BananaBlooD95
BananaBlooD95
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1975597#Comment_1975597
A 60 second chase is a huge skill gap between killer and that survivor. That or survivor got lucky and killer got unlucky with all his mindgames.
Survivors deserve a win in either case.
It also depends on how many mistakes the killer makes. People need to stop pretending that killers only win if survivor make mistakes.
If played well it's not that hard to go for a good 40-60sec+ chase. 1-2 good mindgame, using 1-2 good loop at full potential and add 1-2 mistake on the killer's part and voila you made him chase you for 60sec. You don't get that too often but once you get good as survivor I expect you to get at least 1 pallet stun every chase giving you a solid 10s on the killer (stun+time it take for him to come close to you again) and taking full potential of most tiles like jungle gym (a solid 10sec again). Baiting a killer's ability and dodging it (huntress, demo, DS etc.) also add up.
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@TheRockstarKnight said:
It really depends on what Survivors you face and what Killer you're playing.
If you're a Doctor and you're facing four Claudettes that Self Care in corners every time they're Injured while you have Ruin, of course it'll be a free 4k. The map is tiny and you're getting a lot of value out of the advanced totem spawns on that map.
If you're playing Adept Wraith against four good and attentive Survivors with good toolboxes, DS, Unbreakable, and Sprint Burst I think you'll be hard pressed to squeeze in two kills. As small as the map is, they can just split up on gens - without regression perks you'll be relying on being able to slug people or get fast downs as a slightly faster M1 Killer.
There is no such thing as a 'free' Escape or a 'free' 4k. Both sides have a bigger say in the outcome of a game rather than any map's layout itself does.
The map itself is balanced IMO - it just seems imbalanced to other people because it highlights the imbalances between certain aspects of the two roles. You're not seeing a Killer sided map or a Survivor sided map, you're seeing a strong Killer/Killer builds or a strong Survivor/Survivor team.
For me, regardless of how balanced people think the map is, I feel it's one of the best design tile wise. Good amount of windows (lithe), some breakable wall (of course, it was the map to introduce them), plenty of elevated area (balance landing), some really strong area for survivor (saloon), some less, decent bush to hide in, enough locker and some in really nice position for some head on etc.
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@RyRapsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1975490#Comment_1975490
So do I have to get all the other perks to at least tier one before I can get ds?
No, it's completely random. You might have to unlock all but the remaining last 4 perk before it show up in your bloodweb. What part of random/RNG do you not understand?
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@chadbeastofprey said:
https://forum.deadbydaylight.com/en/discussion/comment/1974556#Comment_1974556
I’m not arguing about keys, I’m a survivor main and I don’t care about them and I want them nerfed just so killer mains will finally shut up. I’m just wondering if you mean the killer is losing. Cause if 3-4 gens are done and there are 3-4 survivors left that means the survivors are winning lol
One could have 7 to 9 hooks 3 survivor left and all the other one dead hook with 1-2 gen left. I call that a lead for the killer. As they finish the last remaining gen & open the door the killer can get 2hook resulting in a 3k.
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@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/1972827#Comment_1972827
He doesn't give any actual tutorials or gameplay, just vague statements about how amazing clown secretly is despite his forum name.
Truth is clown is just SLIGHTLY better than he was before. The reload time reduction was much needed. Yellow bottles...yeah, most often not worth using. Hell, even Otz struggled in his video to justify using them even if he was genuinely trying to explain the proper time to use them. They have extremely niche uses that require the stars to align to get proper use from for a underwhelming speed buff.
Which is all a shame because a lot of us where expecting a big rework, not some small buffs to his already underwhelming power.
On outdoor map the Antidote make you patrol a tad faster. On small pallet loop you only need the Tonic like before,, on long loop (safe pallet) you can drop both the Tonic & Antidote in such way that you'll get the Antidote, the survivor wont so you get to slow them down and move faster meaning you don't have to break the pallet (depending on how big the loop is) in chase and move onto an other tile.
His changes are small but effective; faster reload time, better map pressure on outdoor map & stronger power in big loop where he used to struggle even with a Tonic.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1975405#Comment_1975405
That's true of almost all maps. Skilled killers will beat down survivors in general, even on Haddonfield. Especially on solo.
Only the most skilled and coordinated survivors can run circles around killer consistently.
If one survivor is able to do a 60+sec chase and the other ones are not complete potatoes (swf or not) then the survivor have a decent chance at getting 2 escape.
I often play with some friend, the group usually look like 1 or 2 red (if not 2 then 1 rank 5)+ 2green or 1 green and a yellow. 80% of all killer are purple rank and as long as one of the two better survivor are able to get a 60s+ chase then we have a pretty good chance at 2 escape or more.
It all depend on how many mistakes survivor make and if they use second chance perk in a good way.
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You probably didn't run in a straight line thus while trying to look behind so the killer was able to close the distance faster.
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That's not the kind of thing that would be bugged imo. Either you don't have it unlocked or you're very unlucky and still have some perk to unlock.
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Pretty much every area of the map have a use for lithe and balance landing, the entire quadrant of the saloon is heavily survivor sided and there are some pretty decent loop on the other side.
Honestly I find it pretty balance and I like the fact that all exhaustion perk can be use in every chase. There are strong survivor area and some nice hiding spot but it's a small map.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1975052#Comment_1975052
I love to hear in your area the community is respected, really!
I have to talk about mine now. My country is very traditional, and even if homosexual marriage and transgender surgeons are allowed, people keep being too traditional and there are political groups getting more and more votes, which is scaring me because these specifically want to remove our rights. I'm sorry for bringing politics in this comment, but people should know.
Fun fact my society have been historically discriminate for speaking a different language and that's in Canada. Laws againt our language, deportation etc, we've seen it all.
But yeah my 2 cent is that a character shouldn't be lgbtq+ just for the sake of it but if the lore/story is fleshed out and it's not his only "redeeming trait". If the devs don't have any good lore for and lgbtq+ character than I'd rather wait than have a ######### one.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1975004#Comment_1975004
Straight and cis people realising they can have no single problem living along lgbtiq+ people, and reach to a point where they can accept them and so maybe one day country laws will change and we will stop dying, one of the reasons why June is the entire pride month. Until then, representation is needed
I sometime relate more to a female or lgbt character if it's traits are more in lines with me/my personality. I couldn't care less about gender than I do right now.
Might also help that in my society we've had lgbtq+ public personallity for over 15+ years and author/writers don't make one for the fun of it, they rather not have one if they can't flesh out the character and make a good one.
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They could make us a favor and improve the netcode for once. It wouod make the experience better for everyone:no more hits behind wall vs ranged killer
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/1974945#Comment_1974945
That would be mostly from latency from the killer. The actual hitbox would be a little larger than huntress hatchet. Not sure how anyone could claim that his hitbox is unforgiving - it is literally bigger than the model of Victor.
That might be the case but idk about you but I've played enough fps and online game to know that we aren't suppose to have such big difference between what the survivor and killer see.
Battlefield 4 release with the netcode issue was about as good as that: hit behind wall & everything.
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@danielmaster87 said:
It's not. You pick up Twins and see how hard it is to land a pounce. Again, a killer power countered by survivors moving left and right.
I don't give a damn ######### if it make the killer too weak if we reduce the hit box, they can find an other way to balance the killer and not make it unfun to play againts. I took a 3months break because I couldn't take being downed by the air, sorry Victor pouncing 5km away for me.
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@DetailedDetriment said:
This is 100%, not a SWF. If they are, then it is disorganized and made of 4 average to bad players.
Any Means Necessary (probably for the challenge, but still not effective).
3 people running Self-Care.
Someone running Kindred.
At most, a SWF should run 2 Unbreakables and 2 BTs. 3 Unbreakables is completely unnecessary.
Dead Hard only works like 20% of the time, so it's almost foul play to call it out.
If you got hit with DS then you were tunneling, bub. With the recent nerf, survivors can't perform any actions outside of anything chase-related or entering lockers.
This is honestly what I would expect from the second Sandbag With Friends tourney.
You know that most swf are 2man right? And so what if they don't have 16meta perk? They still have 10 second chance perk and it's frustrating to play againt.
Idk about the recents changes but last time I played but last time I played survivor (about 3 months ago) I could hold my own and get at least one 1min chase every game, work a good 140+ seconds on different gen and make half my team mate leave with 4 ######### perk. I'm not here to boast that survivor op or what ever I just see it annoying to play agaonst so many clutch perk.
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This would be OP AF.
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@Toybasher said:
I disagree only slightly.
I do agree that he suffers massively during the early game and he can often be genrushed while he sets up. Personally I think BHVR should revisit Trapper. While the traps are very strong (injure + immobilize) he has to run around the map picking them up and setting them while generators are being worked on uncontested.
He's also map-reliant somewhat. (Maps with lots of grass are better for hiding traps, and large maps hurt him because he has to place his traps over a wider area)
He's reliant on addons. (I've heard many people say 2 traps held should be base-kit and I agree)
I also think Dead Hard shouldn't let you dash over traps. Really hate when that happens in a chase.
However despite all this a good trapper on a good map can be threatening.
I'd also like to note escaping from his trap is RNG dependent which is both a blessing and a curse. (Sometimes people need a ton of attempts, other times they escape on the first attempt)
Why would you nerf Deadhard so you can't go over traps? DH can counter anything that can deal you damage...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1827878#Comment_1827878
Well, like any other killer, why would you wait until the end of the match to use your power? Not sure of the point with that statement.
You were saying it's a good thing that trap do nothing end game & don't activate at EGC. It's just bad that it doesn't and like Terro said, if the killed bank on RBT at the end then she have nothing for the rest of the game.
IMO it would make her end game more interesting while not being op.
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@tactic said:
https://forum.deadbydaylight.com/en/discussion/comment/1827905#Comment_1827905
that's 2 survivors not doing generators... for a few seconds... after you have to walk all the way over there
It takes him ten seconds to come back, but you then also need to walk all the way back there after being kicked. Plenty of time for survivors to heal. You keep them off gens but it isn't long enough to make downing them in the first place worth your time
Bruh what do you want more? 4 survivor not doing their objective vs a Victor than can chain down survivor?.
It take 16sec to heal one state if you chase one survivor while Victor is out and an other survivor stay near for the kick they that's two survivor doing nothing productive for a good 30sec. The second survivor could have done half a gen by that time and by the time he heal the downed survivor you should be close enough to get a easy hit again and if you're smart you'd go for the non-injured survivor then get Victor and get two down with him. By the time you hook the first one, a third survivor will go for the heal if he's not too far, and now you have 3 survivor not doing gen.
Obviously you're just bad at them and want a buff even if they're a good A tier killer. Just go play a killer you're better at and stop whining for no reason.
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827845#Comment_1827845
With players who knows what do with him, go around objects, but not fall for the trap with waiting, you will take him a lot of time. I don't look wins by how much kills i got, but how I've felt during the game, even if i'lose' but feel like i could do more, and feel strong it's okay, don't get me wrong, i did get 4 k with them, but once players learn how to counter him, something like staying close with your friend while Victor attacks, even if one gets down Victor will die, and survivor will get up before you come.
Only thing i would fix is that Victor cannot be destroyed after successfull hit.
There's only so few objects you can use against Victor and if you go next to an other survivor that's 2 survivor not doing gen so even if the downed survivor get up again that's two survivor not doing their objective instead of one.
Victor take 10s to come back and unless you're right next to him after you down someone/miss attack you don't have the time to kick him.
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@[Deleted User] said:
Ambush could use some work, yes. It feels a bit clunky/disjointed and the Undetectable status and TR are a bit unintuitive in when/how they apply from a Killers perspective.
The key is placed randomly across between all boxes upon trap placement. https://deadbydaylight.fandom.com/wiki/Jigsaw_Boxes, so from our perspective it's just RNG, and not accidentally giving the Survivor a party hat next to the 'correct' one.
Making inactive Traps allow Survivors to exit is IMO kinda a good move. Otherwise most gameplay will see Pig placing towards the end of match, banking on forcing Survivors to go to a box where you will be able to check their position during the EGC and quite literally making hook saves on trapped survivors pointless.
Making RBTs more of an active threat during the match certainly could be looked at, given for the most part Survivors will just do objectives 'till they have to worry about it (being active), unless you're using something like slow-release toxic or the facemask.
Addon's could be looked at, but IMO I'm just biased in that I don't think that the Gears/Wires actually do all that much.
If they go for RBT only at then end then she has nothing to slow down the game and her dash attack is niche right now.
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@Healthore77992 said:
Unfortunately, as much as i was trying to play differently, against good players that won't work, shame because they are very fun to play, but losing because you just can't do anything sucks, Victor is easy to dodge, Charlotte is M1 killer when they keep Victor.. They could do so much more..
Victor's hitbox is larger than Huntress's truck hatchets, it's a ######### 18wheeler size hitbox. Combined with his speed you just have to wait till a survivor is in a easy to hit position and that's it.
Also what do you consider a win or a lose? 4k/not 4k? Devs clearly stated for them a 2k or more is a win for the killer side...
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1827824#Comment_1827824
Bloodpoints have nothing to do with rank. Emblems have a system to punish camping. While it does not stop camping, i see less camper in red ranks. But im not sure the emblem penalty is the cause of it.
Emblem are partially link to BP. You get emblem point for every actions that give BP, just lower down the emblem point you get for a first hook and increase it for the third hook alongside with BP.
At the same time you could make DS basekit while adding some condition like if interact with gens or locker it goes away + activate on both hook so it would make it way harder for killer to actually tunnel while preventing the usual BS of a survivor just doing a gen in your face or playing with a locker to prevent you from downing him.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1827812#Comment_1827812
Yh there are clearly some ways to implement it. But what happens when a player doesnt care for bloodpoints?
He will eventually depip and lose his ranks.
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Instead of nerfing good perk, the dev should try to make other perk more usefull. Like Hex: Thrill of the Hunt -> a worst version of Hex: Undying, Hex: Blood Favor either need more range or no cooldown etc.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1827722#Comment_1827722
A bloodpoint bonus wouldnt fix that. There are some like me who dont care for BP anymore and others who care more for not losing.
More like the first hook give you 50% less BP and even less if you stay near near the hook and the third hook give you 150% or heck 200% BP.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1827577#Comment_1827577
I had an experience where a team mate was working in the slaughterhouse gen and GF was stalking him from the window. I was directly behind him, really close, no obstacles in between us, not even the corn, and I could not reveal him.
Something similar happen to me. I was in Mother's Dwelling, the GF hooked someone in the basement of the main building and stayed on the little step in the stairs and I couldn't reveal him at all.
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@Tsulan said:
Hit validation favors the person with the smaller ping.
That. There's nothing more to add.
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@tactic said:
They've added a killer with plenty amounts of counterplay and ways to shut them down, meaning good survivors can effectively shut down any interesting ways of playing her.
- Try to block pallets? Charlotte being stunned wakes her up.
- Hit a healthy survivor? You lose your power for at most 30+ seconds.
- Block a locker? good luck getting there in 10 seconds, not including the 4 it takes to wake up, so it's really 6 seconds.
- Down a survivor in a group of people? You get kicked and they're healed before you're there.
- Loop as victor? They can throw a pallet and hide behind it.
- etc.
Yet, for some reason, despite all these counters, they have done nothing to prevent Charlotte from using victor to slug and camp survivors. Just place him next to a hook, put a survivor on it and nobody can save them without you knowing! Or use his increased mobility & natural ability to easily see blood to just slug every survivor on the map.
So you've shut down every playstyle, but then made them stronger at camping & slugging to make up for it.
So congratulations on making a killer that not only enables some of the most unfun and unhealthy ways of playing the game, but is forced to partake in it to perform well at higher ranks. Because as long as survivors know how to counter her, she cannot do anything else.
I hope adding all this counterplay to make her more fun to play against was worth it, because the situation it has created makes her one of my least favourites to play against & with.
Interesting concept, terrible execution.
- Victor on his own doesn't need Charlotte to block anything.
- The survivor can't do anything while he have Victor on his back + give you info on nerby survivor.
- Why would you want to block locker? Victor can down survivor in locker (unless they just change it in the last patch).
- What the ######### is that complaint? As a killer it's a bonus when all survivor are not doing gen and going to the downed person, it waste a lot of time.
- You can only hide behind so few pallet, Victor run at 150% speed, aka 6m second so you can just run to the other side really fast/mind game and hit them while in the vaulting animation.
While I do agree design wise she is pushed toward slugging, you don't need to slug the entire team with her. You can easily injure someone, take out Victor to down him then chase & injure someone. Then you pick up the downed survivor and repeat the above till the end of the game.
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Survivor need a cue for when she's phasing next to you so she can't mindlessly mind you on semi-safe/safe pallet.
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Even if you play god-like at the start of them game it's not rare to see 2 gen pop as you get your second hook.
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@CheyeneKL said:
I play survivor almost exclusively, and I honestly don't know what to think of hit validation. I thought it would solve most issues but I do still have many instances where the killer is very obviously lagging and hits me where I should NOT be hit.
HOWEVER, I have noticed an uptick in situations where I USED to would have been hit, and instead make it out without a scratch. I have good internet and good ping so it feels good to have that be rewarded now instead of punished. But I do find it surprising how many situations still exist where the laggy killer is rewarded for having crap internet LMAO (and this gets confirmed in post game chats- sometimes the killer openly admits to having garbage tier internet when multiple survivors complain about BS hits LOL)
I've read BDB Eastern US server are in Ohio, about 9h drive from where I live and that's what I got from Speedtest:
I rarely have under 50ms latency, more often it's between 60 and 90ms. With that it's not rare for me to get cucked as playing Deathsligner or as survivor against a killer with similar latency.
My ISP provide me 400Mbps download and 50Mbps upload and I get all of it from Toronto in Canada or NYC with 15-20ms from either of those cities.
Mind you that on some games I'm able to get 50ms from US West server and less than 100ms from Europe.
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I do notice it. Pass the 10meter range you have to shoot slightly ahead of the survivor to hit them especially if you have more than 50ms latency and when survivor have more than 50ms latency it's not rare to see them jump a window/pallet or drop a pallet a good 1-2 second after I shoot them. Not as I shoot them but after the animation of them being hit played.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/1827268#Comment_1827268
Seriously. Do people still think Deathslinger and Blight are bad? I would possibly even push Deathslinger to A tier with PPHead
Deathsligner is 110% movement speed and get cucked really hard by latency. Go ask anyone who main him for a while and they'll all tell you he's unreliable pass 50ms latency and it's not rare to get more than 50ms latency in this game. Deathsligler is not as strong as survivor main say.
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@Sluzzy said:
A decent chance against a top SWF means a sure win for anything less.
A game dies when you balance around the top and is unwelcoming for the majority.
Basically all competitive game are balanced for the top player... Counter Strike, StartCraft, Warcraft, Smite, League of Legend, DotA etc. and all of these game have a healthy low skill player base.
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Having good server & fixing the difference between what each client see should be priority number one. Only after that it would be useful to look after bad hit (hit that do connect with survivor but don't injure them or hit that don't connect with the survivor but do injure them).
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IMO if we want killer to aim for 12hook it should take like 20s big max of 25s to down someone.
It take a total of 400s to do 5gen at 80s. At 20sec for a down it take you 240s and the remaining 160s are used to roam/find survivor.
With that I'd make it so you get increasing amount of BP for every hook to encourage killer to go for a 12hook combine with loosing more BP when they stay near a hooked survivor.
If the game would encourage killer to get 12 hooks and give him BP penalty for focusing on 2 survivor early while not taking them too long to down a survivor while in a chase I think it would make the game more fun for both side.
Currently survivor do not have to manage their time if they are against a mid/low tier killer with good add-on/perk included which is bullshit for the killer who have to manage their time perfectly or have to sweat all game.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827673#Comment_1827673
Yh I might have gone too far with point 3, and I like your friends Idea, tho it's been proposed for years with Pigs RBT and devs havent done anything.
But I dont see why point 1 would be OP, It would force survivors to play together, since he doesnt have any teleports or speed buffs this would be a good way to eliminate genrush or It would allow him to get a down if the survivor is injured, It would force survivors to heal, which is allways good for all killers.
And about Freddy, he doesnt down you mid loop but he does make them useless once he gets control of the pallet, It doesnt work the same way as trapper, but it's the same purpose.
The first point would be OP because in game with random survivor you can't rely on them and they can't see your aura unless they have a perk for that. That mean you either go in dying state or wait till someone randomly run next to you. Stepping in a trap already put you in the injure state and that's ok.
IMO Trapper need something that make the trap far from him more useful.
For pig I'd make it so you you can't get the RBT on the first box and you either get it out after the second (low chance) or the third. If she has the add-on that add a jigsaw box then you can get the RBT out either on the third or fourth.
Keep in mind that while we do want to make their power more useful we also don't want to make them BS for survivor either. We want to have a fun game for everyone, not just for one side.
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I don't have any video but at one point I was mostly playing Deathsligner and I notice that when playing at around 50ms of ping I wouldn't have any problem but when I was at 80ms+ I could hit people with my harpoon at 10-15meter and 1-2 second later they would still be able to jump a window/ drop a pallet. When they are fully healed I guess I still injure them but when they are already injure I basically just lose the chase because of the cooldown/slow movement speed on Deathsligner.
I've played many only games, especially Smite, a third person moba where everything is skill shot based. I usually have 30-40ms ping and even at 50-60-70ms the difference on the client isn't really noticeable while on DBD it's night and day.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1827461#Comment_1827461
See i agree with what you say but there a reason a lot of killer players detest ghostface. Being broken out of your power is aggravating. So much so killer wise hes one of my least played killer. Survivor interaction on paper seems like a cool idea and does add a lot to a lacking survivor experiance. But I would never call them a gold standard because there gameplay contains elements that massively frustrates the player.
Having counterplay is good but if that counterplay can effectively lock the power out of the game entirely you have a problem. Plague and ghostface are killers I and many others want to avoid due to these frustrations. As for billy well the rework really hurt his playerbase and since then he hasnt recovered. Iverheat is incredibly frustrating and limiting which fir vetrans who enjoyed his mobility is upseting.
GF detection goes both ways. Sometime a survivor is able to break you out of your power when not in line of sight and sometime you stand in front of GF and you can't break him out of his power.
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@Pythonheir said:
Sometimes it's the size of a bread crumb. Sometimes it's the size of pixar mother's arse. All at the same time you will deffiently hit any object in your FOV when jumping, or you're going to ramp/bounce off that rock instead.
All apart of the fun.
Hitbox don't change size so you probably just haven't mastered Victor to say such thing.
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@tt_ivi_99 said:
I think the things he needs are:
1: Injured survivors go into dying state when they break free from a bear trap on their own. Meaning that if someone helps them escape they keep the health state.
2: Be able to carry all of his traps from start of the game. It's a no brainer, Freddy has all his Dream Snares from the start of the game which are waaaaaay better as you can place them faster and you dont lose mobility or speed when doing it which means being able to do It mid chase.
3: Rework his add-ons; Add-ons like those that allow you to carry more traps wouldnt be necessary so they could be change to something like "survivors that step on traps get blinded for X seconds/until healed" it's seriously not that hard.
Trapper is the face of this game and he is a ######### joke compared to someone like Spirit or Nurse. Im not saying he should become S++++ tier just because of that, but he should be above B+ tier at least.
- That would be op as ######### as the best strategy for survivor is to spread out.
- Freddy's snare and fake pallet doesn't prevent looping unlike Trapper's trap.
- 2 based trap would be good for him, heck I wouldn't mind 3 based trap but his stronger add-on would make him really strong.
Trapper only need quality of life treatment for setup like starting with more trap or having better trap placement at the start of the game; forcing him to waste time just to pick up 1 trap doesn't help him.
I'd like to see what it would do if Trapper had 2-3 based trap and his add-on would put the survivor into Blindness effect, Broken/Deep Wound or Oblivious. I think that would make it interesting to play against him.
For getting out of his trap one of my friend had a good idea; The first try you have a really low chance of getting out and the more you try the more chance you have to escape. Escaping at the first few try is bullshit for Trapper while not getting out after 6-7 try is bullshit for the survivor. Obviously you'd have to tweek it with the time to escape.
eg: 10/15/20/25/30/35/40/45/50% chance of escaping the trap with 1.5sec for each try would give his trap more utility if he leave the "trap web".
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@Altarf said:
Even discarding the latency element, Victor needs a generous hitbox on his pounce. Remember, one miss and Victor dies. Having a pinpoint hitbox like Deathslinger would put even more unnecessary restrictions and punishments on an already weak killer.
For you to have the time to kick him he either have to jump on a wall you jump pass you in the direction you're going which is unlikely due to his large hitbox. All he has to do is start his jump when he's touching you and the only reliable way for you to not get hit is to have a medium size object that is tall enough for him to not jump over it. With the current hitbox he has you have to be bad at him to miss and again in many scenario you don't have the time to kick him.
Charlotte & Victor are not week killer at all. Once your learn Victor's pounce attack you're gonna hit more than 80% of the time due to his hitbox.
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Go play DeathSligner, have more than 50ms ping then realise that at 10+m you have to aim a bit in front of where the survivor is going because his hitbox is needle siz & the mini difference in ping make you miss. Also even with less than 50ms in ping I saw countless of people dropping a pallet right as I shoot so on my end it appear they were dropping the pallet after I hit them.
People complain on DS and propose to add ton of cooldown but that would make him #########. If you really want to play with his shoot on sight and add some cooldown for raising/lowering his gun you will have to make him faster and lower the cooldown on missed shot and reaload. He's one of the strongest in chase but he's average at downing a survivor and dogshit at map pressure
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Would help if people were using the right trigger/mouse and look at their surrounding. It's been 3 game where people DC after 1-2 guys get injured and I hook one when I was in their LoS for more than 40m before hitting them. I wish DC penalty were back and killer get ton of BP for survivor DCing early in the game.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1636034#Comment_1636034
Your point about the 9 meters is actually the glaring issue for me against DS. Nearly every DS will bring monitor on top of his totally messed up TR. So he can sneak up to you this close and sometimes even spear you out of nowherer before you heard anything. I just feel it shouldn't be possible to hit a ranged attack out of the blue and still be so close. Huntress has her lullaby. Mikey can be heard breathing when close, GF' clothes can be heard. Pig has to unsheash or roar, Wraith has to ring his bell (or at least his uncloaking can be heard when near enough). But for DS with Monitor, nothing. You can be speared instantly without preparation. I think he would need at least some audio cue that he starts aiming, that would give survviors are short timeframe to react.
His Terror radius without M&A is 24, 16 with M&A and is max range is 18. T1 Myers can use LoS blocker to close the distance because of his 0 terror radius, same for GF, Pig and DS. T2 Myers with M&A have a terror radius of 8 so it's still easy for him to come close to you for an easy hit/stalking. Yes DS can easily injure you, but downing you is harder.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1631045#Comment_1631045
I've only gone against one bad deathslinger, and it was still a bad experience because all he did was miss and nothing I did mattered anyway.
And I'm not sure what you mean by check my facts. I'm only speaking from my experience.
Bruh, how can a DS who miss all his shoots didn't matter? He's 110% movement with ton of slowddown on his power. By the time he reload you have the time to make it to an other loop ffs.
Hey it's not my problem if you guys try to run killers who have strong power against loop like you do any killer. Some loops have low wall some have high wall, try to aim for the high wall when injured and don't make it obvious that you're going for a pallet when he's in range cauz that's a guaranty down.
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@gibblywibblywoo said:
Nah. You can easily get round corners by lunging early and open areas are free hits. He doesn't need it. I actually think it would bump him up into unfair tier. Right now hes perfect outside of occasionally not bumping off things.
You are right, OP if you need it there are turning add on, use them.
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If you get a down before 2gen it's because survivor are potato and you outplayed in the first chase but whatever man.
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@Kisagi1990 said:
https://forum.deadbydaylight.com/en/discussion/comment/1614716#Comment_1614716
https://forum.deadbydaylight.com/en/discussion/comment/1614904#Comment_1614904
@BananaBlooD95 nah, man. As legion I was able to keep them off the gens that spread the map. Kicking the gen doesnt do squat. And my point is, you are saying something is something when it's not. Saying that survivors doing gens rq is gen rushing is inaccurate as it is literally their job. If they outsmart you and finish it quickly, then you should play better and not allow them to outsmart you. Plain and simple. I mostly get 4k/3k in my matches because I ALWAYS go for the farthest gen because I know for a FACT that that is where they are. That first gen sets the game.
@Rac if the game ends for you in 5 mins, there is something completely wrong with your playstyle. Try adding in Corruption. It'll save your game since that's the problem. Not to offend you or anything. It's just odd to see somebody's game end 5 mins in.
Edit:I forgot to legitimately say that gen rushing is not a thing
I'm rank 1 both side and main Clown and Legion but ok mate. Legion have decent pressure but is horrible vs survivor who know how to loop because he will struggle to down them. Clown is Clown; Dog ######### for pressure but if played well you can end chase quickly.
If you trust your ability at looping your so called "gen camping" do nothing, gen will get done eventually. On the other hand it's quite easy for survivor to do 2-3gen in 4min or so when the killer only manage to get one hook because the survivor knew how to run each tiles.
