Avignon
Avignon
About
- Username
- Avignon
- Joined
- Visits
- 154
- Last Active
Comments
-
Before i go on a rant i do have to say "face" camping is often caused by the survivors themselves. The easiest possible games you can have as a killer is vs altruistic lemmings. Like someone will go for a save immediatly, obviously, trade, then the survivor that just got unhooked will "loop" around the tile near the hook, instead of getting distance, near a gen with ruin on..... like i won't even TRY to mind game in this situation , just run the "genius" around the hook, force a stage two / another trade.
Second face camping is a HORRIBLE strategy, the instant you see this happen you either a) recognize you have the perks to prevent this or b) go prove yourself on gens, yes one person will die, the killer will depip. Also if you're really REAAAAALLY worried about face camping i present to you the most OP perk in the game.... Camaraderie.
Third "PROXY" camping on the other hand well..... welcome to MMR. If you watch any single competitive match you'll see tunelling / proxy camping is pretty much the norm, and commentators will be fairly puzzled when a killer DOESN'T tunell. Personally at my MMR i'm hitting the "all DH DS UB IW" lobbies of legends, the ones everyone whined about tho they weren't really running rampant. NOW i'm more surprised if my lobby ISN'T full meta survivor build, swap prove thyself in and out as convenient....
Patrolling gens is not a thing vs good survivors and you should know this on your 2000+ games of killer. 3 survivors with 2 braincells to rub together between them will be slamming away at gens every 10-20 seconds you go for a hook add in the time to find another chase after a hook that noone is going for and you've lost 3-4 gens after 2 hooks - and i wouldn't even call that 'genrushing'
Best way for killer to play atm is pray to the Entity you get a hook before your first gen pops, trade the first unhook, slug the guy that just got off and then patrol that quarter of the map, hitting survivors that are coming in for the save a good 20 meters away from the hook / slug. Ofc all this works untill the slug unbreaks himself unhooks the other dude and everyone scatters off to reset....
PS: I will say one thing about SBMM / MMR - i'm getting NICER survivors. I seem to be at that MMR where survivors are fully AWARE of the bullshit they can pull off and actually have no problem with "camping" / ######### killers. Many games i've had since SBMM hit that i was thinking "whelp, here comes the racist report train! Choo choo!" only to be greeted post game by gg's. I've prolly seen more "ggs" from survivors in the last week than in the last 5 years.....
-
Noooooo problem, here's how you fix it.... since dev's only seem to know how to "fix" problems via perks and not gameplay changes, give us a Blood Echo style perk that pops all gens for ~10% on hook.... then ~10M bp a piece so we can get it on every killer and done, people will now go for hooks!
-
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2317473#Comment_2317473
There is absolutely no way Demo and Wraith are better than Freddy.
Wraith isn't.... Demo, i dono, he got really good in 4.7.0, i'd place him above Freddy, like Lifeguard Whistle is basically gen teleport but with a shorter cooldown. Now they re-nerfed some of his buffed addon's and ######### knows anymore but they're veeeeery close.
-
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2317911#Comment_2317911
It is Nea's teachable perk. Reduces the stagger when landing after you fall from heights and then you get the speed boost for 3 seconds. It also muffles the sound but that is irrelevant since you want the chase.
Haddonfield is survivor sided map (with enough heights) and balanced landing will help you gain distance on the killer after the falls.
You don't really need balanced landing to run the Myers house forever..... and i think the configuration with the god window on basement is high enough for "great height"
-
@Edilibs said:
The game is balanced around Ruin being up, regardless of how fast it can be destroyed. Ruin is high risk, high reward or a coin flip so now high levels (us) are resorting to using a perk slot for Undying with the hopes of Ruin staying up a bit longer. Heres the problem... In more than a few games i had within a day Undying/Ruin got destroyed within the first minute of the match and notice i didnt say Ruin got destroyed, no BOTH Undying and Ruin have been getting destroyed in my games rather fast and back to back too which is discouraging because you only have two perks to use ( and in my case at rank 2 i play Freddy to get back to rank 1 and i have to power through teams with BBQ/Pop). I know some people will say just run Corupt/Pop but honestly i dont like Corrupt because it sometimes conflicts with my 3 gen strat so i prefer BBQ for a little more consistency.
Bottom line, as fun and or challenging killer can be it is in no way easy and because other perks dont really slow down gens too much (Thanatophobia, Dying Light) they are virtually useless against strong survivors who just power through the gens anyway, gens just go way too fast at high level.. So what im getting at is the very title of the thread. Expect your Undying/Ruin to get destroyed early and learn to play two perks. I think this is only the case because all other perks do very little without Ruin to win you the game or draw (2k and Brutal Killer), even Pig who has her own in game slowdown can lose or struggle with teams because of this so there you go. It would be nice to see at least 70% of killer perks to get buffed or do something with the gens, i dont know, something
Yeeee the one killer i bother with Ruin on is Hag (and i prolly want Rusty Shackles that game to). Totems are just to stupid easy to break and as we've "seen" recently (ba-dum-tish) with Lethal Pursuer Totems Spawns and Survivor spawns tends to overlap..... ALOT.
You'll see alot of people prolly in the thread parrot "hurr durr you're not applying enough pressure so ofc ruin is getting popped!" ... no ruin is getting popped because a survivor spawned looking at it... i swear if bhvr doesn't wana fix spawns ca totems at least be immune / "phased out" for the first minute of the match or something? So at least you can get a down and give even survivors who KNOW where the totem is a decision to make?
And even if survivor spawns wern't bad , the totem spawns on most maps or horribad. Pretty much the only maps your totems have a chance of making it are Larry's, Hawkin's and Midwich.... and hell even on those i've had totems pop instantly. Red ranks can find totems on McMillan / Coldwin with a blindfold, on Swamp and Ormund there's like 2 totem spawns in the middle of the map , in the open, might as well have a neon sign, Dead Dawg's to tiny of a map to matter....
So yeah i've switched allmost exclusively off Ruin / Undying to Corrupt / Pop and lately Corrupt / Pop / Eruption / Thrilling is my Go-to on most of the roster. Corrupt / Pop / Tinkerer on killers with mobility.
-
Yeeeeeeeeeeeeah had a team of ... people with names written in cyrilic (just in case naming the nationality counts as "naming and shaming" <_<) use this , BNP's, a key and the bug where you can't pick up someone off basement stairs intentionally against me like a week ago. Need i say they all escaped?....
-
I mean i wanna vote "yes" just to reduce some bloodweb bloat but i don't think that's what your looking for...
I'm fairly curious what rank you play at and if Insidious is actually a problem at those ranks cos the last insidious "camper" i saw was like a lvl 20-30 PH who prolly thought he had no better options. This is in the last 2 months.
-
Is there a "aw heeeeeeeeeeeeeeeell no" option?
-
Ow boy, lot's to unpack...
1) Camping and Tunelling are hardly the same thing if only because the devs have given you many tools to counter it. The only trully dangerous camper i'd say is Bubba and if your 3 live poeple, with 5 gens done vs a Bubba "camping" the only objective he has left, just take your W and leave.... Beyond that for tunelling there's BT / DS / UB / WGLF hell lop in Kindred and Soul Guard in there while we're at it.... There is no M1 killer perk or mechanics to get like a 5 second burst of 150% MS to catch up to a survivor holding W in the opposite direction.
2) Honestly i think this meta could be solved by just making gen tapping not a thing. The reason camping works as a tactics versus these hold W teams is because it forces the survivors to stand the ######### still at determined ######### point (for 2 seconds) vs Holding W and just jumping on the whatever gen happens to be close by when the killer says "######### this...". I've had many a game recently on something like Blood Lodge or Shelter Woods where there might as well have been some kinda of Pole between me and the survivors. Like they'd dance outside my range at a fixed distance and the INSTANT i'd turn around to look for another chase they turn right back around and work on the gen. 0 ######### given. Now if kicking the gen actually forced a survivor to go through some kinda animation to re-start the gen, kinda like unhooking, i know at least defend the gens by... you know , being close to the ######### gens. Cos in current dbd gen defends means chasing hooking and slugging , and very little with the actual physical object of the generator itsself (and don't say ruin, anyone at red ranks know how much hexes last....)
3) Killer really arn't impossible to loop, in fact you can waste more time by actually playing the loop corectly but survivors adapted and realised wasting 50-80 seconds / survivor is mooooooooooooooooooooore than enough time to finish a game. Like the only unloopable killer is basically Nurse. Even spirit, yes it's random and not really skill but unlike nurse you CAN at least TRY to use map resources vs a Spirit. Fast / Slow vaulting a pallet or even guessing correctly and stunning the Spirit mid phase walk is perfectly viable. Beyond that...
Nemesis - 3 hit downs, don't get animation locked, watch for his tentacle and keep going through the pallet instead of dropping it / fake the window, it's 5 year old huntress gameplay ffs....
Trickster - aahahahahahahahahhahaha
Twins - 115% M1 Killer. If Victor is attached to a healthy survivor , kidnap the baby, forces Charlotte to be a basic M1 killer for 20 (40?) seconds before Victor can be recalled. If you're injured yeah twins are dangerous but agian, 115% M1 killer while healthy, we've seen how long you can loop those for recently... Also crouching OP yo!
Blight - On the stronger side but ironically not anti - loop, just shuts down Hold W and forces you to loop him. Some tiles RNG willing will allow you to use your power but the lethal rush is actually kind easy to dodge via side stepping kinda like huntress hatches (i AM the ranged weapon!)
Pyramid Head - See Nem / Huntress
Oni - See twins, it's all about looping at 1 health state denny the first hit and denny the snowball, also quick healing helps alot
I feel like here is where people stop complaining wich is actually kind of hillarious because Nem / PH / Demo pretty much play like Huntress at loops a killer nobody complains about and is kinda recognized that "Yeah, that's a good Huntress, she actually managed to hit me!" is it maybe because Huntress has been out for 5 freakin' years and everybody "adapted" and knows how to vs her?!
Like the ONE killer i'd say yes, Holding W is acceptable is Deathslinger because 110 killer with no special mobility ala Hag / Nurse and a capped range of 18m unlike Huntress. On the other hand yeah DS one-tricks are ######### scary but landing 90+% of your shots on DS is kinda on that GodNurse / Huntress level the community also respects, why DS get's a bad rap is beyond me....
-
@TheClownIsKing said:
I play in red ranks. My mains are Clown (not playing him lately because of the bugs), Plague, Doc, and Twins. I mostly win, and very rarely are my loses really bad, embarrassing loses. I’m very anti meta.
Here are some of my most used builds;
Clown -
Coulrophobia, Deathbound, Forced Penance, Sloppy Butcher.
Doc -
Distressing, Coulrophobia, Overwhelming Presence, Unnerving Presence.
M&A, Dark Devotion, Overcharge, Dragon’s Grip. (Double Calm add ons)
Plague -
Corrupt Intervention, Dark Devotion, Infectious Fright, Blood Echo.
Twins -
Coup De Grace, Hoarder, Oppression, Zanshin Tactics.
As you see here, other than Corrupt on Plague, and Sloppy on Clown, there’s nothing very meta here. Game slow down is more than equipping gen slow down perks. That will only get you so far. Gen slow down is also about thinking about strategies you can use with your chosen killers that keep as many survivors off if gens as often as possible. This includes figuring out ways to trick and outwit survivors both within chases, and out of them.
Mark my words, Sloppy / Coulorophia is gona BE meta someday once bhvr finishes "adjusting" all the slowdown perks, it's stupid OP vs survivors that can't loop for 5 minutes on one health state....
@OP yes it's possible depending on the survivors calliber, USUALLY it's easier to win vs very altruistic survivors but if survivors split on gens then all they really need is like 2 minutes / person, hell 1 minute is wasted just between pick -> hook -> wait thill the last possible second to rescue
-
@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2301539#Comment_2301539
No. I try to find the totem or distract the killer if someone else is there to help make a save. Noed saves are very tricky. I've had some work out well and some go very wrong. They're always intense plays and you never know what will happen. Personally though I think noed is one of those reward the killer even though they played poorly perks. I can try to find all of the totems every match, but often when I do that the killer gets ahead on hooks because I have spent too much time trying to find totems. Now I just cleanse them if I find them and take the chance at the end game. Noed can be stopped. The cannibal's power remains until the match is over.
Eh Noed is different can of worms, baby killers often use it cos it's a universal perk and they have nothing else / it sounds powerful. On the other hand there's stuff you can build that's endgame geared, Remember Me, No Way Out, Blood Warden, Noed. Is that also a reward for playing poorly or a playstyle sacrificing slowdown to focus on endgame?
On topic tho, yes the cannibal has his power until the match is over sooooo what's your point? Do you want him to have like a 6 second rev up time and no speed up? That'd just encourage basement camping more.... I get he's frustrating but survivors REALLY REALLY refuse to just let a person die and get an easy 3 man most of the time and most of the time the killer can't really do anything about it.
Bubba has no mobility he's just a 115 killer and depending on the map you can run him for a good long while by just feeding him pallets.... sure in a 5 minutes game SOMEONE will run out of resources and go down, the fact they they get less rank / points as opposed to someone doing gens and leaving is a problem with the game in general, the person that died won the entire game for the rest. Psychologycally it's bad he doesn't get rewarded but that's also kinda off - topic... (Unbroken kinda needs to die in a fire tbh, along with Malicious)
But just like killers don't "win" unless it's a 4k guess survivors don't win unless it's a 4man escape?
-
Honestly i'd prefer they compensated via rift fragments like they did during the aniverssary stream rather than extend it. More cosmetics ASAP please!!!! (really hoping for a twins skin in the next rift , the current offering is kinda, meh)
-
It's a one shot killer.... do you also go for saves vs an active Noed then complain about it?
Honestly i kinda wish deep down all killers got noed if the game is in the ECG and within like 10m of a hook for 30+ seconds. The situations where you get a hook on 5 gens and 3 survivors just swarm and body block is.... wrong somehow. Technically speaking it's your "mistake" (even if trying to be nice and go for 12 hooks instead of 6 and 6 but that's another conversation) but yeah the fact the survivors give 0 ######### about bombing a hook in front of any M1 killer (and even most insta downers) is.... wrong in this "horror" (bhvr's words not mine) game.
Like don't get me wrong i'm no potato killer i can identify WHY i could into a situation like that, hell sometimes i'll do it intentionally. During the game i'll take long chases on pourpouse just because i like how the survivor is running or something, it's fun, for both sides i'd imagine, the plays, the mindgames etc. but come endgame there's pretty much NOTHING you can do unless you're playing a onshotter.
*angrilly waves wifle bat in an old gravilly mans voice* Dammit you kids, i'm a killeeeeeeer!!! Be scared!!!
-
I mean the "kill switch" to UB / DS used to be called Momento Mori but aparently killing someone on Deathhook is to "toxic"...
-
@Viktor1853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2300407#Comment_2300407
that will be abuse by survivors so hard
Wasn't pausing the hook timer tryed for like a week or two and survivors INSTANTLY abused it by looping around the hook?
Bhvr need to get it into their head allready that survivors arn't scared of killers , in fact some only play for the chase.
-
depends how fast it happens.
If someone dcs like 10 seconds into the match i'll try and get the survivors out asap, not farming.
If someone ragequits cos he got downed on the first chase within like 10 seconds ill either 2 hook everyone and let them go or just 3 hook.
If someone ragequits late just play normally.
-
BT UB DS say hello.
On a more serios note i play something like 70 - 30 Killer - Survivor split and i've been facecamped and most of the time i'm happy to be tbh.
Either i have competent teammates that can save me and even DC the freakin killer sometimes, or i have competent teammates that stay on gens, open the door then all 3 bumrush me and rescue.
The only time facecamping is frustrating is your playing with Immersed teammates who just creep around from locker to locker.... tho in fairness you'd have lost that game anyway, just being on the hooks gives you the full gravity of your situation....
-
@MrPeanutbutter said:
I hate it as killer. Nothing worse than hearing a gen being worked on above or below you, knowing you have to walk across half the maps to get to a place where you can go up or down a level. By the time you get there, gen is done and/or survivor is long gone. Rinse and repeat…
@toxik_survivor said:
I believe it is actully one of the most balanced maps in the game because having the map indoor is detrimental to some killers powers and it's a very big map with gens spread out. Not to mention its 2 floors. Some vaults are good but many of the loops are terrible so overall ots balanced
The map itsself is one of the smallest there is it just feels bigger due to the navigation, however it's relatively easy once you get the hang of it.
There's regular stairs on oposite sides, i think basement is allways under one of the stairs to. On the other two sides that don't have staircase, there's a ramp behind a breakable door that goes up and down, and opposite the ramp is the bathroom that ALSO has two breakable walls that open up a passage going up and down (troll tip, break only one of the doors and if a survivor runs in it's a dead end)
There's also drops leading into the courtyard on opposite, sides, parallel to each other and above the exit gates.
And lastly one or two rooms have a one way hole going from second to first floor.
You really don't have to walk far, it's easier going top to bottom than bottom to top cos there are more drops but that's about it.
-
@[Deleted User] said:
One has to wonder: if this were a higher profile game, would it get pulled from the Playstation Store like Cyberpunk did? It's actually ridiculous how poor the quality control is. And even after this hotfix they still haven't enabled the map that people paid for in the DLC.
I mean ... teeeeeeeeechnically we didn't pay for the map, it's in the rotation for everybody, tho personally if we ever got any "serios" rank changes like a map BAN or two per side, ow i'd ban RPD every game. Survivor or Killer...
-
@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2296331#Comment_2296331
We absolutely do multiple device testing. But there's a big difference between a team of people testing internally and hundreds of thousands playing on the released version.
Please have patience with us as we get a solution for this problem. We are fully aware of the frustration it has caused, and want this fixed as much as you do. :)
Eh.... embarasment? confirmation bias perhaps? Definetly not Frustration, i was happy that Mother's Dweling sized INDOOR map got delayed O_O.
-
@zeplore said:
https://forum.deadbydaylight.com/en/discussion/comment/2298848#Comment_2298848
This is fine, zombies only really get hits on indoor maps where you can't maneuver around them easily in a room, they have little impact on a match, they can grant speed bursts sure.
https://forum.deadbydaylight.com/en/discussion/comment/2298851#Comment_2298851
It was the same on PTB I believe. 0.25 seconds of -20% MS, and that's only on initial infection. Any other tentacle strike hits don't grant the hindered effect. I'm not sure how many seconds or lack thereof the licker tongue add on adds to the hindered effect. I don't think the speed up is valid on the first strike, the cool down is long enough for the survivor to adjust accordingly to prevent getting hit a second time, with or without the 0.25s of -20% MS
Ow you're gona love this licker tongue adds..... 0.15 seconds of hindered , for a grand total of 0.4 seconds... nwm the fact that the Hindered status effect is even applyed is not mention in the Power tooltip, alot of poeple on PTB were looking at licker tongue going "wait , when do i Hinder survivors?" ....
And it's the only addon that does this, no Brown -> Purple version. Aftertought much?
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/259983/heal-2-people-while-using-empathy-help
Im pretty sure it has to be from the dying state to the injured state.
Were Gona Live Forever + For the People + Soul Guard + Unbreakable (yes picking yourself up counts as well), you'll loose but you'll get the challange done...
-
@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2296853#Comment_2296853
I think you’re failing to understand what I’m saying. I’m not saying that Trapper is OP or on the same level as Nurse. I’m saying that these killers have anti-loop powers which encourage survivors to drop pallets early or forego looping and try to make distance. If Trapper traps a loop, then how the ######### do you expect a survivor to use it? Come on dude, at least try to understand the point I’m making instead of arguing against something I never even said.
If you can’t anti-loop a survivor as Doctor, Clown or Freddy then you’re not using their powers properly. “He has to hit his bottles” is not a good counter-argument; I’m assuming a baseline level of competency with a killer’s power. Doctor can throw on a Discipline add on, or just, idk, get good and learn the timing, it’s not really that difficult. And survivors typically can’t use clocks to wake up when they’re being chased.
No no, i understand, what you're saying, Holding W is easier, but based on your examples literally the only single killer that isn't "anti-loop" is MYERS?! Cos he can't stalk you if you keep breaking LoS but he CAN stalk you if you run in the open. Hence you're argument for survivors not doing the hold W thing is for every killer to be an M1 only basic killer.....
-
@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2296748#Comment_2296748
Nurse, Trapper, Doctor, Freddy, Clown, Demo, Deathslinger, Pyramidhead, Trickster, Nemesis. All killers whose powers make looping much more difficult, or shut it down completely depending on the tile RNG you get. I don’t even count Spirit since you can’t loop her but you can’t make distance against her either, lol. Even stuff like Pig’s dash and Wraith’s lunge out of cloak can be anti-loop and encourage the “pre-drop and hold W to next loop” strat.
Please tell me how to loop a Clown or Doctor or Freddy without dropping pallets early and trying to make distance at every opportunity.
Ok lumping in Trapper and Trickster in with Nurse? Also you're complaining TRAPPER is to strong at anti-loop...... TRAPPER?!
Confirmed.... suvivors just want M1 no power killers they can loop for 5 minutes *face - palm*
And as far as Doctor goes the power has a stupidly long delay before exploding AND slows him down. It's literally the Huntress / Nem / PH issue where if he spams his power you pretty much get infinite loops AND his power doesn't even damage. it's actually VERY hard to "anti-loop" with it and usually involves mindgames of tricking the survivors to predrop a pallet / vault something and coming around the other side.
Same pretty much goes with clown slows him down and the gas doesn't linger to long if it isn't PRECISELY placed you can ignore it.
Freddy? *ring ring ring* Freddy's big power (B to Aish level fo power) comes from his map pressure not really his anti loop. You ... DO know the snares don't work while you're awake yes? And he's an M1 killer before he get's the first hit in? It's kinda like a reverse Legion / Plague, paying with 1 health state. And you're Immune to being M1ed for 30 seconds then take another 60 to fall asleep, upon wich ANOTHER clock will spawn...
-
Honestly i think ONE of many problems is bhvr keeps trying to fix problems with perks and not gameplay changes (leading to more grind but that's another can of Dragon sized Worms...)
Like since Nem came out there's this interesting build going around Eruption, Pop, Thrilling, Corrupt. It's ... quite good, i've been playing it on Nem, a killer pretty damn weak to Hold W considering the whole 3 hit thing BUT if suvivors are playing OPTIMALLY and splitting gens at the start it's worked wonders. You kick one gen, with like no progress, chase someone off it, another survivors hops on and eventually "poof" disabled for 16 seconds, giving you ample time to hook and Pop. If they're on comms and let go of the gen, Thrilling's blocked it and hey check the gen the chase started at, good money says SOMEONE hopped on it....
It's even great vs altruism cos you can down someone, Eruption disables his friends for 16 seconds and if there's someone lurking for a pallet / flashy save you CAN chase him to, hopefully get a quick down cos he's out of position and when you pick him up, another 16 seconds of gen denial.... damned if you do damned if you don't........ i give another weeks before it gets nerfed.
-
@xenotimebong said:
What do you expect survivors to do? The devs keep adding more and more killers that cannot be looped for any meaningful amount time, and the reworked maps have more and more dead zones and unsafe pallets, so survivors apparently did what killers always asked them to do and adapted.
It’s not very fun to play this way as survivor either. I’d rather use my brain a little in a chase but I also don’t really want to try to loop the really fun and interactive anti-loop killer, go down in 10 seconds and doom my team. So, sorry but until survivors get something else to work with, I’ll just hold W. Fun.
I mean..... Nurse and Spirit sure, but most killers arn't "unloopable". VS Nem and PH for example you can just play them like a Huntress mindgaming the power. You can get several EXTRA loops if you read the killer right, it's an extra layer of mindgames really beyond your basic 50-50 the moonwalk (ow wait dead hard, so not really a 50-50)
I'll grant you Huntress , Plague, Demo, PH and Nem really gobble up new survivors who havn't figured out what animation lock is yet... DS is kinda in a category of his own as the power comes out really quick but same basic concept.
Then you have pallet munchers like Bubba, Oni and Iri Button Legion. Those yeah, you kinda have to keep feeding them pallets and hope the gens run out before the pallets do, tho i've heard windows are really sexy....
Then there's Twins / Hag who hate crouching... another thing like 90% of the survivor base hasn't seemed to have figured out yet... Also babbynapping Victor is Hillarious, turns twins into.... Freddy basically. M1 killer + oblivious. Hell lump Trickster into that category who can be really mean over low wall loops.
But ofc why bother with brainpower when the sacred W key exists. Especially mean vs Nem since he needs like 8 extra hits every game before he becomes reaaaaaaally scarry. Once you take Nem for a walk it's such a ######### to have to decide between M1 or Tentancle (granting even more ditstance....)
-
I mean "Hold W meta" has been a thing for a while, and only really Blight Spirit and Nurse can compeete. Hell blight is 90% an M1 looping killer but his map mobility puts him in S. Billy would be A/S if we could still Spam chainsaw, also due to mobility.
It's honestly boring and uninteresting and it makes me wish we had a stamina system
-
I mean... it's kinda hard to see how they'd even nerf him.
A tiny "buff" to zombies, aka making them smarter would be a start but considering how bouncy Blight is i'm not holding my breath.
Also removing the speed boost on infection...
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2284309#Comment_2284309
Well, Sonaishinai said that chasing a an injured survivor with a speed boost, which 90% of the roster has to go through win a chase, was not a good choice, so I was simply following his argument :)
Also, show me an S/A tier killer who is hard countered by W except PH whose cages compensate it
I mean mobility is like half the reason they ARE S tier. Like blight can't shut down a loop like Nurse / Spirit can but you're also forced to loop him or get run over.... That's not gonna change tho ... unless bhvr adds a stamina system or something....
-
Depends how many people are using it and if Ruin is in play ofc. Personally i've moved away from Ruin / Undying to Corrupt / Pop on just about every killer since 9 outa 10 games Ruin will pop before the first gen does so it's also very anoying. Problem is if enough people are using it the 28 seconds you loose can pretty much be the entire last gen if they 4 man it...
It's also kinda a buff to the Hold W meta wich is despise with a passion...
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2280689#Comment_2280689
Sorry, but a killer who is forced to interrupt a chase no matter how good you are is not a good killer
Sooooooooooooooooooooooo 90% of the roster? =)))))
-
Eh, eruption has been pretty hit and miss for me. The "problem" with it is that it's 100% dependant on your skill in chase.... in another game i'd call that good design but you can easily find 2 survivors on a gen at the start with like 2% progress on it, kick the gen to setup eruption, chase one, who procceds to pre-drop every pallet, for a solid minute and by the time you get the down / abandon chase the second survivor popped the gen.
Problem is if you find a survivor that just pre-drops pallets it's not a ... horriblem idea to chase him, as you'll be creating dead-zones, problem is it does waste alot of time on top of a perk that's allready kidna time consuming.
On the other hand Eruption has single handedly gotten me 4ks before, had one game where people kept stubournly trying to do the gen inside Disturbed Ward main building, wich led to a chain of downs / pops that regressed the gen from like 80% to 0. Another fun game was on Rotten Fields where i managed to get 3 people on 3 gens to scream at once on a down :P
Eruption definetly has potential. Keep in mind the incapacitated effect also blocks healing so if Resiliance / IW gamers are trying to greed a gen it's not like they can top each other off either in those 16 seconds keeping them vulnerable. AAAAAAAAAALSO they changed it from "basic attack" to "any means" since ptb, wich potentially means people stepping into stuff like random Iri Bear Traps would proc it....
If you could kick 0% gens for setup i'd never take the thing off...
-
@aroell said:
This is so true, but sadly most people on this forum are killer mains and they defend tunneling and camping as if there life depended on it. It makes me sad that they see it as a fair tactic. They have gotten used to it so much that they cannot play without doing such things.
Riiiiiight... most of 20-80 player base is killer mains....
Beyond FAQs and mods (specially with the recent autoban "disscussion") repeatedly stating it's a valid way to play, and not reportable, watch any competitive DBD and you'll be amazed how much of that is "camping" and "tunelling". Like you'll litterally hear the shoutcasters go "the correct play here would be to tunell X aaaaand he's doing it, well played".
The game is quite literally not balanced around 12 hooks vs survivors with actual squishy bits between their ears and not things that make whirring noises. I recently did one of the tome challanges "Hook the obsession 15 times" so .... NOT wanting to do it 5-10 games i used a meme Nurse build, with no slowdown, Furtive Chase, Nemesis, Make Your Choice, Blood Warden. No slowdown, only ever going for the unhooker (the obsession).... and it's freekin Nurse. Now i'm not a GodNurse but i'm better than average i'd say so chases certainly wern't 2 minutes long "Hold W" fests. I was getting 0-1K for those games.... 0-1K and 8-9 hooks mind you....
Bully squads on the other hand i LOVE. It's such a big advantage as killer to know people are chasing you around, body blocking, trying to go for unsafe heals, flashlight saves.... and NOT doing gens. Most arn't nearly as smart as they think they are tbh. Hell if i see a lobby with 1-2 flashlights, i'm happy, if i see a lobby with 3-4 flashlights ow boy.... that's when the Lightborn, Agitation, Starstruck build comes out <3
-
@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/2280580#Comment_2280580
Aesthetics, music, all that is great. The reason holding W is so effective vs him is because you need to triple hit with your power and give them a double speed boost. If not you are just a m1 killer at 115 who can't mind game because you're so large. Everyone else that is a chasing killer has something. Even Legion downs faster because they get a free first hit and then catch back up. Nemesis is literally just M1 man because your power punishes you for using it.
Also yeah Phead is clunky and takes some getting used to, but once you do how is Nemesis even comparable. Nemesis is less clunky, can hit over pallets, and can break pallets after he already has built up his infection which gives speed boosts to survivors. Phead is clunky but you can get used to him, can hit through pallets, through walls, and can hit multiple people from further away. In what world Is Nemesis being considered near Phead's level of power?
Also the zombies can be great or worthless. Inconsistency at it's best. I don't think it's asking too much to have my power actually work in each game.
Sure again, the thing about PH is that vs a good survivor you kinda MUST shoot it throgh walls, as it's fairly easy to dodge within the survivors LOS. The only time your hitting on PH is either in animation lock or through walls. Also i feel his power slows you down more on a miss. Nem on the other hand is ... relatively speaking quite easy to land, on survivors actively trying to dodge it in the open. I think the projectile is even faster than DS's, on par with like a Victor Pounce.
And ye the hitting multiple survivors is a plus... a plus i feel comes up about as often as a zombie hitting a survivor.... What it's reaaaaally good at is closing out games on the last two survivors trying to save in front of you...
100% Nem's biggest weakness is the whole tripple M2 thing, personally i tend to just M1 survivors to get them off the gen and to a loop then M2 them within the loop itsself. Vaccines are a bummer but fairly limited. Between Corrupt, Lethal Pursuer, BBQ, Thrilling Tremors, Tinkerer, Discordance, Surveillance etc. you can burn through them quite quickly.
-
i mean i dono if i'd put him A or B tier but bottom 5? neah.
For one you're overselling how good holding W is, something that works against... 20ish killer on the roster?
Also something about the zombies i've noticed is that YES they land hits fairly rarely, but i've gotten alot of value out of zombies from suvivors just realizing one is somewhere around / within the LT wall / Jungle Gym and just leaving the loop... allowing me to get a hit in the open on the way to the next tile
Also the zombie were buffed form beta and provide more mutation, and there are also addons for getting extra mutation of them.
Overall yeah, i'd put him around PH level, weaker, sligthly, different really. PH can hit through walls, but i feel his power is way harder to controll since you're locked into only being able to move with W, also there's a reactable delay on PH's wave, tentacles are much faster. PH counters hook perks, sometimes but zombies provide some info / map pressure. But if you put PH around the top of A tier i'd put Nem bottom of A tier / high B.
And if that stupid backasswards hindered speed boost (u wut mate?) on infection get's removed... ow boy
Plus he's honestly just awsome visually i feel, his run, kick, carry, break and hook animations are all unique. Gives him some personallity compared to the rest of the roster i feel. Maybe bhvr would look into giving other killers some unique animations , like nurse could just ... telekinetically carry you around or something
-
@some_guy1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2276074#Comment_2276074
sliding was there since his release
Ye i know about the sliding, but i'm sliding off stuff i wasn't yday .... as in LITERALLY hitting the broad side of a big red barn head on and sliding along it.
-
He's definetly fun! Good? eeeeeeeeh questionable.
He's obvious weakness is the whole 3 hits thing and the zombies are RNG. Kinda reminds me of Pig in that regard. I've had epic moments where a zombie was camping a vault and survivor went from healthy to down in .1 seconds basicaly from tentacle and zombie hitting simultaniously. Also nice when zombies decide to block of shack for example. I've definetly won a fair amount of chases from survivors SEEING a zombie is there and having to leave the loop, not necesarilly being directly hit by the zombie itsself.
Perks wise, the standout for me was Eruption. Like someone said earlier that he doesn't know if Nem or the player controlling Nem is weak i've had some insane value come off Eruption + Pop (yes the bloodweb was kind). In about 4 of the 10ish games i've played i got a 4k due to Eruption as i'd find someone on a gen @80% kick it, down the survivor that was on it cos he was trying to loop an LT wall or pallet camp or something. Eruption goes off disableing 1-2 people trying to slam that gen, i'd hook and by the time i'd walk over both pop AND eruption were available. Rinse and repeat. I've knocked gens, with 3 people tagging in and out on them from 80+% to 0 with this combo. And this was on like 4/5 gens reamaining. It's AMAZING how greedy survivors get when ruin isn't in play......... Then i tried playing Blight with Eruption Pop Tinkerer and BBQ and i got DESTROYED for like 6 games in a row. I dono , there was a line in the patch notes about "adjusting" blights collision but i'd hit like 2 in every 10 Lethal Rushes in the open field and slide along the walls of Cowshed / Fence of Cowtree ... people have gotten really good at dodging Rushes.
It's also nice in the early game if you happen to find a gen with like like 5% and a Blendette working on it, you can just kick and not waste time searching, around, it'll go boom eventually.....
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2275713#Comment_2275713
That is a complete fallacy. Sorry. I’m not criticising you personally, just this belief/myth that some players share.
It’s limited thinking, and it can potentially prevent players from bettering their skills.
I hardly ever use anything meta, and I pride myself on being pretty good at this game. This isn’t a flex. I’m not trying to show off. Simply demonstrating that the game allows it to be possible to successfully be good at the game regardless of a chosen loadout.
This isn’t to suggest that particular load outs and strategies have no merit or any bearing on a match whatsoever. They’re just not as influential on the outcomes of matches as many players invest themselves into thinking that they are.
Another way of looking at is to make do with the hand you’re dealt. I.e. try to learn to milk as much advantage from what available perks and add ons are currently available, rather than stressing about what isn’t unlocked yet. Almost all perks are nowhere near as bad as many perceive them to be, and most of that perception is borne of sheep mentality anyway. Make do with what you got. It teaches excellent skills in this game over the long run.
You're point is sorta irelevant i think. Chase perks arn't really meta right now, running standart slowdown perks isn't really an impediment in you learning tiles and mindgames and "getting better". Also the way you apply pressure doesn't really change, it's just numerically more efficient with a meta build. You can be good and have a 90% winrate, chances are tho every game you've lost, you would have played exactly the same, except the extra pressure from a meta build woulda tipped it in your favour. Adding 2, 3, 5 minutes to a game is fairly significant.
I'll admit playing off - meta really throws (some) survivors for a loop. I've used some pretty meme builds for challanges and have gone on pretty dominating winstreak with them. The issue is MM... isn't really a thing tho, anything can work thill you hit that 1 squad that has 99% gen uptime...
-
Sluzzy is that you?
On a more productive note i'd call him a less sweaty, more fun to play PH.
-
Sooooo an addon that's a waste of BP is a fix?... oki then.
Not that current Iri head isn't a waste of BP....
-
As if bhvr would ever do something as silly as make the grind easier....
-
@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/257058/body-blocking-with-bt-is-annoying
DS ruined, now you're complaining about BT.
Ow yes the 60 seconds of total invulnerability got "ruined" ... and we're not complaining about BT itsself idealy it shouldn't even be a thing outside brown ranks....
The "problem" with BT is that's its supposed to be an anti tunelling wich at red ranks is allmost never used for that. The only time BT actually procs for me is if someone gets an unhook, within medium distance, i go to check and i find the person unhooked instead of the Blendette that came for the rescue.
Hell i would be 100% ok with BT being a DEFAULT thing, it helps at low ranks where alot of tunelling does happen, and it helps people without alot of DLC, BUT it stops working once the exit gates are powered.
-
I meeeeeeean. Having an actual balanced match where people actually try to you know... play instead of going "lol, it's a [Not blight / spirit / nurse], time to go on an adventure!" and having more games be a 2k instead of 0 \ 4k, sounds fun.
However, after 5 years , psychologically speaking, once MMR is fully live, ranks need to be removed, like compleetly. I imagine it can get kinda discouraging playing "ok", within the bell cruve getting like 70% 2ks 15% 1 or less 15% 3 or more, and basically never seeing your rank climb. Because balancing around a 2k means killers will pretty much never pip because of the "lovely" emblem system.
-
I mean.... beyond the obvious... the obvious one speaking as a killer main i refused to play because toxicity and now playing more survivor games i can see how horrible SHE is...
I do enjoy playing vs Blight, Huntress even Nurse, because as a killer main the whole game of "ok i'd do X in this situation, lets see how you play it" is fun. Even get the "nice" moments when i understand a killer pulls off something awsome other people might call BS on and i go "cool, didn't know you could get that angle!"
-
@Habaneropeppah said:
I am new to the game, and it seems like when I play a survivor, its absolutely impossible to ditch the killer once they find me. I would think there would be a way to get out of their vision, or to duck and hide in the bushes or around a corner. Am I missing something, or are you pretty much caught as soon as the killer targets you? I have seen people run around, but never actually ditch the killer once they are on their tail.
Weeeeeeell , while there's some good advice in this thread and it will certainly work, my advice is... DONT. Loosing the killer in a chase can sorta be detrimental if he wanders off and chases your teammates off of doing gens. At low levels you'll get tunelled or face camped, once you start climbing ranks it's rare for a killer to actually chase you for any significant amount of time (depends on how much pressure the rest of the team is applying but that's another discussion).
So yeah, i'd learn to get good at looping and wasting the killers time and they'll eventually leave you alone. Also get accustomed to the ancient mystic art known as "Hold W". It's stupid but against most of the roster BOLTING in the opposite direction in a very obvious manner once the killer gets close to the generator you're doing is a fairly effective tactic. Bonus points if some gens have been done already and you lead the killer to a zone of the map devoid of objectives.
Now disregarding what i've said previous if you actually wana loose the killer ASAP one relatively simple technique is looping a tile once or twice. drop the pallet, run in a way that looks like you're going for another loop around but instead just leave the loop. Anything up to a mediocre killer will get confused and loose you allmost imediatly, even decent killers might take abit to figure out what you did , and while they can relocate you, you'll usually be far away enough that the chase isn't productive for them anymore.
Utilize your scratch marks but for the love of god don't just RUN then sudently round a corner and duck in a little nook or something. Again might work 50 - 50 against bad killers but you're just asking for it puliing stuff like that and god help vs one shot killers that can body block you in your little nook.
-
@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2267797#Comment_2267797
Most forum members don't have the slightest clue how to use her ambush attack at loops.
No no, most SURVIVORS don't know how to "use" her ambush at loops aka, just.... run away... don't try to outsmart yourself, if Pig is crouching at a loop just... say no. And that's the biggest issue.
-
I mean.... if it wasn't on Pig it'd be a problem but considering it's on a killer generally considered very weak... shrug?
It's frustrating, played vs a Pig with Crate and essentially searched 5 boxes and died (searched 4, on the second box i got hit and run at 99% progress....) but again It's pig. We kinda excuse Pig RNG cos she's weak the same way we excuse God Nurses for the hours put in.
Pig needs a rework top to bottom. Combat Straps base kit at minimum. Also the Crouch -> Dash thing reminds of the old Doctor Treatment / Punishment mode. Fairly Clunky.
-
Pretty much the laziest way they could have reworked it. Useless now, like 80% of the Iri addons.
-
Well if bhvr is scared they'll loose player from the game if they reduced the grind they've not so much made a game as they have a skinner box...
@FrndlyChnswSalzmn said:
If the grind was gone, the players would be, too. Guaranteed. You all complain about having to earn your goodies, but if you got them with no effort you wouldn't play.
People past the ~2k hour mark essentially have infinite stuff and they still play to 3,4,5k+ hours. More so for survivors, since the survivors are just skins essentially. Once you've hit lvl 40 on all survivors, hell some don't even need 40, you can pretty much dump everything into a single survivor. Surprise surprise it's far worse for killers but you can farm BP easier on killer and they're second class citizens anyway so... no harm no foul i gues.
I think part of Bhrs justification is ultra rares exist but.... again that's more survivor bias i think. If you'd just have a Kill your friends style inventory, with maybe unlocks based on lvl well.... Having an Iri Head huntress or MDR spirit every single game might be scary but having a rainbow map and 3 BNP's is waaaaaay scarier.
I'd 100% love progression be tied to level with optional Devotion. Kinda like how Hunt: Showdown does their prestiege if anyone is familiar. Then just make Shards be based on BP earned or something.
-
@Rizzo said:
While the auto-ban feature is still being developed and we don't have details to share yet, you can be assured that as long as people play within the game rules, they won't get banned, and I'm sure offenses that require video evidence will still require said proof.
You can check the game rules here if you have doubts: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
That makes no sens tho...... right now reporting anyone does literally nothing. The only way to get a hacker banned is to submit video footage you as the player recorded, via email for a physical person to , at some point in the nebulous future review.
And not you saying after the auto-ban sytem.... we still need video proof?! wth is it for then tho? You clearly don't have a department big enough to handle the manual reports coming in now you're trying to tell us "all" the system will do is bypass the emails and flag an account for review after it gets enough reports? That's sounds LESS efficient O_O