruin totem becomes a Dull Totem.
It still needs to be a useful perk, guys.
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I figured it was a reference to that whole Opium subplot in his bio. You know, the "grip of the oriental dragon" being a metaphor for Opium addiction with that whole Opium den. Thought it was pretty clever.
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You can describe literally any killer as unfun and boring. Demo is boring because of his window shred zoning. Myers is unfun because you get instadowned with his stalk 99ed because of your teammates. Blight is boring because of Ruin + Undying + Tinkerer, and his hitbox on his lunge is "broken". Billy is boring because of backrevs, same with Bubba. Even clown is boring because you can't traditionally loop him.
Every killer has "unfun" elements to them, because they're designed to kill people and not to be safely looped continuously. Unless you're an M1 killer like Legion, but *obviously* he's unfun and boring too, and should be nerfed/stigmatized accordingly like Methsnorter or Triangular Tim.
It's the most irritating buzzword that's being used in this community. There are other things to this game then epic toxic noob3 looping the baby killer for five gens.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1853929#Comment_1853929
How is using an exhaustion perk risky? Dead hard I can sort of see with how much I go down while Being exhausted. But sprint burst, balanced landing, lithe, head on? The most risky out of the listed ones is head on, but even then the hitbox is very forgiving for the survivors when bursting out of a locker.
Exhaustion perks aren't inherently risky, especially when the majority of them involve sprinting away to a safe distance.
Maybe risky wasn't the right word; difficult to use is probably better. Balanced, Lithe and Head On all require specific setups/scenarios to work, and for the survivor to not still have exhaustion. Exhaustion bursts can be wasted or not used to their full effect, they all require a dedicated perk slot for an effect that may not even help, they can't be stacked on top of each other. Sprint Burst in particular is notoriously finicky to activate effectively, which is why you see people who are less skilled walk around everywhere to save their Sprint Burst or wait until the last second to sprint away. Both of these put the survivor at risk if they aren't attentive enough, or react too slowly or poorly. It's an extremely strong perk but not always a guaranteed escape to a safe distance.
Admittedly, you could criticise them as not too difficult to use for experienced players, but that's the same for most perks in this game. They have many activation conditions and disqualifiers. The only problematic one is Dead Hard in my opinion, for the additional distance that can't be countered. Plus, Lithe and Balanced aren't even very good in the first place. Head On is a meme.
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I feel like the new Rift skin for Billy is a teaser for his model rework. I don't have a comparison on me but compare his Pig cosmetic face to his default face; it's a lot shinier and more detailed.
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I don't believe you. I can usually count each frame while chasing someone on Midwich. How many Victors did you have to kick for the Entity to give you that?
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Although I personally don't use exhaustion perks (excluding Adrenaline bc I love that perk), I wouldn't say people use them as crutches. Yeah, it's incredibly frustrating when you have a whole team of DH or SB, but exhaustion perks are essentially the survivor equivalent of Hex perks; important, powerful and risky perks that have significant drawbacks. Is using slowdown or hex perks crutching? No.
DS though, yeah, I think that's a crutch. For every time it's used on a tunneling killer, there's three killers who get DSed unfairly. Just my opinion though.
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Tinkerer is arguably the only perk in the entire game that counters survivors just splitting up and doing gens. You can pry it from my cold, dead hands.
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All I can say is they'd better not make Infectious Fright only work on basic attacks. Give it a small cooldown if you absolutely have to nerf it. If Infectious only triggers on basic attacks then Plague and Oni are dead. Please, almo, have mercy on us plague mains, we've suffered enough
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People in this thread are seriously underestimating PH's Punishment. While it's no secret that his cages/torment are a footnote and usually detrimental unless you enjoy tunneling off the hook or you've found the entire team in one place, but landing Punishment hits (outside of animation locks) is difficult and requires lots of skill and knowledge to pull off assuming the survivor has more than one brain cell. PH can play around almost any loop on the entire game with Punishment; prediction shots through walls, flicks while placing the knife in the ground, etc. These aren't just gimmicks, survivors rarely expect you to go for these over the usual animation locks and even if they do, you can predict where they're going to juke to much like Nurse. The survivor also has their own decision making to do here; predicting where PH would aim punishment, faking vaults and pallets, etc. The cooldown after letting go of Punishment is more impactful than most people realise in the infamous "lose-lose" situation where he's dragging his sword and you're heading towards a pallet/window; if you play right, you can almost always vault/drop the pallet safely once he cancels it, which I rarely see people do.
He requires a lot of practise, timing and knowledge of where survivors run, but an extremely skilled PH is arguably the 115% killer with the greatest chase potential. Not definitively the best 115% chaser, you could definitely make a case for Oni, a very good Doctor with an electrode maybe, Clown on a bad map with few pallets... but calling him weak or that he takes no skill is ludicrous. It's easy to dodge a poorly aimed and timed punishment, true, but an excellent PH will learn the bottleneck zones of loops and the proper angles to cover as much of the available dodge room as possible. I do that myself. Hitting through walls is high risk high reward, as it should be.
Tl;dr: PH is bad if you're not good at aiming his punishment, but good if you are. It's one of the more skilful and difficult to use powers out there, provided you go through walls and not just animation locks.
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@[Deleted User] said:
I dunno I like new ormond a lot. Autohaven is ugly as hell though, and a bit killer sided now.
https://forum.deadbydaylight.com/en/discussion/comment/1853810#Comment_1853810
There is dark like macmillan which is fine, and then there is so dark you are walking into walls on one of the estate maps and everything is just a mass of black in one area.
Maps like that are why people just end up messing with the games visuals, lowering settings, and adjusting gamma and such so they can see.
How is new autohaven killer sided? Many of the loops have been made wider/longer, there aren't any holes in the tiles you can peek through like before, and most of the general loops don't have LOS blockers. If anything, Ormond is the one that's become more killer sided since the rework (although it's much better than what it was like before. Just needs the snow mound loops to be a tiny bit longer/higher and it's perfect.)
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@Leachy_Jr said:
- Buff her base kit
- Nerf her add ons (by a lot)
- Giver her a phasing indicator
That's literally all you need to do. Not hearing grunts while phasing would make her incredibly unfun to play especially when people who know what they're doing and on maps with no grass.
Plus the secondary ability of moving at 115% while passive phasing just sounds kinda unnecessary and obnoxious to verse and use.
I'd disagree, to be honest. Her add-ons besides Mother-Daughter ring aren't particularly problematic, I don't see why you specified a massive nerf. Buffing her basekit is ridiculous if the only thing you're doing is giving a phasing indicator. She's considered the second strongest killer for a reason. Hillbilly's overheat and Nurse's cooldown also, on paper, make them "incredibly unfun to play" as compared to their original versions. I'd argue Spirit needs a higher skill floor for how powerful her power is in a chase, and this is the simplest way to do that while giving both sides equal chance to outplay the other. But, that's just my opinion.