Aven_Fallen
Aven_Fallen
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A very strong Nurse-player would be stronger I guess. But other than that, he would be the strongest Killer.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2469271#Comment_2469271
I'm referring to when multiple survivors do it. Solo ones are easy to deal with.
If you bring Starstruck, no Survivor will start to bodyblock, lol. Regardless if they are an SWF or not.
And I have blocked with other Survivors while playing completely Solo. Solos can also have awareness.
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So, you want to play the game just do dodge Lobbies? Sounds like fun.
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The SBMM is not linked to the Grades (which will replace Ranks). Grades will be earned by Pips. Obviously, if you do well, both Grades and SBMM will increase, however, if you are doing poorly, you might lose SBMM, but Blackpip and not lose Grades. So someone who is at the highest Grade is most likely someone who plays a lot and not necessary someone who is very good at the game.
Also, you cannot lose that many Pips anymore (I would guess, once you reach a new Color, those count as Checkpoints), so you can do poorly over multiple games, losing SBMM in the process, but not losing Pips anymore, because you reached a Checkpoint.
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Only as Pig, because some Survivors think I am a Boop-#########.
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The latest test was alright, so I am actually looking forward to it this time.
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@yeet said:
https://forum.deadbydaylight.com/en/discussion/comment/2468866#Comment_2468866
there should never exist a perk that totally stops tunneling
But it should also not be possible to ignore DS with the stronger Killers like Blight or Nurse.
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It is not overrated IMO, it is a strong Perk. However, it does almost nothing against tunneling, it would be nice if they would increase the Anti-Tunnel aspect of the Perk. Killers like to call it that way, but it is no Anti-Tunnel Perk currently.
Something like no Scratchmarks, Blood, Grunts of Pain for like 10 seconds after the stun would be nice. Or a slower timer while in Chase. Things that actually work against tunneling, if my timer runs out while I am getting chased, I still got tunneled.
And the first idea would make it harder for the strong Killers to locate a Survivor.
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Not too bad from my experience either.
Just my Billy- and Nurse-games were strange. I tested those two specifially, because I am bad with Nurse and Billy was bugged during basically every test before.
With Billy, I got harder Matches, which indicates that I faced too weak Survivors before. With Nurse, I got Baby Survivors, so I am most likely at least better than those with her, lol.
But all should adjust over time.
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Many Killers will most likely have boosted Ratings, because the average Survivor is not really good at the game. So it is quite easy to win most of the time. And each win against Survivors who are below someones Level will increase the Rating.
So I guess, many Killers will play at higher Ratings when SBMM drops (and will flood the forums after 3 games how unfun DBD has become..), but this should settle. Expect to get your ass beaten a few times when SBMM drops, but it should adjust over time.
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Whenever someone complains about the Devs on the Forums I buy a Cosmetic to annoy them without them knowing.
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@RandDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/2468548#Comment_2468548
Otz did say the Nemesis 50 win streak was probably the last he was ever going to be able to accomplish as MMR would make it almost impossible
Of course, because Otz will face Survivors who are actually at his Skill Level. His Winstreaks are only possible because he is way better than the average Survivor.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2468528#Comment_2468528
That's assuming it was working correctly.
And if it was, that's assuming it will continue to work.
Most, if not all, of my matches were complete sweatfests. I enjoyed approximately 5 of them.
My games were alright. Billy was a little bit hard and Nurse was way too easy, but everything else was alright.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2468524#Comment_2468524
It'll be relevant for a lot of content creators which will hurt the game's image.
I dont think that a lot of Content Creators are at that high level play. Only because they say they are at that level does not make them that good.
Also, ScottJund tested it with the latest SBMM-Test - he played Demo, which he was playing for months already while not losing many games, so his MMR will have been high. And he still said that his games felt alright.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2468509#Comment_2468509
That doesn't solve the high rank issues.
The game is remarkably boring and miserable the better you get.
This will not be relevant for 99,99% of the playerbase.
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"With MMR being added in "indefinitely" I know that alotta people are gonna "derank" to get more fun killer matches."
They will "derank" automatically. Most Killers are boosted into Ratings where they dont belong because they constantly face weak Survivors.
Give SBMM one or two weeks and most players should be where they belong.
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PRIDE still works for the Charm. Most of them expire tho.
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This is the general conclusion for many people.
However, BHVR does not want to do that. Like, a Totem Counter was asked for for years, one thing to bring Solos to SWF-Level - and it was tied to a Perk...
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I am currently very busy, but this should be done next week and I am really looking forward to play a lot of DBD.
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I prefer the new animations for the most part. But, the injured Running animation (especially for male Survivors) and the idle animation will hopefully get updated. Especially the male injured running animation looks so bad.
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You dont have to wait an hour to play again. 5 minutes for the first time, 15 minutes for the second time. I think 30 minutes would be next and 1 hour would be afterwards.
So you DC 4 times in a relative short amount of time and wonder why you get punished? Come on.
The DC-Penalty starts low (to not punish crashes or emergencies too hard), but increases for frequent DCers, mainly to protect others from those people.
I am happy that you cannot be in my lobby for one hour.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/2467584#Comment_2467584
Makes sense. What I don't get is: why wasn't this map a priority over other reworks? Not saying the other maps didn't need a rework, of course they needed, but Haddonfield has more issues than most of them had right before their reworks (can't say all of them, though. Old Ormond was really bad and the rework made it much better).
The Reworks are graphical nature - you can be lucky that they did balance changes to Ormond, but the main purpose of "The Realm Beyond" is ti update the graphics of Maps.
Otherwise we would have had changes to the sad excuse of a Map called "Shelter Woods".
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2467190#Comment_2467190
Just curious but what do you mean by patch notes? I'm referring to the July developer update, which specifically mentioned an offline bot mode to coincide with what can already be accessed online with the tutorial bot mode.
I mean the same as you, I thought it was in Patchnotes for the Midchapter Patch.
But as I said, they are referring to the Tutorial if I remember correctly. There was a topic about it shortly after the release of the Developer Update.
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Killer: Legion and Clown IMO.
Survivor: Nea and Feng.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2467176#Comment_2467176
When killer complain about gen speeds, survivors say to apply pressure, when killers do apply pressure by equipping perks that help them, it becomes a problem.
Just like killers are expected to "go for other survivors", survivors are expected to cleanse totems to counter a killers hex perk and completely remove it from the match. Why is it okay for the game to be designed to make it harder for the killer, by going after the illogical choice of a healthy survivor, verses an easier target who is already injured, but it isn't okay to make survivors go a little out of their way to completely remove a killers perk from the match?
You're implying that cleansing totems is wasting time, but is it really? Removing the chance for NoEd, which you can usually tell if a killer has equipped just by watching how they play, or removing a lit totem that will severely weaken a killer, isn't really wasting time. It's improving your odds at survival.
If one survivor is cleansing totems, you should still have two on gens and one looping the killer. If the survivor looping the killer can't buy enough time for their teammates to pop two gens, could it not be considered that the survivor was bad and it isn't a problem with the killers perk choices?
You act like killers are terrible for not being able to down survivors before gens can be popped, but say nothing at how easy it is for survivors to rush them at the start of the match, especially with how easy it is for them to stack gen progression perks and items on top of each other.
I was only talking about NOED. Hext-Totems should obviously be removed.
But, as I have written already - all the time you waste running around cleansing Totems might mean that you lose the game because you are not doing a Gen. Which can result in all Survivors dead before all Gens are done, and at this point, it is irrelevant if the Killer has NOED or not.
Dull Totems do nothing to win the game, really, 0.
And as I also said - if you know you have time, e.g. if the Killer is really not good, it makes more sense to do Totems. But only if the Killer is really struggling and you can afford to waste time.
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@SweetTerror said:
An offline bot mode was supposed to be implemented with the mid chapter update, but there's been no word from BHVR or clarification as to why it never happened. I and others have tried repeatedly to get an answer to no avail. It appears to have been scrapped along with other failed promises like console optimization.
This part of the Patchnotes referred to the Tutorial. It looked like it was an accident that it was in the Patchnotes.
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2467163#Comment_2467163
That's not what I am saying. I am saying don't complain about losing to totems like NOED when they didn't cleanse any.
https://forum.deadbydaylight.com/en/discussion/comment/2467161#Comment_2467161
I agree with you on that. Again I'm not talking about survivors wasting their time doing totems. I'm talking about people who cry and moan about losing to a killer who had hex's and they didn't cleanse one totem.
I mean, I can agree to the point of not cleansing Dull Totems when there is time to do so. I have also seen games where the Killer did only get two Hooks and nobody cleansed Dull Totems after 4 Gens were done, which is stupid, because it makes sense to search for them if there is the time for it.
@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2467140#Comment_2467140
Why is it wrong for survivors to have to play around something the killer may or may not have, but it is okay for killers to have to assume that every survivor has DH, BT, DS, UB,Soul Guard, and whatever else that can grant them a extra health state, when they may or may not have it equipped?
I thought you cannot play around DH? This is what they always say...
And well, DS, UB, BT-->Go for other Survivors? Let alone, DS can be countered by slugging, which also provides Map Pressure. Unless they have Unbreakable as well, but this is a problem specific with Unreakable (which I think is not really a healthy Perk).
Also, the Killer and 4 Survivors are both 100% of their team. If one Survivor is wasting their time cleansing Totems, only 75% of one team are functional. This can easily lose the game.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2467153#Comment_2467153
But even if you get fast downs, you're still running against the clock.
What the ######### are you talking about? I barely miss as Huntress and I still feel the need to use Pop. I barely lose as Wraith and I still use Surge and Oppression.
If survivors are efficient on generators (which they often are if you're playing against a team who wants to win and play optimally), you have at most 8 minutes before the game is done. And that is assuming that there is only one survivor on each generator. But that's not always the case is it? Good survivors always splits up to trump perks like Discordance and to be more efficient on generators.
You know how much time you can give by predropping pallets? 2-3 generators can fly by because you're chasing one survivor and the other three are working on generators.
If you would have read, I talked about stacking Slowdown-Perks. Not saying about not running any Slowdown-Perks. I also use Corrupt Intervention on almost all Killers, it is not like I am not using Slowdown-Perks.
But if your build is Corrupt Intervention, Ruin, Undying, PGTW, you are just trying to prolong the game to a point where the Survivors are out of/very low on ressources, which makes it very easy to catch them.
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2467140#Comment_2467140
No what I am saying is I don't understand why survivors complain about having to do totems to counter things like NOED. It's just funny that people complain about having to possibly counter totems.
Many streamers say the first thing they do is cleanse.
https://forum.deadbydaylight.com/en/discussion/comment/2467137#Comment_2467137
I agree it is funny that survivors complain about Hex Perks.
Yeah, but if you waste time cleansing Dull Totems, this means you are not doing a Gen. Meanwhile, the game progresses (while you are useless cleansing Totems) and it might not even come to the point that you finish all Gens, which makes all the effort spent to cleanse all Totems meaningless.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2467107#Comment_2467107
So giving yourself more time is now making the game EASIER for you. By giving yourself more of a chance against Survivors.
Right, that makes sense. /s
Of course you make the game easier for you when you try to turn it into a battle of attrition instead of getting fast downs by simply being better than the Survivors.
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Yes, you expect the Teachables on a Character. Like, I expect to get a Head On when I see a Jane. I expect Dead Hard when I see a David.
A few days ago, a Elodie I slugged (played with Infectious Fright, the last Survivor screamed, so I slugged for the 4K) crawled under a Pallet. So I did not pick her up because I expected Power Struggle. She DCed instead of bleeding out, but she crawled under a Pallet with no Survivor being able to use it to save her (and also did not move away from it when the other Survivor was dead), but I expected Power Struggle (which she did not have), just because it is one of her Teachables.
So I think it is quite normal to expect the Teachables.
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Or, you can simply kill your team by looking for Totems for a Perk the Killer might not even have instead of doing a Generator.
It is just a bad concept to do Totems for something the Killer might not even have. Let alone that the Reward for Dull Totems is basically nothing, cleansing a Dull Totem does nothing for winning the game.
Tofu made a good analogy - lets say a Survivor Perk exists which gives the Survivor 10% Movement Speed when all Gens are done. The Killer can counter it (even before) by going to the Basement and opening each Locker 2 times. Would anyone do that? Wasting time for a Perk the Survivor might not even use?
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2467079#Comment_2467079
It ain't the dbd forums unless someone is gatekeeping skill.
Sorry, it is the easiest way to play Killer. The longer the game is, the stronger is the Killer. If you stack Slowdowns, you prolong the game, removing ressources, Health States, etc., which makes it easier to reach the point to shift the game into your favor as Killer.
Another way would be to down players quickly, but this is more difficult.
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Yeah, really surprised that Players went to the easiest way of playing DBD - stack Slowdown on top of Slowdown.
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@Lenox said:
https://forum.deadbydaylight.com/en/discussion/comment/2466999#Comment_2466999
Right on. Do you have every perk on Nea?
And 9 out of 24 killers isn't bad. I like that #. I didn't want to spread myself too thin.
I have every Perk on every Character, everything maxed out (currently, Pinhead will change that...).
And eh, I would probably be better if I would focus on a few Killers. Like, I am not good with Deathslinger at all, but I like to play him. Same goes for Blight, he is fun to play, even if I am not really good with him.
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I own all Characters.
For Survivor, I mostly only play Nea. Sometimes I rotate, but mostly Nea.
For Killer, I play 9 Killers on a regular Basis - Wraith, Billy, Doctor, Huntress, Pig, Demo, Deathslinger, Blight, Nemesis
Some others more rare and a few only for Dailies because I really dislike playing them.
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IMO the only changes to his Add Ons are the Engravings. Those should increase the Overheat-Limit to compensate for the extra-heat gained due to the longer Chargetime.
When it comes to Basekit, I still think he is alright, but they should fix his animations and FOV. It is better when using Shadowborn, but I should not have to run a Perk to make BIlly feel like before they changed the animations.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2465749#Comment_2465749
Then you've spent time to down someone and no hook for it, then you have to chase someone else who's probably healthy, and the guy on the ground gets healed back to full. You can't win.
A slugged person who gets healed by another person is quite good Map Pressure.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2466858#Comment_2466858
IDK if its a regional thing or what. But people HAATE the Spirit. Yet for me I barely encounter her. Half the time its someone who is new to her and doesn't do so well.
Blight has my hate though. I despise him. I play him all the time and its always someone who can make use of that ridiculous broken lunge.
Mind you, Spirit is bugged currently (she does not hear Footsteps). Also, some people think she is bad now, because Stridor got nerfed.
This means that some players probably jumped to the next best Killer, which would be Blight. If they fix the Footsteps with the next Patch, more people will most likely play Spirit again. (Yaaaaay....)
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@ouroboros_world said:
https://forum.deadbydaylight.com/en/discussion/comment/2466857#Comment_2466857
noed can be removed, ds can’t. It’s a free stun and I’m egc it’s a free escape. Imagine if Killers can mori off 1st hook. Lol just don’t get hooked 4head
NOED was only used as an example where Killers say that the game is not over when all Gens are done. Nothing more.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2466857#Comment_2466857
Because the perk not being disabled at that point can potentially outright guarantee an escape. That is not fair IMO.
Ah, it is "not fair". I think it is not fair that a Perk gets disabled when the Survivors are completing their Objective.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2466680#Comment_2466680
I disagree. I personally think the cut-off point should be once the End Game Collapse starts.
Why exactly?
Killers always claim that the game is not over when all Gens are done - mostly when they defend NOED. So why should a Perk be disabled when the game is going on? The game for a Survivor only ends when they are either escaped or dead, everything else means they are playing the game so they should have access to their Perks.
Let alone that it is kinda the Killers fault that they did not manage to kill everyone before EGC. (The Killer is the only constant in their games, so they are to blame for that...)
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Getting two Gen Grabs in one game IMO. You are limited to specific Killers to actually get them and on top of that, Grabs are broken. AND they have to be Gen Grabs, so no running after an injured Survivor while waiting until they vault a window.
First Challenge I farmed with the second being the Plague-Challenge where you need to hit two Survivors with 1 Corrupt Purge (IMO this one is alright from difficulty, but was too early in the Tome... It was a Level 2-Challenge, would have been fine at Level 4)
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2463464#Comment_2463464
It's overpowered, at least on killers like Blight, yes, but not braindead. Why do people always have to exaggerate this much? Even with this build, you won't be handed victories with no effort.
It's the same with the stupidly titled "small pp build"" for survivors. Sure it was op, but it didn't win matches for you.
I played this Combo on Blight when I prestiged him (granted, I did not always have every Perk at Tier 3, but I had them all available for each time prestiging) and I won almost all of my games, despite not being really good with Blight. (But, to make it clear - this was also old Undying, so even stronger than now)
I got really carried by those Perks.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2465707#Comment_2465707
A Perk should work all game, unless said otherwise.
So you propose making NOED a generic hex perk that starts working from the beginning, and all hexes uncleansable? Interesting way of thinking.
I even said "unless said otherwise".
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2465260#Comment_2465260
What about the end-game? It gives a guaranteed escape, especially when combined to other second chance perks.
And? A Perk should work all game, unless said otherwise.
I like it that Killers always point out that the game is not over when 5 Gens are done, but this also goes for DS - the game is still going on, no reason to disable DS in Endgame.
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Maybe go for different persons?
Like, you have 0 reason to actually be mad about DS. If the Survivor does anything to progress the game (which was the main point against DS), they lose it.
And if you get hit by a DS after almost a minute, this Survivor did nothing the whole time just to keep their DS.
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I dont like to go against either of them that much. For different reasons. Overall, Trickster is the worst, it is just so hectic to get hit by Knives and the 1v1 can be oppressive if you are not in the right position. And there is not much skill involved on the side of the Trickster (unlike Deathslinger).
For Deathslinger, it is the lack of meaningful counterplay. You cannot react to a shot if he is close enough.
For Huntress, it is just the case of Latency. I used to enjoy going against Huntress, but since Dedicated Servers are active AND I play against a lot of Russians since then (because they connect to the same Server) and those like to play Huntress (she is a Russian Character, probably because of that), you get the strangest Hits, which make her really unfun to go against.
On the other side, I like to play Deathslinger and Huntress myself, Trickster not so much.
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Quite a bunch of Killers dont need Add Ons, IMO: Wraith, Billy, Nurse, Hag, Huntress, Freddy, Pig, Spirit, Demo, Oni, Slinger, Pyramid Head, Blight
At least those are the Killers where I know that you can play them without Add Ons and do fine. Some others really need Add Ons like Trapper or Myers.
But in general, I dont think it is bad that Killers need Add Ons. What would be the reason for Bloodwebs if Killers would not even need to do them (outside of Perks)? The only thing that should change is that some things should be looked at, e.g. Trapper should start with more Traps because he really has to rely on Bag Add Ons. Or Nemesis would be better with a higher base Mutation Rate and nerfed Mutation Rate Add Ons. Same for Ghostface and Night Shroud Recovery.
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Nothing official about that. You are probably referring to some Reddit-Post?
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Erm...
Aside from Doctor, BT should work against every other Killer just fine when it is not Tier 3.Just checked it, even against Doctor the lower Tiers work.
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Chances are high that they scrapped it for gameplay-reasons. Everyone should immediatly see that there is a Breakable Wall. If they would be different on each Map, players might not be able to notice them right away.
In general, it is good that things like Breakable Walls or Pallets stand out to be able to see them right away.