Aven_Fallen
Aven_Fallen
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- Aven_Fallen
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Comments
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I agree. At least Kate has a noticeable different Shirt, but for others, the difference is really minor.
I think it would be ok that, if you buy the DLC with real money, you get all the brown Outfits of a Character. Sure, they are only Recolors, but you can at least use them. Like, for example, Janes brown Heads are only different on their Eyeshadow. And yes, brown Outfits are really cheap, but why should I pay Auric Cells for Eyeshadow...
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I dont think he will be A-Tier, but he will be better. No switch between Treatment and Punishment Mode during Chase is a really good thing, this (combined with the reduced Speed in Treatment Mode) was the most annoying thing.
Have to see how he plays with the changes, but I would not say that his Rework can be compared to Freddy, who was buffed from Trash to really solid. But I guess Doctor will be better after the Changes.
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The biggest problem for Spirit are the Sounds currently. Survivors can be completely silent, even without Iron Will. Had a game vs a Laurie a few days ago. Injured, making sounds, after unhooking, healed and injured again, she was 100% silent. No Iron Will and I am running Stridor. Until this is fixed, it is a little bit more complicated to play Spirit.
Regarding Perks, what I currently run:
BBQ-->Extra BP and Information/where to go next
PGTW-->Slowdown
Sloppy Butcher-->Slowdown
Stridor-->Tracking/Counter to Iron Will
Before I used Nurses instead of Stridor, but switchted to Stridor to have something against Iron Will. Maybe I will switch PGTW for Nurses again.
Add Ons: Usually not using Add Ons or simply some brown ones. If I want to use the good stuff for problematic groups, I go with Speed and Duration. The Amulet is not worth it anymore I think, it feels really uncomfortable to use, even with the green Speed Add On. Prayer Beads is still okish for grabs, I have noticed people sitting on Gens even when I was phasing, but it is a 50/50 if the game lets you grab...
But regarding Add Ons, use whatever you like, Spirit has a ton of good Add Ons, you can basically use everything and see what suits you best.
Regarding Perks, go for Slowdown and Tracking only, no Chase Perks. So nothing like Brutal Strength, Enduring/Spiritfury, you will not need this stuff.
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@Yucchi said:
First he needs all hi traps in his hands at the start of a match, not sprawled all around the map
After that we can think of any other buffs
^ this.
This is the first thing that has to be done and the easiest to implement. Then we can see how he will perform (my guess is that he will perform a lot better) and think about other things.
Regarding the wire-->to be honest it looks like Dream Pallets 2.0 to me...
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@[Deleted User] said:
well survivors are more powerful then the killers depip squad already proved that but the majority of survivors are very bad at the game and that is the reason the kill rate is very high.
Depip Squad is meaningless. I can make a 4 man SWF-group, called the Pip Squad and the Killers will win every game. Would this prove that SWFs and Survivors are way to weak? No, not at all.
You will not face those 4 super-optimal Survivors all the time. Sure, on rare occasions this will happen, but thats it.
And lets not forget that this was done in a whole different time of the game.
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Because everything under 100% Killrate is too less for Killer Mains. It is unacceptable to lose a game, because the Killer is the Powerrole. And the Powerrole has to win everytime, regardless of how skilled the Survivors are.
And dont forget:
If you lose as Killer, the Survivors are too strong.
But if you win as Killer, it was only your skill.
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@kate_main said:
https://forum.deadbydaylight.com/en/discussion/comment/945370#Comment_945370
4 men SWF groups are broken and Im honestly surprised how there are still people who think otherwise.
The potential of 4 solo survivors to stomp a killer is there,you're right;but this potential is,not only lower than one of a SWF group , but also way WAAAY harder to achieve.
And there are sooo many bullies playing in SWF groups (I personally dont care about them;but these are not kind of people who only "wanna play with friends")
Also,if they want to just play with friends,I just wanna have fun while playing as killer;
I want a challange,but against a good SWF group...thats not a "challange", its just "get rekt" simulator.
And again someone who acts that every 4 man SWF is a highly coordinated Squad. Really, there is like a 1 in 100 chance to get such a Genrush-Squad. I feel that too many people are thinking that the "Depip Squad" was something that is somewhat valid (especially these days).
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Since Exhaustion does not go down while running, you can simply disable every Exhaustion Perk after a few seconds of Chasing. Yeah, not gonna happen. Its already bad enough that some cheap Killer Add Ons can give Exhaustion, because they were never adjusted after the Exhaustion-Nerf.
But giving a Survivor Exhaustion because he is able to run the Killer for a few seconds? Nope.
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Let him camp his Hex so that he keeps his bad Ruin. He apparently needs it, when he equips it AND chooses to camp his Hex instead of putting Pressure on Survivors.
In fact, Killers should know which Hex is which, to see if a Survivor is just cleansing a good Hex or a Haunted Ground Totem.
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git eyes
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4 Solos with experience can also be a hell for Killers. People should really stop blaming SWFs when they are not as good as they think they are. You can also have a 4 man SWF with 4 Potatoes, and they will not suddenly stomp a Killer because they are on Comms.
And well, I guess it is totally fine that a Killer can have a hard match when playing vs experienced people. Killers cant expect to have easy games all the time, only because they are the powerrole.
Limiting it to two would not change this at all - good Survivors would still be able to give Killers hard games. But people playing with Friends would be driven away.
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Its easier to say that the other side was hacking as to say that you, and only yourself, are bad. Same with Killers blaming SWF the whole time, instead of just admitting that they are not as good as they think they are.
Same goes for Survivors who blame the Killer for tunneling, when he went for them a second time after they got unhooked (despite not going right after them and chasing other people before).
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Sadly even this is not possible (and I thought this would be the minimum we can get). So yeah, the most festive thing running around are Dwelfs, at the moment.
(I also put away my ugly sweaters - no reason to wear them tbh)
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I am always amazed of the fact that people dont understand what it would mean to buff Solos. Some small-minded people around here.
Of course such an indicator should exist. But I doubt this is gonna happen, when they dont even want Kindred Basekit...
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DBD cannot be competitive. The Skill Cap is really low and too much RNG.
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@TheRockstarKnight said:
500 Survival Bloodpoints if you dropped it AND stunned the Killer with it.
200 Altruism Bloodpoints if a teammate dropped it.
If you stun the Killer, you already get 1200 BPs. I think this is enough.
@Topic:
200, if anything. For Survival Category.
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Honestly, you can ignore this community when they are talking about something that was not tested before.
They are all crying.
Some examples? Sure.
Spirit Nerf-->People crying. Turns out: Spirit is still more than solid, even tho her biggest problem was not changed at all (no telltale when using the Power). Nerf of Bullshit Add Ons, making it a little bit more skillful to play. Currently not really played because of Soundbugs. But turned out fine.
Freddy Rework-->People crying. No reason to be awake. Freddy will still be a very weak Killer. Turns out: He is one of the best Killers, and nobody can say that he is not a solid Killer.
Rift/Archives-->Too grindy, nobody will be able to complete the challenges or the Rift. Reality: All Tomes got done by people in two days each (not everyone, sure, but also not a small amount), people have the Rift completed and are now wondering what to do with the Tome Challenges.
This community will cry when they hear something will be changed. Devs should not give a ######### about that, at least not at first. LIke, people do not test something, when they have tested it, their feedback is way more valuable. You cannot just say that something is bad when it is not even introduced. You can say that something is bad, when it was implemented for a long(er) period of time, because then you have actual evidence about what you are talking about.
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Either Pig or Trapper, usually going for Pig, because I am grinding BPs with her.
Pig:
Perks (currently, since Grinding):
Enduring-->To let me eat Pallets without any problems
Brutal Strength-->To get rid of said Pallets
PGTW-->Slowdown
BBQ-->BPs because I grind with her and information regarding peoples Traps.
No Add Ons
Before I started grinding BPs I used Whispers and Monitor (instead of BBQ and PGTW), simply to know where people are with Whispers (best tracking Perk) and Monitor to make sure that I can crouch to them.
Trapper:
Perks:
Corrupt Intervention-->Setup Time, usually I ignore Survivors when I cannot get in easy hits at this point
Enduring-->Again, eating Pallets...
STBFL-->Godlike on Trapper, quite ez to get a lot of Stacks
PGTW-->Slowdown
Add Ons: Usually one of the Bags and Tar Bottles or setting Speed, when I am out of Tar Bottles. Sometimes I also go for Bloody Coil and Oily Coil (let them spend a lot of time disarming, just to get them injured) or Padded Jaws/Honing Stone (for STBFL-stacks). But those feel uncomfortable, because I only have one Trap.
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It is not.
Not any reason to put any effort in explaning why not, because you did not put any effort in explaining why it is balanced.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/943458#Comment_943458
Removing the hook would make that place safer than the harvesters. That was why it was added in the first place.
But the other suggestion would be fine.
This place would not be safe at all. Upstairs is nothing to work with, except one, not even good, Window.
Moving the Hook downstairs would still make a Hook easily possible when the Basement was not spawning there, but would not create a fifths Basement Hook.
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The only thing that should be looked at would be the interaction between Franklins and White Ward.
Other than that, its fine.
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@Boss said:
Seems like an easy fix, just remove one of the 2 railings.
I think it should still be a strong spot. It can get in a Hit quite easily and Trapper can completely block this, and I dont think that this is that problematic (the Hook itself there should be removed or moved to a different place, because this is in fact like another Basement Hook).
I would rather let the Killer lose Collision when afk for 2 minutes.
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@xChrisx said:
Ds needs to stay, without it tunnelling will become even more problematic
Basically this. This is also the reason why I believe that DS is needed as it is. I tried to use up BP Offerings from two characters who did not have DS. And I got tunneled for several games in a row, because after I did not have any DS at the first Unhook, they knew that I will most likely not have DS at all and tunneled me after the second Unhook.
And usually, when I am able to use my DS, the Killer deserved it. I am not that guy who runs to the Killer, just to get an DS Stun. Yesterday I got an escape because of DS, but the Killer would have been fine with just leaving me slugged. I would not have made it to an Exit Gate in 1 minute, but they directly picked me up. (Not blaming the Killer for going after me again, Exit Gates were open, no reason to let me go. But he could have waited that 60 seconds and he would have had the Kill)
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Two things:
First of all, how should players learn how to play around Ruin? I remember when I was new, once I saw that the Killer has Ruin, I ignored every Gen and was only looking for the Totem. Really bad. But the more I played vs Ruin, the more I ignored it.
Second, people might have paid for Ruin/the Hag-DLC. You cannot disable something which people have paid for, only because they are in low Ranks. If you are new to the game, like it and want to buy a few DLCs, but end up with Content you cannot use until you are at a specific Rank, you will most likely get frustrated.
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@Leo said:
https://us.v-cdn.net/6030815/uploads/535/XSK16P3LM8CN.png
https://forum.deadbydaylight.com/en/discussion/comment/941391#Comment_941391
Pay no attention to Monto's chin in the corner. I personally like this sword quite a bit. Not often do you see a face attached to a sword.
Personally, i would not use it. I simply dont like the look of the weapon.
And thats what I mean - Killers should see their Skin in first person when looking at it in the Store. Because if I would not have seen this, I might have bought it and would not use the weapon at all.
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I have never really seen one using them, at least not that I remember. I know for sure that I have never used them and never will.
Usually I go for Duration + either Button or one of the Pins. Detection would be a waste of an Add-On Slot.
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@bum said:
https://forum.deadbydaylight.com/en/discussion/comment/941384#Comment_941384
lol survivors dc all the time bro
Seems like I am lucky then.
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@Exerlin said:
I wish that borrowed time didn't use deep wounds. BT would be fine and less frustrating to deal with if it used the old BT health state.
Not really good design to just follow a Survivor so that he will be downed after a few seconds.
However, running stopping the DW-Timer was not necessary... Except for the fact that the Devs did not think of an abusable interaction with Legion, which caused this.
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Do you have a Screenshot?
In general it would be nice to see the Outfit in first person for Killer Cosmetics. Because the weapon might look nice, but it can look really bad when in first person. And honestly, the weapon is the most important Part, because that is what the Killer is seeing for 99% of the Match.
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If the Gen is almost completed, I wont heal you. Lets do the Gen first. You can stay next to me and do nothing, or be productive.
And well, if you kobe in my face... I wont heal you either.
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How often did you try the challenge? Two times?
I had no problem with DCs at all. In fact, Survivors dont DC as often as Killers are claiming they would do.
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Pipping should not be possible. However, people should not Depip. This goes for afk Wraith, crouching Pig, Killers standing in a Corner and Basement Leatherface.
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Soon™
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There is not really any competition when Nurse is included.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/940253#Comment_940253
Note that Tier 3 Myers also has increased lunge and can vault noticeably faster.
+ Myers is way more sexy.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/940107#Comment_940107
Lol, I always cleanse in a far corner of the map so she cannot claim her corruption. If everyone chooses right fountain to cleanse - she’ll most likely fail.
And her Corrupt Purge is overrated, you can just hide for corruption being expired or just gen rush her when she is running for fountain.
Eh, hiding is not really an option which resolves around the concept of a Multiplayer game.
First of all, her Corrupt Purge is not really overrated, otherwise people would not prefer to run around as Oneshots the whole time, while not being able to be stealthy.
Second, as Survivor, it is not really something you want to do - hide for a full minute. And as Plague, I cannot imagine it being fun at all, when once I got Corrupt Purge, I have exactly nothing to do, because everyone is hiding. You also gain nothing at this point, because no ressources on the Survivor side are being used.
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Something that lets Survivors want to cleanse (action Speed Debuff for example or Dying State when not cleansing for a period of time), but does not force to cleanse immediatly
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Nerf of this Absurd strong Corrupt Purge
=
Survivors will actually cleanse and Plague can get her Corrupt Purge, so she might not be one of the most boring Killers anymore.
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The Emblem System needs two changes for Killers in my opinion:
Chaser Emblem when it comes to Instadowns and Killers using their Power. Like, I chainsaw a lot with Hillbilly, because it is way more fun. Even when the Survivor is injured, I like to go for Chainsaws. But I get punished in the Emblem System - why does a Killer have an ability to instadown people when you apparently should not use it? Same with Plagues Vomit. This is something that needs to be looked at.
And Gatekeeper, I think when the Killer manages to kill all Survivors before 5 Gens are done, he should get an Iridescent in Gatekeeper, no matter what else happened. If all Gens are done, the normal calculation takes place. Because I think, when a Killer manages to prevent all Gens from being completed, he denied the Survivors Objective in the best way possible and so he should get the highest Emblem. It would also help a little bit with how strange this Emblem is, because the control of it is limited (I play without Ruin, so it might happen that one or two Gens are already done before I have my first Hook, but I often enough win with one or two Gens left). This would also help Killers who play more strategic - why should the Killer who goes for a 3-Gen early on be punished for thinking ahead?
(There are also flaws in the Survivor Emblem System, e.g. getting a penalty for hooked Survivors in the Benevolence Category, but this is not really relevant, because it can be filled up again quite easily. Or the Unbroken Emblem, which rates Bronze, because a game ended fast, when you are in fact the one that died right at the end of the game, because all others escaped at this point. But that is hardly fixable, because it would need to calculate the Emblem when the whole Trial is finished, which is not possible)
But they wanted to change something on the Ranking System, when it is an own Ranking for every Killer (what I assume), then they should also be able to change the Chaser Emblem according to the Killers Power.
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Yeah, got to Tier 70, so got all my Auric Cells back. Those will be used for the next Rift Pass.
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You dont have to complete the Pass. Easy as that. It is not necessary to get those 1000 Auric Cells back, even on a lower Level you get quite a lot for 10 Euros.
btw. congratulations, I think you opened the 500st Thread about this topic.
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I would say escaping without being hooked while using Spine Chill is the hardest. At least I thought and still think that, even tho I did this in my first game.
For Tome Level 4, neither of them is hard. The one were I needed the most Trials was probably Six Feet Under with 6.
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"This happening too often in past few days."<---Tome Challenges.
It is faster done to get your 5 Hooks in Basement or 6 Survivors caught in Traps while Farming. It is not really hard to do it by just playing normally, but this is probably the reason why it is happenening quite often during the past days.
Will go down in the near future. Usually I get a farming Killer like every 100 games or so. This is fine I guess.
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The one on Father Campbells Chapel. I hate this whole section, because there is a Window next to Lockers, which also lead to some pretty unfun situations...
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@Haku said:
Isnt that a very long window to run at ? Similar to the one possible on other maps like the pit and torment creek. I don't see what the problem is there. You should be able to catch the survivor on the second vault and there is not much else around that window and I also have to disagree it is in the middle - it is on one side of the map
I would say the Hit is possible on before the third Vault. However, this already takes quite a bit of time. Furthermore, there is no Pallet to break (we ignore that super-unsafe Pallet next to the Window), which means that this structure will ALWAYS be present for the entire game. Its not like other strong Structures which become (almost) useless after breaking the Pallet.
Furthermore, RNG is quite a thing here. The window can lead into nothing. But it can also lead into a nearby Jungle Gym. So not only has the Killer to follow at least two times through the Window, but also has to deal with a Jungle Gym. Let alone combining these two structures.
I mean, I am using it as well. But I hate to see when Survivors ignore all the Structures and run straight to the Window. In one of my recent games, a Bill ignored a Jungle Gym and two Pallet Loops (the ones where you have a short and a long side where you can look over), just to run to the Window. And that is simply stupid, 3 great Structures and he went for the braindead Window.
I would say as well, there should be a door nearby the Window. It should give some Distance, but not be able to be abused.
(btw. bringing up Bamboozle is meh... This is a terrible designed Perk, it is a band-aid for bad Map Design, and sadly also used on Structures where it would not have to be used, making it kinda braindead for the Killer... if you dont know how to mindgame, simply vault the Window and block it off).
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I want 4 Sacrificies. This is actually obtainable without an artificial increase of the Skill needed because of the Ranking System and still not skipped by just using an Ebony.
Especially with new Rank Reset, people will most likely try even less Adepts, because they are way harder in purple or Red Ranks than Green or Yellow Ranks. It is not a coincidence that most people try Adepts shortly after Rank Reset.
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They will be available once the Rift closes. You will get BPs and the Lore, but no Rift Fragments for upcoming Rifts.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/937586#Comment_937586
Other than matchmaking bug, the change to prevent SWF using lower rank survivors to get a lower rank killer that they can bully is a great change. New players can still have fun by not grouping with with higher rank friends for a while.
Yeah, this is a good idea!
I mean, lets play this cool new game a friend told me about completely alone.
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I bet those Rank 20s had an awesome gaming experience.
Glad they changed it so that new Survivors cannot have fun at all.
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Yes, he needs more Traps. Currently you are so reliant on the Bag Add Ons. Basically one Add On HAS to be a Bag, and then the other is either another Bag, Tar Bottles or some of the other Add Ons.
Like, one of my favorite Combos is Honing Stone and Padded Jaws, to get STBFL-Stacks as fast as possible. Big problem: I only have one Trap. It would not hurt Trapper to start with all of his Traps and neither would it make him too strong. He still wastes a lot of time travelling the Map because he needs to place his Power, but he will not have to collect it first.
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I finished it after 1 1/2 days. So yeah, not really fine, too easy in my opinion. Neither of those challenges took me more than 6 games, with the 4 Basement Sacrifices the one which took the longest.