Aven_Fallen
Aven_Fallen
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/1110375#Comment_1110375
Red rank solo teams are generally just as potato as purple/green ranks due to how easy it is to rank up. I'm a complete potato and I manage to hit rank 3. Survivors don't become OP until you get sweaty rank 1 SWF squads that actually want to win. So they decide to win and there is nothing the killer can do about it if they aren't a 5 thousand hour Nurse main. That's the difference and you know it.
If you play with 3 equally skilled Potatoes you will not win easily. Being in a SWF does not make someone good.
And you know that.
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Yeah, its an Dedicated Servers Issue. And so much fun when it does not work 3 out of 3 times in one game.
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Funnily enough, you will see both here on the forum (sometimes from the same people):
If Survivors lost, it is because they were not Red Rank.
BUT: Survivor is way too easy to rank up, so most Red Ranks are Potatoes.
So Red Rank Survivors are both OP and Potatoes. Schroedingers Survivors, basically.
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If you go for Console, are you sure that the Deathslinger is above Huntress? From what I have seen so far, he is not the worst Killer at all, but also weaker than Huntress. And I guess aiming will be a hard thing on Console with him as well.
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@DonZwiebel said:
How much of a toolbox is consumed now when sabotaging a hook?
A brown Toolbox with no Add Ons is like 2,5 Hooks. Thats all I know, since a friend mentioned it to me.
I think I got 3 or 4 Hooks with an Alexs Toolbox.
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Its a Cashgrab which got nerfed into the ground to somewhat balance the strong effect it can have.
Easy as that.
Complete rework would be nice, but since they are not doing strong Survivor Perks since years, I would not expect too much.
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Might be coincidence. There have and will always be Survivors who do unsafe Unhooks without even having BT.
BT gets used a lot and honestly, if someone does not have BT; he should not touch me when the Killer is nearby with their filthy hands.
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The only increase in distance was on Lerys. And there are still more than enough hooks for the Killer to use (except when you are in an area where all Hooks have been used - which goes for every Map).
And on most of the Maps the Hooks are so close to each other anyway...
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1105723#Comment_1105723
Say as you will I garuntee you cant disprove 1 thing I said in the post..its my opinion and observations because so far the results are clear enough to give initial feedback...now yes its day 1 but he has glaring issues that he has no answer for in his current state..110 is for killers with very very strong powers and frankly our new friend is not showing it so far
Oh, dont worry, I dont consider this as an opinion. Because you dont have any data to base an opinion on, since you dont play on Live in random matches.
You can have your first impressions, but not more.
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It cannot be stressed out enough what @thesuicidefox said:
"As for Deathslinger, he has been out LESS THAN A DAY. Maybe play him more before you judge, the fact he can alter survivor movement with his power actually looks pretty strong."
He is just out for a few hours. Currently I would also not be sure if his Movement Speed of 110% is justified, when compared to other Killers who have 110% Movement Speed (Huntress, Spirit, Hag).
However, he is only out for a few hours AND its PTB. People playing the new Killer in random Matches will not have many Perks and no real clue how to play him.
IF BHVR wants to make any adjustments, they should wait a few weeks after he is on Live, because only then you can get some valuable Data. PTB is only for really major things, where you can see if the Killer is WAY too strong or WAY too weak. And this is not the case in my opinion.
Give it some time, wait until he is live and everyone has played as and against the Deathslinger and THEN people can think about Buffs (or Nerfs) for him.
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Yeah, I think many Killers are quite alright from their power. Not compareable to Killers like Nurse or Spirit, but not bad at all.
I would say that Billy, Nurse, Myers, Hag, Huntress, Doctor, Freddy, Pig, Spirit, Plague, Ghostface, Demogorgon and Oni are playable at Red Ranks with good results. Not all of them vs highly coordinated Teams, but those are rare.
Wraith and Trapper are also okish in Red Ranks, but might need some Love.
Bubba, Legion, Clown need a little bit more than "some" love. While Bubba is not the worst Killer, he still is highly add-on dependant (play Bubba with the best Add Ons and he is quite solid, but this should not be the goal) and besides his Chargetime Add Ons does not have anything useful (or completely useless Add Ons like the only Add Ons which are related to him - the Chili Add Ons).
For Legion and Clown... I dont know what they can do. Legion is dangerous to work around, a complete Rework would be great AND something that removes Deep Wound from BT. BT should function in the same way it does know, but without Deep Wound (or Legion should function without Deep Wound). This would make it possible to work on Legion without messing around with BT.
Regarding Clown, his biggest problem is that he has a Chase Power, but cannot play only Tracking and Slowdown-Perks. Just compare it to Spirit - she can be fine with 4 Tracking Perks or 2 Tracking Perks, 2 Slowdown Perks. Same should also be possible with Clown, when he has a Power which is good for Chases.
But overall, I think many Killers are in quite a good spot, at least in a better spot than some people call them.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1104527#Comment_1104527
I think he refers to "for the people", but more than a crutch perk it seems like a big balled altruism one, you risk a health state to help your teammates, if you are not careful with it, you will go down easily.
Exactly. I dont see many uses for it.
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@emptyCups said:
Oh boi. Yet another second chance perk for survivors
I'm maining plague from now on and tunneling when I have to play killer. Otherwise I'ma just keep on with the EZ escapes as jake.
Which of the 3 bad Perks is a second-chance Perk in your opinion?
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@ZoneDymo said:
I honestly dont understand the problem, so you used a key and escaped, good, match over, moving on.
Mori's are a tad more problematic as someone can be tunneled and mori'd very early on and now survivors are just F'd for the rest but keys are fairly endgamey.
While I agree that Moris are more problematic because they can be used very early, does this not mean that Key are more fair because of that. Because once one person is dead, the other 3 can escape without doing all of the Gens. Personally, I dont care about Key Escapes when all Gens are done, I played bad enough to not win at this point, but if I play well or the Survivors mess up, a Key Escape is something that annoys me.
Furthermore, even when no escape is happening, the whole gaming experience can shift. Like, the Killer might bring Moris, Franklins, more tunneling... Simply because eliminating one Survivor early is more important to have less Gens done when the first Survivor dies, resulting in the Hatch not spawning.
The would go with Challenges which force the Killer to use a Mori. I think escaping via the Hatch was fine, you can use a Key if you like, but at your own decision. Same with killing all Survivors - Killer can use a Mori, or do it "the normal way". But forcing one side to use their (most likely) most unfair item...nah.
@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1103685#Comment_1103685
I can think of 2 scenarios:
1) The person who came up with this challenge is not in touch with the game & the playerbase.
2) The person is well aware and knowingly decides to go through with this challenge anyway.
Is there a scenario 3?
I guess its Number 2, without a malicious intend, but more like: "Keys are in the game, so they can be used for the Challenges". I mean, they had Medkits, Toolboxes (for Sabo), Flashlights and Maps so far, logical that they go for Keys at one point (there was one to deplete Keys, but not for the Main Purpose).
Not that this makes this challenge any better, I still wish for it to be changed to something which does not force Survivors to use Keys. This is the only problematic challenge in my opinion.
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@Onyx_Blue said:
@Aven_Fallen Could be a bug could be intentional. If it is a bug, I hope it gets implemented as a proper mechanic; since it actually makes more sense than burning him out of it completely. He gets burned and stunned, but his Cloak isn't broken because only the Wailing Bell has the full power over that ability
Thing is, the way you wrote it suggested that you know that it is intentional, maybe because a Dev has written it on the Forum.
Anyway, I dont think that he should be cloaked afterwards. The Stun is pretty long so it is kinda rewarding to burn a Wraith anyway, but the way it is now, you can basically stunlock him. And this is most likely a Bug.
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@Onyx_Blue said:
The old Wraith used to be burned out of his cloak. They changed it so the survivor burning the Wraith is rewarded for the burn by not being at risk of being hit right away.
You can avoid a burn by stopping your uncloak and moving out of the way of the flashlight, if you try uncloaking while a flashlight is aimed at you you'll always get burned. You can also avoid a burn if you use Swift Hunt, you'll be uncloaked faster. And also if you start uncloaking before the flashlight is on, you'll most likely pull it off before the burn; just make sure to look down at the floor when trying to uncloak with a flashlight aimed at you so you don't get blinded in the process. Otherwise, yeah, just strafe out the way of the beam and uncloak from behind a tree or something that has a wide hitbox that blocks the beam. It's not hard to avoid a burn, and it doesn't waste a lot of your time. If anything, a survivor is taking a gamble by attempting to burn you, they lose a lot of ground in the pursuit and make themselves easier to hit if you pull off the uncloak
"The old Wraith used to be burned out of his cloak. They changed it so the survivor burning the Wraith is rewarded for the burn by not being at risk of being hit right away."
Do you have any source for this statement? That the Change was intentional?
Because for me, it looks more like a Bug, because as Wraith Player you are uncloaked for a short moment afterwards, but then cloaked again.
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The harder it becomes to use Voice Chat and play with your friends, the less casual players will do so. You will still have the Tryhards, and I doubt that everyone wants only to play vs Tryhard-SWFs on Comms, with the Casual-SWFs driven away.
First of all, how would it be possible in the first place to detect if a Microphone is used? Would I be kicked while playing Solo, for using a Headset (which has a Microphone included)?
What would prevent me from just using Discord on my phone? This is what people would do, those who do not care that much for the game will stop playing, because they cannot talk to their friends anymore while playing.
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"however with a swf group say 1 guy is doing gens and two are saving for the chaser, this new sabo could just become a much less countable flashlight save and that especially in the current meta could end up a big problem"
Do you even read what you write? This would mean that only one person is doing Gens. Ever played Solo Survivor with your teammates taking a stroll across the Map? Thats how it feels when only one person is doing Gens, it will take way too long to do all the Gens alone, until then, all the Ressources are gone.
I know that people like to make things up, but lets not get too hilarious. If two people are following the Killer with Flashlights while he is chasing one person, this is one of the best scenarios. Same will be the case with two people following for Sabotages...
I dont think it will be too problematic. In fact, I guess nobody will sabotage anymore, in my opinion. But hey, its like always - something for Survivor is being changed and people see a problem. Cant wait for the Threads about the new Survivor Perks, where at least two will again be problematic (and then not be used at all, because Survivor Perks which get released are always bad).
The 2,5 seconds might sound too fast, however, if someone sabotages during the Pickup Animation, the Killer has so many Hooks he can choose. Hooks are so close to each other that there should be at least two other Hooks. 99ing the Hooks is way stronger (if coordinated), because you can sabotage in the Killers face, which will not be possible with 2,5 seconds.
MAYBE Sabotage will be more useful, because you dont need to waste so much time for preparation, which will not pay off, but I doubt it. If it turns out too strong, they will change it anyway, because Sabotage is a difficult topic, it should not be too viable, because it would negate one of the Core Mechanics of the game.
So maybe people should wait for the actual outcome instead of assuming and calling it a bad change... My guess would be that nobody will sabotage after the Change.
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You poor souls. :(
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PTB is tomorrow.
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You know, in this forum something like this is fine. They will say the Survivors messed up.
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@Boss said:
FeelsKillerMan 😝
Thing is, Killers get more BPs and have it easier to get their BBQ Stacks than a Survivor has it with WGLF.
Also Killers only have Add Ons, while Survivors have Items and Add Ons, this makes 20 Add Ons for Killer, but over 70 Add Ons and Items for Survivors.
Number of Offerings is roughly the same.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1100726#Comment_1100726
I just talked with 8 people who all have a couple hundred hours in the game, and not one actually knew the correct way to get a gold Unbroken emblem.
With the gold gatekeeper we don't even know exactly what the full requirements are afaik since they changed it and didn't specify entirely how, at least not the values. Hell I just went back and read the news post about it and I still don't entirely understand that one myself.
So it definitely isn't that easy to understand.
I am pretty sure it is written ingame how to get this Emblem. Cant check right now, but should be the case.
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@ClickyClicky said:
In b4 people read the part about toolboxes granting faster repairs and pick up their pitchforks...
Thats fine. The most dangerous Toolbox is/was the Commodious Toolbox anyway, because it had so many Charges. So less Charges but faster will make them a lot weaker.
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What? Killers get positive changes? With those survivor-sided Devs?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1100705#Comment_1100705
Emblems as a whole are just an overly complicated way of conveying information.
But this would be the only exception where you would not describe it as Emblems. Or you make the other Challenges more complicated, by telling what is needed for the Emblem.
And well, it is quite easy to understand how to get a certain Emblem in Unbroken.
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@[Deleted User] said:
"Earn 5 unbroken emblems of gold or higher quality"
So just escape a trial 5 times. Why not just say that?
It is in line with other challenges, they were all present in the Levels and will raise in difficulty.
Earn Bronze Lightbringer Emblems
Earn Silver Evader Emblems
Earn Gold Unbroken Emblems
And the next one will probably be Iridescent Emblems for Benevolence.
Same Challenge, different Emblems each time, increased difficulty (even tho, Gold Unbroken Emblems are harder to get than Iridescent Benevolence).
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Devs are aware of it and it will be changed.
If someone is doing that on me, I will camp. This will just result in a Trade for the Survivors, and until then, I have 2 people not on Gens.
Its not a good "tech". (In general, calling things "tech" is so annoying - DBD is a low-skill game, no need to call everything a "tech")
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Personally, I would love to have Perks which are not tied to a character. Especially some good Survivor Perks, because for the Survivor Side, getting a DLC is always "meh". You get a character, Level it to 40 and will have 3 Perks you dont want to have in your Bloodweb. Awesome!
Also they did not add general Perks in a while - last ones were Thrill of the Hunt and Small Game, if I remember correctly. And this is quite a while.
On the other hand, I dont want to have more Perks, because this would just increase the grind. Giving the opportunity to take 2 out of 4 Perks from the Bloodweb was a step in the right direction and I am thankful for that, however, to equip every Perk to every Character still takes a lot of time.
For Survivor (because I know the number of Perks by Heart): Those are 74 Perks. With 3 Tiers each, which makes it 222 Perk Tiers, 219 in total to purchase (since every Character starts with 3 Perks on Tier 1). Until Level 50, if I always get 1 (or later: 2 Perks), I get 49 Perk Tiers. So when first reaching Level 50, I have 170 Perk Tiers left, if I get 2 Perks every Bloodweb, I still need to do 85 Bloodwebs with roughly 50k BP each, making it over 4 Million BP for each Character to get them with all Perks. It is a little bit less for Killers, since they have less Perks, but not that much.
And if you want to do that for every Killer and Survivor, you have to do it 20 times for Survivors and 18 times for Killers. Thats a lot of BPs. Sure, it is completely optional to do that, but especially as a long-term player, you need some goals.
But the Bloodweb Grind is frustrating, you get a new Bloodweb with 4 Perks which are useless. So you pick some of them, just to be greeted by other 4 Perks which are useless. Meanwhile you are searching for your Perks and they dont come up - like, I would like to play with Iron Will on all of my Characters. But until it is on Tier 3, not worth running. Same goes for Killer, why should I ever use Whispers on Tier 1? This basically tells me that the Survivor is on the Map, cool!
So yeah, more general Perks, not tied to Characters AND less Grind would be great, in my opinion.
But what I would prefer the most would be if they would reduce the numbers of Chapters to 3, and have one update for Balance each year. New stuff is exciting and surely it generates money, and I am also hyped for the new Killer and Survivor, but once this Hype is gone, you see all those issues that are still in the game, from a Balance perspective and technical perspective.
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"It can make the game looks so much brighter."
This game is already Dead in Daylight. No need to make it even brighter, you can see from one end of the Map until at least the Center of the Map. Like, you can be in one line of the Shack and see everything in the Iron Works quite clearly.
Or almost full Map on Thompsons House.
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@Rogueshockpoint said:
Asking for my own well-being, but after the season's done is the lore-building in the tomes still available to obtain through challenges? Or do they cancel out like the build in a tome. Mainly because I don't exactly have the funds to buy Kate/Clown but really love reading on everyones lore.
There are two different things:
The Rift-->This is where you can purchase the Premium Pass. Grind through the Rift to get Cosmetics/Charms. You can earn Rift Fragments via The Archives/Tomes or by playing.
The Archives/Tomes-->Each Tome is tied to a Rift. If the Rift expires (after 70 Days), the Tome Challenges will not give any Rift Fragments, but you will be able to get the BPs and the Lore. So even if the Rift closed, you can still do the Challenges. And even if you start playing later, you can still do all of the Tome Challenges which were released until this point - the old Tomes will not give any Rift Progression tho, but BPs and Lore.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1097531#Comment_1097531
This in a nutshell first it was starbreeze lying now behavior has lost the trust of the community if they were gonna release them they should have just been straight up this whole 6 month server test was straight bs.
Yeah, this is the thing that pisses me off the most - they said it is a test. A test will end at some point. But they just released the Servers, despite them being bad. I mean, they were even worse before, but they are still not ready to be released.
I really wish they would go back to P2P and do another Server test in a few months. But this will not happen.
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Not really "all of the sudden"; NOED has been a topic since I joined the Forums. It is not new that people want NOED to be changed. Meanwhile they changed Ruin, which nobody asked for, even tho their reasoning is really understandable.
Thing is, why I dislike NOED: You dont need to learn how to loop when you get those 4% extra MS at the end. The Instadown is one thing, but pairing that up with 4% extra is simply BS.
Then, NOED is a bigger threat for Solos than for SWF, if I would play in a 4 man SWF, I can easily be sure if 5 Totems are gone. As Solo, while cleansing myself, I dont know what the others are doing. And the Emblem System does not allow that I just run around, cleansing Totems.
Not to mention that it is not optimal at all to cleanse Totems for a Perk the Killer might not even have. While I am someone who cleanses every Totem he finds, this is highly unproductive for just a few points. I can spend those seconds on a Gen and be a bigger help for my Team.
Also the Totem Spots on some Maps are really good, making it difficult to find all Totems.
And last but not least and probably my biggest reason for my NOED-Hate: Bad Killers who just camp a Survivor. It is always said "Just do Gens then", which is indeed the Counter to a camping Killer. However, there is not enough time to do all the Gens AND cleanse all Totems, leaving the Killer with NOED to secure at least another Kill...
I really wish for a Change of NOED, I mentioned it earlier, OhTofu made a good suggestion which removes the Totem Status of NOED and let the Killer gain a Token for every Hook he gets, and each Token grants 0,5% Movement Speed and after a certain number of Hooks, the Killer gets the Insta-Down (both after all Gens were done). This is so much better, it rewards not the guy who does not know how to play Killer and also not that guy who just facecamps the first person he found, but those Killers who are actually giving their best get a reward at the end which might help them to turn the game around.
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They will most likely not bring back P2P.
They lied to the playerbase that there is a test of Dedicated Servers - they are released, XBox is next.
The Servers are horrible, the majority would prefer P2P. At least with P2P I know that the Killer has unstable Ping or that my Ping to the Killer is high, with Dedicated Servers, I only see that I have 35 Ping, but dont know if the Killer is a VPNing Huntress, someone who is casually playing DBD while eating a Big Mac at McDonalds or someone who just is unlucky and has a high Ping (if 150 and below is the goal, 150 is not good to begin with...).
So yeah, I guess we have to endure this horrible Servers if we want to continue playing DBD. At least Huntress is easy now, maybe I should start learning her.
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I would not say he is too powerful, Power-wise he is in a good spot, he has a really strong ability, but needs to charge it, which is a fine trade off in my opinion. He will 100% get his power eventually (nobody can run around without getting hit), but the better you loop, the more time you waste of him, while he is an M1-Killer without any power.
But I dont think he is well-designed. Even after the changes from the PTB, he has way too much slugging potential, paired with Infectious Fright (which is a Perk which is either useless for most Killers or godlike on some few).
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Yeah, really sorry that you cannot DC when you have a bad game. I am sure that my game will be great if I go against a Iri Head Huntress with Ebony.
But yeah, at least Killers should have the option to DC when they get "bullied" because they lose a game. /s
If you really want to cry, do it in a corner, face the wall and go AFK.
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Just to add - they asked in a Survey about Cross-Progression and how likely it would be to change the Platform if Cross-Progression would be enabled.
This might not mean anything and there are no plans announced to bring this feature, but MAYBE (with a big fat "MAYBE") in the future...
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1095200#Comment_1095200
The fact that so many low ranked Killers get matched against red ranked Survivors is proof enough that Red Rank Killers have stopped playing.
The only way a Killer can get 4Ks is if the Survivors are bad. So if you're complaining about that, then you must be really bad.
Yeah, and Red Rank Killers get matched with lower Rank Survivors as well. It goes both ways. Like, there are a lot of Streamers in my area and since they changed the Matchmaking of SWF-groups, I almost never went against one of them. Even if they are playing at the same time like I do.
The only time where I got a Streamer I played against on a regular basis before was Lefti a few days ago. Other than that - none. And they did not stop playing Killer.
"The only way a Killer can get 4Ks is if the Survivors are bad."
If you are talking about low Rank Killers vs Red Rank Survivors, this might be true. In general - no, not at all.
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They did not stop. But you know, write a forum thread, join the circle jerk, get attention. And then, go to the next game of DBD where you will get 4Ks before you finally get into a game where you lose, to post this game on the DBD-Forum again.
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In general, I like the approach of having more "fair" Pallets. "fair" in a sense that they are not super-long Loops which can be taken multiple times before the Pallet is thrown and 100% needs to be broken by the Killer.
However, I think they went too far with Hawkins. There are only 2 Pallets which are really safe, the rest is highly unsafe. You basically NEED the Stun, otherwise you get hit. This also makes something like Spirit Fury problematic, if you need to get a Stun to get Distance, Spirit Fury completely negates it. While this is somewhat fair for Jungle Gyms and strong Pallets in general (Spirit Fury is not a healthy Perk IMO), it is not good at all for Pallets on Hawkins-Level.
Also Bloodlust is a problem with that, if the Killer does not need to break the Pallet, he can simply bloodlust every Survivor.
While I like the visual aspect of the Map, I think gameplay-wise they went a little bit too far in the direction of unsafe Pallets.
EDIT: Just to mention, I think it is kinda boring for Killer as well, because you dont need to do anything to get a hit on those Pallets.
Furthermore, if the Survivor Team is only a little bit smart, they will keep the Gen in the Portal Room and upstairs until the end. This is basically a GG for Killers, because to patrol those Gens they need to walk so much.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/1094977#Comment_1094977
Not everyone that plays killer might have the perks/add ons needed on the killer they picked to handle groups where everyone is bringing in a toolbox and they shouldn't be forced to play only a few killers to have a chance.
There is a few reasons why a killer may dodge a lobby some will do it just to get a easy group and just stomp them into the ground just for the fun off it, others will do it because they know they have no chance against 4 players each with 4 perks and a item while they only have 1 perk.
It's fine to say switch to another killer that is stronger to handle the group but people have to realize not everyone might have a strong killer that can handle a group or the perks to do it.
While this is correct, I am focussing mainly on Red Ranks with my Statement. And according to the Forum, Killers who reach Red Rank must be exceptionally good, so they should be fine with playing vs every group of Survivors.
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I mean, complaining about Object vs Freddy is kinda meh when he can ignore BT, which is used way more often. So I guess the Killers have a good trade here.
However, I will not change your mind at all, I agree that Object is that one Survivor Perk that 100% needs changing. The whole "Undetectable" and "Oblivious" stuff came basically solely because of Object. And instead of nerfing one single Perk (which does provide way too much information, since even if teh Killer is not seeing the Survivor, the Survivor can still see the Killer) they came up with a Mechanic which screwed over other Perks which did not need a Nerf at all (like Alert or Dark Sense).
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@[Deleted User] said:
The killer is the power role. Being able to see what the survivors are bringing and being able to prepare is part of their strength.
Sad thing is, Killers dont prepare and rather dodge. So while I agree to the main purpose of this mechanic, it is not used how it should be. Killers will most likely not adjust their loadout and bring stronger Stuff or switch the Killer, they will look out for an easier Lobby.
@Topic:
Like written above, and even if it is not used for it, it is for preparation. I will not bring my Pig without Add Ons when I see 4 Toolboxes, I will switch to a stronger Killer (like Spirit) or will use strong Add Ons.
However, seeing the names in the Lobby should 100% be removed.
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Honestly, I think Chris Walker was boring. Sure, he had his moments, but he was overused in Outlast. Bringing him every time was...Meh.
I liked Trager more or that guy from Whistleblower (not the Cannibal, the guy who wants to turn you into his Wife). Especially the last guy was well-designed, but Chris Walker was simply too much.
I would not be able to take him serious if I get chased by him in another game.
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@Dokta_Carter said:
https://forum.deadbydaylight.com/en/discussion/129900/killer-players-make-decisive-necessary
If BM is Bad Manners then survivors are just as bad at BM's so killers can say X perks exist for BM's of survivor. Yea its an "anti tunnel perk" but if the killer is good enough at dropping survivors it becomes more then that
If you are dominating like that you will be fine with eating a DS-Stun.
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@NullEXE said:
The idea that this dude used Clown as an example for something strong - blows my mind lul
To be fair, it is one of his strongest Add Ons, if not the strongest. Which does not speak for his Add Ons.
@Topic:
Yep, they should be removed. They are outdated and were not changed, it does not matter if that Huntress has Berus Toxin or the Green Add On, both are the same, I will not stop running in a chase so I will never get back my Exhaustion. And 3k BP and often in Bloodwebs to counter strong Perks? Nah.
I really hope they will be changed/removed, eventually.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/129900/killer-players-make-decisive-necessary
"The game is designed for Killers to bounce around different survivors and end up hooking everyone a couple times."
This just isn't accurate. The game is not balanced for you to win playing in this manner against good survivors. People have posted the math for objective times.
I'd like to play that way, but that just isn't the current balance atmosphere we live in.
Against bad survivors, sure, you can do whatever and do alright. However competent survivors at high rank that just isn't the case.
Pressure is not created by playing in that manner, it's by slugging.
"People have posted the math for objective times."
This math is flawed. It assumes that every Generator needs the same amount of effort from the Survivor Team, but this is not true. The first Gens are easier for the Survivors and become harder later on.
Like, this math would be correct, if Survivors would be free to do Gens, but there is some thing running around preventing them from doing it - the Killer.
@Topic:
I agree. The Bug with Doctor showed it pretty good, they were tunneling like crazy, simply because it is easy to push the Survivor into Madness 3 and pick them up without any risk of getting hit by DS. And even if people pretend - in most of the cases getting hit by DS is 100% justified. Sure, there are some edge cases where the Killer did not tunnel, but from my experience, those are rare.
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I mean, nearly every Killer used Ruin. Because Ruin is easy - you just have to use it.
PGTW is easy as well (in fact, going for massive Slowdown is the simpliest way to play Killer - you can be way more Potato and still get some results, because instead of applying Map Pressure you just slow the Survivors down), but at least the Killer has something to do for it.
Like, effort for old Ruin: Use a Perk Slot for it.
Effort for PGTW: Be somewhat decent in Chases and spend some time to use PGTW. WAY different.
PGTW is also stronger than old Ruin, but well... People used it for years, it carried them from brown Ranks to Red Ranks and of course it has to be good at every Rank (of course it was not).
I would not worry about PGTW, while they are indeed both Slowdown-Perks, they are so different.
(And I can understand that running both was a pain for new players - you have problems with those red Skill Checks and if you get some progress, the Killer kicks 25% away)
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Did you try to boop the snoot?
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@Exerlin said:
Just allow the killer to open the exit gates whenever.
So that Killers dont even need to play AFK-Wraith to let everyone depip?
Just load in, open the Gates, face a wall. Nobody will be able to do any points. Great.
@Topic:
Yeah, sucks for you then. DC Penalties go both ways and this is good. Just get your depip and go on.