Bard
Bard
About
- Username
- Bard
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Killers don't so much have meta builds.
Survivors have meta builds since they have about 10 perks that are so insane that there's no reason to run literally anything else.
Killers, on the other hand, have kinda meh perks after Ruin was removed. The strong ones are unreliable, and the reliable ones aren't all that strong.
Killers are unique, so there isn't just one broadly applicable meta build. Sure, Pop might be great on Billy, but it's kinda ######### on Myers.
It's also worth noting that you're already breaking the meta just by playing a killer who isn't A-tier. If you're trying to play Myers or Legion, you're pretty much boned no matter what you do so long as the survivors are playing properly, and there's no "meta" build that can salvage that.
-
"The Priest"
or
"The Hell Priest"
-
@PigMainClaudette said:
Ok. This is all provided that a survivor runs IN A STRAIGHT LINE. Name me ONE map where they can do all this.
You also have not accounted for the speed boost that is obtained by Bloodlust.
Not necessarily a straight line. It assumes that the killer's fastest path is directly following survivors. That describes most outdoor maps.
I don't account for Bloodlust since it only really comes into play when you're playing the same tile for an excessive amount of time. If you break a pallet, you lose all bloodlust and (more importantly) are likely to lose chase, preventing you from building it up again until you get close.
-
@KornySon10 said:
You are comparing a perkless M1 killer to fully decked out survivors?
All M1 killers should be running chase perks, unless you are a god at mindgames or have a really good map offering.
Killer perks fall into three categories.
- Decent utility effects. Brutal, Nurse's, and Whispers fall in this category.
- Incredibly strong, but unreliable effects. Haunted Ground, Blood Warden, and Spirit Fury+Enduring fall in this category.
- Dogshit. This is, like, half of killer perks.
The perks that are theoretically super strong do jack ######### most of the times you run them because they either don't come into play or the survivors catch onto your plans.
The perks that are strong in practice are comparable in strength to Iron Will, with jack ######### that compares to perks that bring reliably insane power boosts like SB and certainly not enough strength to make up for the sheer numbers survivors have going for them.
-
Balance changes.
The pace of balance changes is just pathetic.
-
If you think Beast of Prey is strong, keep an eye out for Nemesis plus Furtive Chase.
If you can tag a savior within 30 seconds of them saving a guy, they just go down.
-
@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/811009#Comment_811009
I mean Pallet looping is a part of the core aspect of the game if it was not then pallets would not be in the game.
Gen rushing is also a part of the core of the game survivors need to repair gens to escape so of course they are gonna do exactly that granted killers have way more tools to deal with generators back when i first started playing you only had ruin and that was it compared to now you have PGTW,Corrupt,Ruin,Thana and Sloppy to make healing longer.
I mean you can make the argument everyone is biased i mean your statement alone is biased towards one side just saying everyone to an extent is biased.
It is, but it doesn't have to be.
I'd personally prefer Deathgarden style parkour/jukes being the norm, rather than "drop pallet, force pallet break, make it to another pallet within the 18.8 second window before the killer catches up"
-
Being stabbed with a knife is just perfect
-
Hawkins.
The tiles are just perfect, tons of tricks to every special tile. I love it.
-
Try to keep track of how many players you're occupying.
If a survivor is:
- Dead
- On a Hook
- On the Ground
- Being Chased
- Going for a save
- Mending
- Healing
...then they aren't on generators.
Take actions that allow you to occupy more survivors time at once; for example, if you intercept somebody on their way to a hook save, you force one more survivor to get off gens and go for the save, and that's 3 people off gens.
-
Pebble
-
@8obot1c said:
I don’t think he’s bad. I just don’t think people like him because he’s not fun to play with really.
He's not fun precisely because he's bad.
Chasing a survivor down after landing 4 bottles in a row feels ######### sick.
Losing 3 gens in one chase because the survivor just drops each pallet immediately, and your power doesn't do anything to help you at these pallets? Significantly less sick.
-
@ASAPTurtle said:
Double Pallet Jungle gyms I feel like should come back sorta. They added variety in the game.
"Variety" in that you'd get trials where you barely needed to try because terrain generation won the game for you?
-
Survivors aren't weak. Far from it; if the survivors know what they're doing, any player not on a top tier killer had may as well just go AFK in the basement for all the chance they have of winning.
They are hella boring tho.
You know what's less entertaining than having all the gens pop in the first 3 minutes after 1 chase?
Sitting on a gen holding m1 for 3 minutes and never engaging the killer.
-
Chases should be based around losing the killer instead of stalling them. Ring around the Rosie needs to go. Give us Deathgarden chases.
Greed, selfishness, and betrayal should be encouraged among survivors. You should only be going for altruism if your Ally hasn't outlived their usefulness yet.
Balance philosophy should be what we saw in the dev diaries at launch. "Oh, killers are op? Tough #########. Your Ally left you for dead after you saved them in endgame? Shoulda ditched em when they outlived their usefulness."
If the devs find themselves saying "This killer isn't very strong but the concept is cool", go back to tests and crank some ######### to 11.
Survivors need to have real differences. The only difference between spending 7 bucks on Ash and spending 7 bucks on Waldo Dwight is that Waldo Dwight doesn't add 3 useless perks to your blood web.
-
Legion is just a complete failure.
He doesn't need buffs. He needs to be reworked from the ground up.
-
He was fun on launch, but that seemed to be due to a bug making him OK.
Right now he's weak as hell.
-
Success rates of Reverse Bear Traps.
How many boxes does the average player search to find their key (the devs insist that 25% of the population finds it on box 1,2,3,4, but there are stats out there right now that conflict), and how many survivors end up dead on the floor.
If you've actually got statistics on this, it'd really help to clear the water.
-
@yeet said:
https://forum.deadbydaylight.com/en/discussion/comment/403764#Comment_403764
no it needs a much bigger penalty
make it so you instantly die on next hook after proccing, a huge second chance requires a huge risk for taking it
That's not much more of a penalty, though. You're dead on hook most of the times MoM triggers.
-
Yup, it's been kind of absurd for the entirety of the game's existence but they can't really fix it now without people getting pissed.
-
@Peanits said:
This is part of the End Game changes. With the Survivors on a short timer, they can't afford to go around taking a trap off before leaving. Putting a trap on a Survivor after the End Game has already started would be a death sentence particularly when paired with Blood Warden. Traps applied before the last generator was powered will still be active, so you'll still be able to
These changes are just on the PTB for now, though. We'll keep an eye out for feedback and make changes if needed.
It's only ever a death sentence if a survivor plays poorly.
They had their chance, but they backed themselves into this corner. They lost Jigsaw's game, and now they die.
That's kinda the point of SAW.
-
It needs some adjustments, but it can be balanced. Doesn't even need a rework.
Some bugs need to be fixed, obviously (Nurse Blink-strike should give stacks, Pig Ambush should give stacks, and if you manage to get the stacks vs Legion it should proc when you get downed by Frenzy).
Aside from that, they just need to even out its matchups a little bit.
Nurse (due to a bug), Legion, and Plague bypass it entirely.
Leatherface, Billy, Myers, and Huntress are good against the perk, but if the survivor outplays them the perk will work.
Pig (due to a bug) and Trapper can do well against it, but this is situational.
Wraith, Hag, Freddy, Clown, Spirit, and Doctor can do nothing against it.
They should make damaging killer powers grant stacks, so that survivors who play well have the chance to proc the perk regardless of who the killer is, but after that they should rebalance the perk around that increased reliability. Maybe give it a bleedout on proc, maybe make it lose a stack if you get hooked before it's primed, maybe add +1 hit to prime so you need to heal once to proc it in a match.
-
Billy is balanced, but he's on the upper end of what I would consider balanced.
He was definitely overpowered when he had his flick, but now that it's gone he's great.
The only real issue I have with him is his lack of ultra rare add ons.
-
Even though Pig would do actual damage instead of Deep Wounds, she wouldn't be OP with just that.
The crouch/charge time still limit her dashes power mid chase, plus you can't use it to ignore pallets/windows like Legion.