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@Saitamfed said:
https://forum.deadbydaylight.com/discussion/comment/1624405#Comment_1624405
And when the killer camps and tunnel you off hook? And don't say BT because not everyone is a SWF.
- I-frames as you come off the hook mean you'll get the chance to act.
- I'm absolutely going to say BT, because SWF or not that perk is in every match.
- Even if they don't have BT, they can still tank a hit.
- Even if they don't/can't tank a hit, you can use SB or Dead Hard.
- Even if you don't have one of those, most hooks are located near a tile, meaning that the meters gained from DS mean you can still lead them on a decent chase.
But hey. I guess if you're farmed off the hook by a guy without Borrowed Time in the middle of a Dead Zone when you just so happen to be running Lithe, you might end up going back on the hook...
...but guess what?
That killer wasted so much time camping your ass that all the gens are now done.
Not exactly a winning strategy.
"BUT MUH CAMPERS" is a bad argument.
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@Peanits said:
I can't say I'm passionately against it, but as someone who plays a ton of Huntress, it's not really necessary. You start to get a feel for where the center of the screen is after a while.
The problem with that is that Huntress requires a ton of precision to play at any decent level.
When a Huntress is aiming over a junk tile, the margin between "too high to hit the survivor" and "too low to clear the junk" is only a couple centimeters.
A menu toggle for a little grey dot in the center of your screen doesn't make that margin any less razor thin, it just makes that basic function of this killer somewhat accessible to players who don't want to dump several thousand hours into one killer.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/discussion/comment/1624326#Comment_1624326
Uuh,no?
2 seconds stun time is absolutely nothing.I've seen killers being able to down them again in like basically no time at all.
You would have to be lucky enough to be really really close to a window/pallet in order to not get downed again immediately.
Yes, purely because they're expecting to get a five second stun.
If they're expecting a two second stun, they can plan accordingly.
It's not luck... it just isn't. If you know you have DS, and you know that DS is only useful if you're near a window/pallet, you're gonna make damn sure you go down near a window/pallet.
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@EuphoricBliss35 said:
2 seconds isn’t time to do anything. It’s not an anti tunnel perk. GGs
Even taking into account the time it takes to regain control of your character, it's enough time to move a few meters and drop a pallet, which is all it needs to be.
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@OniWantsYourMacaroni said:
A 2 second stun makes this perk absolutely useless.
Just make it a true anti-tunneling perk.
This way it could punish tunneling easier and would remove stupid situations like recently unhooked survivors being able to repair a gen in your face or even more annoying getting D-stricked after hooking 10 different people :]
It would still be very useful, but only if you don't use it expecting to get a 5 second stun.
If you want to DS the killer and get value out of it, all you have to do is go down next to a tile.
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It was always loud, it's just that now the "Clunking" has been replaced with "Clinking" or "Sparking".
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@OhNoaTiger said:
Isn't this intentional? It just reflects how he holds the knife in third-person when he hits Tier III.
Wasn't last patch, and I didn't see any changes to Myers in the logs.
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As things stand, you need to get about 500 perfect games worth of BP when a chapter comes out to P3-Max the new killer, get the new perks on all your other killers, and get the new perks on your main survivor.
If I can play with 3 perks to cut that down to 250 games, I will.
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It's a bug that popped up in the BOTB tournament that causes struggling survivors to die the moment Camaraderie ends.
No one had ever heard of this bug before, and the documentation is hella shaky, so its entirely possible that there was no bug and he either ######### up his struggle or he lied to get a re-do on the match after a particularly bad start.
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Everyone already knows that survivors are overpowered at high levels of play.
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I don't like this map, but I hate every other indoor map.
- Leery's has some disgusting window spawns.
- The Game has very few mindgames, because almost every pallet is safe.
- Midwich is infuriating to navigate.
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...with coal tower as a close second.
Now that the god window is gone, it's a fairly balanced map, and the main building is pretty cool.
The corners are great for camera snaps as Hag, and the catwalks are an amazing stalk spot for Myers/Ghostface and an amazing portal spot for Demogorgon.
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@ClickyClicky said:
I paid for Hex: Undying and decided to try out the killer that came with it. Got Rotten Fields as my first map.
Rotten Fields is actually decent for Blight.
You can't use your power to great effect at shack due to lacking terrain, but hooks and generators, and trees spawn at basically the perfect frequency to let you bounce across the central field if you know where they are.
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The rules of this tournament are fundamentally flawed, in that the team that plays killer first has a massive advantage.
The most points a survivor team can get out of a match is 18 (2 for each of 5 gens and 2 for each of 4 escapes), with the point allocation being directly proportional to the actions they take and how successful they are.
The most points a killer can get out of a match is 16 (1 point for each of 12 hook actions and 1 for each of 4 kills), but this allocation is not entirely in the killer's control; by dying early, survivors can deny points to the killer.
If all four round-two survivors die on their first hook, the round-two killer gets an 8 point swing, reduced by 2 points for each generator they complete.
- If the round-one killer secures an advantage of 9 points, all round-two survivors can willingly let themselves die on their first hook without completing a single gen and they will win.
- If the round-one killer secures an advantage of 7 points, they must complete ONE generator before mass suicides to secure a win
- If the round-one killer secures an advantage of 5 points, they must complete TWO generators before mass suicides
And keep in mind this is just one scenario. There are others. If somebody hides in a spot where they can't be hooked (due to somebody else already dying on the only hook in the area) they can deny the killer 1-4 points depending on how many times they had already been hooked.
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Pyramid is about where he should be as far as power goes, but oh my god is he boring.
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So we're taking a killer whose only strengths are his ability to stop loops and ignore DS...
....and removing his ability to stop loops and to ignore DS...
...genius.
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@ringwinning said:
Personally I don't see Min (Feng) as straight; I see her as bi leaning towards men but not straight.
And I don't know why but Felix strikes me as straight up gay.
I mean, he sounds like he's having his prostate tickled whenever he gets hit.
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Health state with some weird properties.
Mending is an action that restores health to you, but isn't considered healing, kinda like recovering from the dying state.
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This is a joke, right?
- The perk requires you to kick a gen, which means that not only can you not run it with Ruin, but you have to invest time into this ######### perk.
- It only lasts on the gen for 30 seconds, meaning it can be easily waited out.
- If it gets waited out, it goes on CD
- It it gets triggered, it sometimes doesn't cause a scream because it's bugged
- If it DOES cause a scream, that's still imperfect information
- When it gets triggered, it only applies to the first survivor, meaning if an injured person triggers it you get no value.
- If it triggers on a healthy survivor, it will only matter if you're still there, since being exposed doesn't matter if the killer is far away. What are you gonna do? Kick a gen and then hover around it hoping somebody stops the regression?
- Even if it triggers, the perk has an 80 second CD, which is actually more like 110 seconds since the mark period acts as a double cool-down if nobody trips it.
This is a perk with an inconvenient trigger, a CD that means you literally don't have time to attempt it more than 6-7 times a game, and so many conditions that you'd be lucky to get one down with it.
Nerfing Dragon's Grip would be like nerfing Gearhead all over again.
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The effect of the perk is weak enough that they could not only make it a normal perk, but they could remove the cooldown and it would still be a weak perk.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1613264#Comment_1613264
Maybe the Killers aren't the ones that are bad here..................................?
If you actually think Wraith and Myers are strong, you've been fighting baby survivors.
Yes, they're decent with their best add-ons.
No, that's not the standard.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1607703#Comment_1607703
I just had a couple Myers games and obliterated everyone. He's not a bad killer, I assure you that. Same goes to Wraith. Wraith is my 2nd favorite Killer out there. Lmao.
You can like them all you want, they're still dogshit.
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@EnderloganYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1611666#Comment_1611666
if you are
A. only getting a single down per EW3 use
and B. not getting out of EW1 before 2 gens or not making use of the stealth gained from EW1
you are playing Myers wrong
I am like the most mediocre of players and even I can get at least 2 downs in EW3 and can easily get out of EW1 by the time the 1st gens done.
he's a fairly powerful killer, he just take a bit of time to learn (not a lot of time like nurse, but a bit)
If you are able to get multiple downs in EW3, you are either:
A: Have some great add-ons.
B: Fighting bad survivors.
Tier 3 Myers has 60 seconds to get downs. Considering that just forcing a pallet break and holding W will buy you 20 seconds, it's very easy to loop a Myers for the entire duration of EW3. The only workaround for that is for Myers to 99 his EW3 and pop it when he has a guaranteed hit, and that's the only reason I even say he should be getting one down per EW3 against decent survivors.
When you also remember that anyone with half a brain knows that they should be spreading out across the map (especially against a Myers), the fantasy of bringing Infectious Fright to down an entire team in one EW3 ends up being just that; a fantasy
And that's just EW3 being a mediocre effect. EW1 is absolutely crippling. It takes 6 seconds of stalking to get out of tier 1 at point blank, but it falls off so much with distance (down to literally 1% speed at max range...) that there's no way of stalking quickly if the survivors are aware of their surroundings. When you add on how Myers is vulnerable to Spine Chill and very visually obvious (6 foot 5 with a stark white mask), you'd be lucky to get a quarter of your stalk before the survivor runs away, starting the process of following and slowly chipping at your charge bar (and since stalking is buggy/terrible, it will be slow) until you finally get to be a killer when you tier up.
If you're not only getting 2+ downs per EW3, but you're also being allowed to get out of EW1 before 1-2 gens have been completed, that just makes it completely solid in my mind that the survivors you're running into are idiots.
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Mediocre.
NoED gives you 1-2 downs at the endgame, when you've basically already lost.
Why not use that perk slot for MYC or Haunted Ground for similar effects at a stage in the game where you can still secure a win?
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@EnderloganYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1607982#Comment_1607982
how is Myers an F? he has the potential to one shot entire teams with relative ease
Yes, he can oneshot the entire survivor team in one use of his ability.
So could old Bubba.
In reality, you're probably only going to get one down per use of EW3, and you can only use EW3 a maximum of seven times (not that you'll have time to do that).
EW3 isn't a very good ability, but what makes him F tier is that he has to drag around the 50 lb ball and chain that is EW1 for the first two generators of time.
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@EnderloganYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1607703#Comment_1607703
imma have to disagree with you on Myers, he's at least a solid B while Legions like a C.
Legion is a high D, low C.
Myers is F with Wraith. There are a lot of reasons I don't respect him, but if I load into a match against Myers, it's basically a free win if they don't pull out a Tombstone piece or get Hawkins.
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@IIITweedleIII said:
Those who rag against Legion just don't know how to be Legion.
Same with any of them.
In reality, it's the Player.
It's just as if I rag on Nurse.
because there are pro Nurse players.
It's not Nurse, it's me playing as Nurse.
No, it's the killer.
Legion has sub-par mobility, since his Frenzy can only be used for Map mobility if you find a convenient chain of survivors.
Legion has sub-par chase, since the only way his Frenzy can ever become lethal is if the survivors do something so monumentally stupid as to make it lethal.
His only redeeming quality is that he can quickly get multiple injuries in a short amount of time, but even that can be rendered impossible if the survivors just spread out.
Comparing him to Nurse is flawed. Nurse has a skill ceiling high enough that it had may as well not be there.
Legion's power doesn't take a lot of skill to use, and there's nothing you can use your own skill to develop on that killer beyond normal M1 gameplay, which every killer can do.
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He's not the worst, but that says more about Clown, Wraith, and Myers than it does about Legion.
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Fix/Rework, he is SO GODDAMN BAD.
Like, not only is his power weak WHEN IT WORKS, it DOESN'T EVEN work.
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From a survivor perspective: The game is so easy to win at that you feel like you're a god. When you feel like you're a damn good player, even if you're utterly mediocre, it's really easy to get caught up in that and start gloating. When you Dead Hard to a pallet, even if that's just some horseshit that the killer had no means of dealing with, you sure feel like you outplayed them.
From a killer perspective: The more you understand this game, the harder it is to maintain a positive outlook. You stop seeing victories as the result of your own skill, and you start seeing them as "I would have lost this if they weren't morons." Usually, killers being toxic ######### immediately precedes them leaving the game of their own accord, because at that point they've already realized how bad this game is at a high level.
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Oh boy another content patch.
Meanwhile, Myers' stalk goes down to 1% speed at max range, Clown is completely worthless, and Legion basically has no power.
But oh boy, here's another killer for the devs to ignore.
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Iron Will is fine.
If they're running Stridor that sucks, but it shouldn't catch you off-guard since you can hear that you're still moaning, and you still end up reducing your moans by half, which isn't nothing.
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Legion was removed over a year ago.
All we have now is a no-bell Wraith wearing Legion's corpse as a festive hat.
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@Raven014 said:
The main problem I see with this is that it is tied to BT. If you change DW as a whole, you have to take into account BT as well. The obvious solution is to separate the two back into the old BT effect (pre-legion) and DW.
I did.
Top of the post.
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@TheForgotten said:
https://forum.deadbydaylight.com/en/discussion/comment/1592726#Comment_1592726
I said it needs to be removed from PUBLIC matches. Because it does.
"I didn't say to remove it, I said to remove it from matchmaking!"
Because that's so much better.
"You can still play with your friends! You just have to get five people together, one of whom is willing to get their teeth kicked in by your sweat squad!"
"Hey, why aren't you playing anymore?"
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Nerf survivors, sure, and particularly do so in ways that hit SWF hardest.
...but if you outright remove SWF, this game will die faster than you can say "We're reverting Legion in the Midchapter 17 patch"
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@Blueberry said:
It literally has nothing to do with her hit boxes whatsoever.
It's just bad ping with dedicated servers, that's it.
No, it's also hitboxes.
Hatchet hitboxes are literally globes, and survivor "hitboxes" are giant capsules that aren't remotely related to their models.
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On paper, so are Doc and Freddy, but they ended up being pretty simple.
It's a bit hard to explain it concisely, but people would probably figure it out pretty quick.
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Old Freddy was one of my favorite killers.
I'd love to play him again, but knowing these devs they'd definitely ######### something up in the actual game.
It'd be better if they gave us a devkit, like the Overwatch workshop. We could not only play with Old Freddy, we could make new #########.
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Yeah, no.
This guy had every opportunity to get out alive, but he ######### up.
- Pyramid was too far to trigger a cage relocation, meaning he was too far for Punishment to hit immediately, meaning that even if it was timed perfectly, the caged survivor would have had a chance to dead hard the wave.
- Before Pyramid got that close, he had to have caged the survivor to begin with. This sends them to the furthest possible location, giving the survivors ample opportunity to save before Pyramid had a chance to camp the cage.
- Pyramid didn't get perfect timing on his attack, so the guy got into the open. After that, there is absolutely no reason for him to die. You are out in the open, against the EASIEST ability in the game to dodge, with several people right beside you to stop Pyramid from going for an M1. All he had to do was look behind him and he was out, but instead he decided to get hit by Punishment in the open.
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Correctly predict the spawn locations of the survivors and head in that direction.
You will still likely lose a generator, maybe even two, before you get a down even if you're doing well.
This is why any good build will include 1-3 slowdown perks. Your early game is so dogshit that you need to make sure the later gens go slowly.
Without those, tough luck.
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No.
Solo survivors still have Sprint Burst, Dead Hard, Lithe, Decisive Strike, Unbreakable, keys, styptics, ######### Ormond, and a litany of other random bullshit that can just pop out of nowhere and give them a win they didn't deserve.
Solo survivors don't need buffs. Their peak potential is less than a SWF, but even without any coordination four skilled survivors will crush any killer except maybe Nurse/Spirit.
Meanwhile, on the killer side...
- Trapper still has to collect his power.
- Wraith's power still provides worse stealth than some of Claudette's skins.
- Myers, on top of his power being weak balance-wise, is buggy as hell.
- Pig's strength is solely determined by luck
- Clown, on top of having zero mobility and a power that only kinda helps in chase (since it does nothing if they just instadrop pallets), has to further cut into his map pressure with a five second reload.
- Legion is literally just a base killer masquerading in the corpse of a failed design.
- Ghostface has such terrible numbers balancing that he's only good at high levels with Chewed Pen and Address Book
...and that's only getting into killers that are just plain weak.
If we want to bring up killers that are badly designed...
- Doctor has two core mechanics. One of these is Madness/Illusions, a cool mechanic that could give us an interesting play style if properly executed on. The other is his lightning, which at best results in survivors simply not being able to use their resources. For some reason, they focused all their design on the rework on the lightning.... GREAT.
- Freddy used to be a good port of his license. Unforunately they didn't even try to balance him before, so instead of him we ended up with this monstrosity. If survivors try to do anything interactive at tiles against him they'll just get M2 spammed to death, so they just hold W... fun.
- Pig is the SAW killer. The franchise known for gruesome death-traps. They are not known for throwing a rubicks cube to people and saying "here, this should occupy you for a sec". The idea of RBT's as a pure "time waster" is awful.
- Legion... there are a lot of things he could have been. I'm pretty sure he was supposed to be the original vessel for the current Ghostface's power, given his promotional material. He could have been a killer where his gimmick was "co-op". That would have fit the lore perfectly. Hell, even if we're going off the agile lone slasher trope (as little sense as it makes for the lore), they could have done so much more. This is the studio that made Deathgarden, the game with some of the best parkour gameplay I've ever experienced (RIP btw) and the best they could manage was "running slightly faster for 10 seconds and having a heart attack"?
- Pyramid is a travesty. Punishment of the Damned is the clunkiest, most finicky, least interesting abilities I've ever used, and everything involving Torment (trails, the debuff itself, cages, even Final Judgement) just feels like a poorly thought-out gimick. He's strong as hell (as long as you're not at a hill) but he's so damn boring that I can't make myself play him.
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@GoodBoyKaru said:
There are four survivors in each match. It wouldn't kill you to chase another.
Survivors have unbreakable? Cool, make them waste it.
Survivors jump in a locker? Waste their DS then keep tunneling or wait it out.
It's really not that hard, chief. The only time it's an issue is endgame.
If they're using their 60 seconds of invuln to do a gen in your face?
Yes, leaving that one ######### alone can absolutely lose you the game.
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@BloodyNights said:
So Otzdarva got 50 wins in a row with the only conditions for winning be that he kills 3 people. The last person escaping through hatch doesn't matter. For consistency he isn't using any add-ons.
I know Otz has a ridiculous number of hours in the game. But if the guy can get 50 wins in a row with Legion of all people, against all sorts of survivors. SWF, Strong Items, the full array of Borrowed Time, Decisive Strike, Unbreakable, Dead Hard, etc.
Maybe...just maybe killers are stronger than a lot of killer mains lead you to believe. I've heard the excuses of well those survivors were just potatoes, but Otz did like 100 games. I think just maybe...people need to stop blaming the game's balance so much when they lose the occasional game as killer. Because clearly at high levels, a killer can wreck if the person playing the killer is good. I think the biggest issue isn't really that the killer is just that much weaker than survivors. It's that the killer takes a lot more time to git gud than survivor.
No. Legion is just bad, and if a single survivor team in those 50 games had a half a brain between them, the streak would have ended.
Legion's strength is that his power allows him to snowball after getting easy injuries on the entire survivor team.... IF THEY DON'T SPLIT UP.
If they play properly, it is literally just not possible for you to get more than 1-2 survivors in your Frenzy.
If the nearest survivor is 13.5 meters away when you reset your Feral Frenzy (12 meters distance closed by baseline Frenzy plus ~1.5 for your lunge) and they just hold W, it is literally not possible for you to catch up with baseline Frenzy.
You want to know how long it takes two survivors running in opposite directions to open a gap of 13.5 meters? 1.7 seconds
Keep in mind that Legion does not have stealth and he notifies the entire survivor team of his power by causing a construction-vest orange bar to appear on people's portraits, so if they don't realize that "he has killer instincts on me and I should run", that says more about their skill than it does about Legion's skill.
Go watch any video of a Legion. If a Legion wins with a normal loadout (no Moris, no Devour Hope that can't be replicated, no 3-man NoED cheese) I guarantee the survivors were idiots who either go down to baseline M1 gameplay, potatoes who stood still during his Frenzy, or wannabe no0b3's who turn Frenzy into something lethal by doing one of the ONLY things that make it lethal (Blinding him, stunning him, or going into a locker).
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Pop gives you 20 seconds of regression for every hook, meaning it can buy you up to 240 extra seconds.
Ruin gives you 2 seconds of regression for every second a partly progressed generator is left alone. You'd be lucky if it lasts three minutes... and for that time, you can make use of neither Surge nor Pop.
Pop is pretty damn good. Ruin is kinda mediocre most of the time.
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@White_Owl said:
I love Blendettes. They always think they are invisible, but for an experienced eye they are not and it's hilarious when their strategies backfire.
No, they are just invisible.
https://youtu.be/GyG1sBoX2B8?t=286If not for Hangman's revealing her aura a few seconds prior, there would be ABSOLUTELY NO WAY for her to be seen.
If she was an Adam in a white trench coat? Different story.
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@HatchIsMyMercy said:
Phantom head would be overpowered though, if a survivor hides behind something the hatchet would go through and still hit them.
That's the point. It's an ultra rare, it's supposed to be good.
It's a lot weaker than Iri head, but still nutty.
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@Nameless said:
Why the cooldown on Territorial though
Because that's the scaling it already had and I'm just going with that.
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Every so often, but it's not a staple.
The fact that it loses its progress on hook is kinda lame.
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I mean, I can give a few tips.
1: Don't whizz your mouse around. "Spray and Pray" is not a good strategy.
The vomit is not a continuous stream. It's a bunch of independent, visually-connected projectiles.
If you pan your mouse too quickly, it's entirely possible for
2: Consider how much vomit you charge
If you always charge your puke all the way, you're shooting yourself in the foot.
They might break LOS before you charge all the way, they might break LOS partway through your stream, or they might become Broken partway through your stream.
This goes double for Corrupt Purge, where there's very little point in having a long duration stream.
3: Mind the Overload
If you ever allow survivors to use up all your fountains, you very well might lose the game because of it.
This will remove ALL corruption from the map in exchange for one use on you. If they allocate cleanses such that nobody is sick when this happens, and then they immerse, you're screwed.
4: Arc Shots
Your puke has a deceptive range. Learn to arc it for longshots.