BattleCast
BattleCast
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Maybe if all 4 survivors have Balanced Landing then this spot would be strong but I don't see how this could be a powerful gen spot. looks like a death zone without balanced landing to me. If were talking busted gen spots with balanced landing then the saloon gen is MUCH more powerful.
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Last game I got a sweaty 4 man SWF with the sole intention of making my life pain. Wasn't fun and it's what drives me away from Killer.
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You counter it by throwing down pallets and gen rushing because he has terrible map pressure. Clown is a joke of a Killer.
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I actually really like this. They should do something like this for ALL Killers they decide to rework.
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Old Freddy sucked at chases and the only change they needed to make was to improve his chase. There should have been some sort of indicator as to when you were invisible or visible during the transition phase. If old Freddy had dream snares or fake pallets he would be mid tier i'd say, and he would still be fun.
And he wouldn't have that BS teleport.
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What was he doing for 3 minutes???? Hooks create pressure and snowball potential. Did he just chase a single strong survivor for 3 minutes or something???
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It's a nice idea but still seems like it would be abused heavily in SWF with OoO. My Idea for Open Handed would be to reveal the closest chest, totem, and generator every time a generator is completed along with the bonus 8 meters to aura reading ranges. It fits the theme of always having options available to you, but it would be a little too similar to Detectives Hunch so idk.
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It's mostly salt. I know when I get outplayed I get super salty and start to think everything is op... as survivor.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1180887#Comment_1180887
That wont solve the problem of hexes not being worthy of hex status
Most hexes are already deserving of being a hex with a few exceptions being Hex: The Third Seal and Hex: Retribution but those just need to be reworked. Hex: Huntress Lullaby will be fine if it didn't warn you the second the match started. The biggest problem with hexs is that they are designed around the survivors NOT knowing they exist but the hex notification doesn't give most hexs a fair chance.
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I thought Killers could only get the maps that were based around them. So every time I loaded into a corn map I thought it was Hill Billy only to get grabbed off a gen by a Michael Myers thinking I was safe.
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Everything on here looks correct except for Trapper below Plague. Trapper in the right hands is anything but low tier. I'd put Trapper in front of plague.
Forgot to mention Huntress and Deathslinger are DEFINITELY NOT B and C tier. They both have the power to stop loops which is probably the best thing to have right now and they can hit you from a distance. Huntress is A tier and Deathslinger is A or B tier imo. No GeN PrESsUrE doesn't matter if you get quick and easy downs.
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Just remove the hex notification. Boom fixed.
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What loop are you talking about? you mean the fence loop that you can easily outrun? the standard loop with the car?
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Hag would be SS for me. Every single Hag I go up against just proxy camps hooks with Make Your Choice. Crouching away isn't even an option because then she will just walk up and slap you. Chases against her will be a piece of cake but im not always the one being chased and my teammates are probably huge potatoes.
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I have died once to a RBT, but it was because I was being tunneled into the ground. Name didn't help much either.
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Hes not as good as you think. He still suffers from long chases, so if you learn to exploit that your games will be much easier against him. Doctor only really counters stealth gamers. I am not a stealth gamer, so I don't struggle against Doctor.
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Never thought I would miss old Freddy, but they took away everything that made him fun. The dream transition separated good Freddy's from mediocre ones. The slow down while sleeping made waking up feel necessary for progression instead of an optional thing.
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They said in a dev Q&A that they were buffing/reworking some perks. I don't know if the buffed/reworked perks are coming this mid chapter patch though.
The list was: Vigil, Slippery Meat, Small Game, Cruel Limits, Any Means Necessary, This Is Not Happening, and Technician.
I remember this because perks imo are what keep this game fresh and I love thinking of ways to buff the weaker ones.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1178935#Comment_1178935
Thing is, survivors still have little to no chance of winning against a truly good Nurse. That's the main problem with Nurse, and also Spirit to an extent. Playing against those different, "out there" killers is really really fun when they player piloting them isn't competent. That's because the gameplay is different from the norm inside the game. But when you face someone who's actually good with the killer - I'm not talking mediocre-good, I'm talking REALLY good - you realize the design problems they bring.
I don't think powers that warp the gameplay that much can be healthy. The entire game is being balanced currently around standard chases. It's obviously far from balanced and still survivor sided, but it's much, much better than it was in the past. Killers that deviate from that too much are bound to be unhealthy. Luckily BHVR managed to make different and fresh killers that are still healthy recently - Oni, Demo, Deathslinger are examples of killers that are strong without being overbearing or unhealthy, and even though Plague is middling she's still fun to play against while being healthy. The game has plenty of room for new and exciting stuff.
But in my opinion, and I hate being ~that guy~, Nurse's kit isn't salvageable in its current iteration. It's always gonna be way too skill intensive (and clunky and unfun to play) if it's balanced and way too broken if more forgiving to newer players.
If every Nurse player were mediocre I'd be thrilled to have her old kit back because okay Nurses were fun to go against. But it was just too overpowered in the right hands and no matter how much time you dedicate to a character you shouldn't have a free win 100% of the time.
EDIT: I think Nurse would be way, waaaay healthier if she moved at 110% but only had one, shorter blink, but at this point you're just murdering the character and might as well make a new one. So that'd still be bad.
I agree. There is simply no way to balance a power or ability that is only restricted by player skill.
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Because shes boring because nobody cleanses.
EDIT: thought this post was about Nurse, and I need to get my eyes checked.
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I have some ideas for Survivor perks that I have posted other places. Here are some of my ideas for bad perks:
Babysitter: When you unhook a Survivor, their blood trail and scratch marks as well as their grunts of pain are hidden for 10/15/20 seconds. You and the Killer see each other's aura for 4 seconds.
Currently Babysitter FAILS to protect the unhooked Survivor because the duration is so short and doesn't even hide your grunts of pain.
Camaraderie: While running in the direction of a hooked Survivor while not in a chase gain the Haste status effect (5%/6%/7%). Other Survivors running in the direction of your hook also benefit from the Haste status effect while not in a chase. If another Survivor comes within 32 meters of your hook while in the struggle phase, your struggle timer is paused for 20 seconds. Camaraderie cannot stack with other haste bonuses.
Camaraderie's current effect is complete and utter garbage and will maybe work once in 100 games.
Second Wind: Healing another Survivor for a total of 1 health state OR unhooking another Survivor activates Second Wind. After being unhooked or unhooking yourself you will passively heal over 34/32/30 seconds. You passively heal twice as fast while in a chase. Second Wind will not activate if you are broken.
Second Wind has an annoying to accomplish activation requirement and a weak effect. So making it easier to accomplish and a better effect is necessary to make this perk better.
Stake Out: While within the Killers terror radius while not in a chase OR while looking directly at the killer while not in a chase for 20 seconds will reward a Token. When Stake Out has at least one token, Good Skill Checks are considered Great Skill Checks and consume 1 Token. Tokens consumed via Stake Out reward an additional 1%/1.5%/2% healing or repairing progression.
Why use Stake Out again? I can hit great skill checks!
This Is Not Happening: While injured, Good Skill Check zones are removed and Great Skill Check zones are increased by 25%/50%/75%. Great Skill Checks achieved while injured grant an additional 0%/.5%/1% bonus repairing or healing progression.
This Is Not Happening? Is this perk a joke or something?
Wake Up: Exit gates are revealed to you within a 128 meter range. You open Exit Gates 10%/20%/30% faster. While opening the Exit Gate the Killer's aura is revealed to you. As soon as the Exit Gates are powered, all other Survivors see your aura within a 128 meter range.
Not a horrible perk, but definitely needs a better effect.
Dance With Me: After fast vaulting a locker or a window in a chase, your scratch marks are hidden for 5 seconds and the Killers aura is revealed to you for 3 seconds. Dance With Me has a cooldown of 80/70/60 seconds.
Increases synergy with other perks like Lithe or Quick & Quiet but now not complete garbage on its own!
Windows of Opportunity: All windows, pallets, and breakable walls are revealed to you within a 20 meter range. Windows of Opportunity goes on cool down after vaulting or throwing down a pallet for 40 seconds. While Windows of Opportunity is not on cool down you vault windows and throw down pallets 5%/10%/15% faster.
Increases the power of your FIRST action while in a chase, AND it helps out new Survivors! Also rewards longer chases which is even better!
Boil Over: After being hit by the Killer, Boil Over activates for 10/14/18 seconds. While Boil Over is activated you vault windows 50% faster, and your struggling effects on the Killer are increased by 75%. Boil Over hides the aura of hooks within a 16 meter radius.
Boil Over is one of those perks you look at and think... why not just NOT get downed? This new version of Boil Over allows you to get a quick getaway after being hit.
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@YEEHAW_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1177169#Comment_1177169
Sorry but thats not true, they can easily struggle behind a object if you land a higher then 11-18 meter shot.
If you land a shot from that far away then the Survivor MAYBE has a chance at lodging themselves in a tree or bush, but from my experience they have little control of their movement if the Deathslinger is walking back while reeling.
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@YEEHAW_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1177139#Comment_1177139
I just feel like the way that survivors can struggle so quickly to punish the deathslinger for hitting a amazing shot, and having them use their macro, and or gamepad to go behind a object at the speed of light. (Also I really want to play against a deathslinger to see how some people can struggle so quick and others can't.)
if you walk back while reeling then the Survivor can't struggle away.
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That's true, some pallets counter him. But hes also kinda like Huntress in the fact that he can cut a loop short. Sometimes he can even shoot you after you've thrown it down and just walk around the short side. He's also like Legion because his first hit will always be extremely easy. All he needs to do is land a shot on you then wait out the struggle timer. No M1 needed.
Some pallets definitely counter him, but that's how it should be imo. Windows are already risky against Deathslinger, so he shouldn't be able to completely counter pallets.
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Underrated 100%.
Doesn't need gen pressure if he gets hooks every 30 seconds. Deathslinger also benefits from a smaller hit box on his harpoon because it can allow him to hit you through the smallest cracks. Hes gonna be like Spirit/Nurse where there is no reliable counterplay other than hoping that he sucks.
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MEGS DEFINITELY MEGS. They will blow up a gen then crouch away with Urban Evasion.
Never seen a good Steve or Jeff either.
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I play Clown because I love him aesthetically and that's it. Clown's bottles are placebo against good survivors who know to just drop the pallet.
No idea why they were so quick to nerf him. Never even gave him a chance.
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Deathslinger is a better killer than people think.
Just remember your last game against Deathslinger. Remember all the times he missed his harpoon on you? Now just imagine if that player had 1 year of experience of Deathslinger and he never missed you. His chases are going to end FAST, so the fact that he doesn't have map pressure won't really matter.
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No. Hexs would be 1000000000X more fun to play against if they didnt shove the notification down my throat.
other things too but hexs are the biggest offenders.
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You likely didn't deserve the grab if you didn't get it because on the survivors side they were already running away.
What they should fix though is windows. You could be 3m away from the window after vaulting and still get hit.
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1) Spirit: Very interactive Killer and definitely should still be in this game. /s Whenever I play with my friends (casually not tryhard SWF) a Spirit always has to ruin the mood. Not fun to play against. Not fair in the slightest either. A game against Spirit will always be the last one of the night. I have a feeling one day a game against Spirit will be my last game of DBD ever.
2) Huntress: Mostly because of wack hitboxes.
3) Hag: They all literally play the same. Walk away from hook to activate Make Your Choice then come back to hook.
4) Doctor: Not strong but that shock is REALLY annoying.
5) Plague: I like running heal builds.
6) Freddy: Not bad to play against just played too much.
7) Leatherface: They all play the same.
8) Deathslinger: I have a feeling hes gonna be Spirit but without mobility. But he feels fair to play against ATM.
9) Ghostface: Can be fun if the ghosty likes variety like I do, but most likely a boring game.
10) Nurse: Either an EZ 4k or an EZ escape. But the mindgames can be fun sometimes.
11) Legion: Depends on if my teammates know how to split up. Potential to be a fun game.
12) Pig: Depends on RNG but a good pig is always impressive in chases.
13) Wraith: Underrated Killer and can definitely be fun to go against.
14) Oni: Feels fair but at the same time strong and I will have to try harder than I usually do. Chases are likely to be intense and exciting.
15) Billy: Same as Oni.
16) Myers: Always scary and never sure if I am safe. Feels like playing a true horror game against Myers.
17) Clown: As a Clown main myself I love to see others play him.
18) Trapper: Easily the best designed Killer in the whole game. Has counterplay as a Killer should, but the Killer can also outplay you if you aren't careful. Should remove RNG on trap escapes though.
19) Demogorgon: Feels fair to play against AND is fun to play against. Many MANY good memories playing against him.
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The type of Survivors that do that stupid flashlight clicking and t-bagging are the type of Survivors who have never even touched Killer. I remember being a toxic Survivor, but after around 20 games of Killer I stopped doing that immediately.
But it also goes both ways. Many Killers are also toxic, it's not just Survivors. Just because I ran you around for 3 generators does not give you the right to sit there and face camp me and "gen rush" is never an excuse. If you're tired of getting "gen rushed" then you should leave the hook and apply pressure on the map instead of going afk for 2 minutes.
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It would be cool if Clown could regress/explode generators with his bottles. It will further increase his skill cap and allow him to move quicker around the map without having to tend to chores.
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I'd like to see a bunch of weaker perks looked at. My list for perks that need to be buffed is very long.
Survivor:
Technician, Flip Flop, Buckle Up, Boil Over, Small Game, Slippery Meat, Second Wind, Camaraderie, Babysitter, Distortion, Lucky Break, No Mither, No One Left Behind, Open Handed, Pharmacy, Premonition, Sole Survivor, Stake Out, This Is Not Happening, Up the Ante (luck in general), Vigil, Breakdown, Solidarity, and finally Wake Up.
Killer:
Monstrous Shrine, Unnerving Presence, Predator, Bloodhound, Shadowborn, Lightborn, Tinkerer, Stridor, Thanatophobia (just needs a small buff), Beast of Prey, Territorial Imperative, Dying Light, Hex: The Third Seal, Overwhelming Presence, Overcharge, Hex: Huntress Lullaby, Fire Up, Remember Me, Blood Warden, Hangmans Trick (they nerfed it into the ground for some reason), Coulrophobia, Mad Grit, Iron Maiden, Furtive Chase, Surge, Cruel Limits, Mindbreaker, Zanshin Tactics, Blood Echo, Gear Head (was fine before they nerfed it), Dead Mans Switch, Hex: Retribution, Unrelenting, Iron Grasp, and finally Distressing.
Much more Killer perks than Survivor perks so I think they should Prioritize reworking most of the killer perks but a fix for any one of the listed perks would be heavily appreciated. Im tired of the second chance meta and I think making weaker perks stronger will incentivize people to try something new.
Also, secondary objectives that indirectly nerf survivors would also be nice to see. Totems aren't secondary objectives.
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NOED isn't even that good. The problem with NOED is that it has an easy counter, you can see it coming a mile away (most if not all bad Killers run NOED), and it only benefits you at the very end where you are likely to only get a single down with it because the survivors will leave as soon as they can.
I would replace NOED with PGTW or STBFL any day. PGTW and STBFL are much better perks that reward you for doing well unlike NOED.
I'm not saying you're bad at the game for running NOED, but I am saying that there are much better options. Most good Killer mains will often ditch NOED for early/mid game power because they are confident they can 4k before all the gens are done and with more early/mid game power they can crush the Survivors even harder.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1170894#Comment_1170894
I needed about 1k hours to get good as nurse. Should she be that hard?
If you want to easily 4k every single game then yes. She should take a long time to learn because then we'd be going against Nurse 24/7 in red ranks and it would just be a slaughter house. I'm fine with SOME games being an instant lose as soon as you hit ready up just not all of them.
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I love all these perk changes. I don't understand why some people don't want weaker perks to be buffed. Anything to stop the second chance meta im all for.
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I'm fine with tunneling because it's gonna cost you 5 gens and both exit gates (I don't even need to use DS). Camping is also fine in my book as long as the other survivors actually acknowledge that you cant be saved and do the objective.
Your "legitimate strategy" sucks ass.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1170057#Comment_1170057
How often do you meet one of those god nurses?
Not often, but that's how it should be. Nurse is supposed to be hard to play.
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@Gorgonzola said:
https://forum.deadbydaylight.com/en/discussion/comment/1169419#Comment_1169419
It's not about how strong she is. The cooldown is just extremely annoying and unfun. I just don't play Nurse because it's super boring to be forced to walk for 6 seconds without any power with her terrible MS.
Ok but wouldn't removing the cooldown be a buff?
Nurse can still be completely busted and a good Nurse will 4k every game with ease. All they need to do is fix the bugs, then nurse will be fine.
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I've had people actually forget where the hooked survivor was and they end up dying on the hook. That was at purple ranks though not red.
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I dread The Game against confident Survivors. Seriously, this map is highly underrated Survivor sided map.
Ormond is also a very scary one as well. and Yamaoka against Blendettes is a GG.
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Wraith is in a good spot right now in my opinion. A small speed buff while cloaked is all he needs.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1161281#Comment_1161281
I would like to contest the misinformation that you've put forth as "the goal". Aside from the fact that is perfectly healthy to slightly diminish a survivor's odds of death due to teammates dying, "the goal" of the game as designed for survivors is A. to provide survivors with scary fun and B. for a survivor to escape. Survivors are meant to escape, and other survivors are meant to be of benefit but not a guaranteed help. For many people, due to the way that the game has changed over the years, the goal is to get all the survivors out for several reasons.
The first reason is that other survivors don't just provide optional help and atmosphere to a solo survivor's experience. Other survivors are critical for any survivor's success, and three survivors are going to have a tremendously decreased chance of survival when compared to four survivors. That's the selfish reason.
The second reason is that survivors have an incredible amount of power when the killer is carrying a survivor or when the killer is chasing another survivor, especially when the gates are powered. If a survivor has a flashlight or has access to go for a pallet stun, why wouldn't the survivor attempt it? Additionally, if a survivor manages to successfully perform an unhook in front of a camping killer, the amount of time the killer has to make up is much greater than the survivors' gain that it is almost guaranteed to be beneficial to the survivors, at least in terms of bloodpoints and fun interaction. It's a matter of lack of killer-survivor interaction (or lack of the threat of it) and the boring nature of doing gens, which no longer imbue any constant fear of danger. That's the altruistic reason.
So what are you trying to say the Survivors goal is? Is it not to get everyone out alive? I'm confused as to what you are trying to say. I've always thought the goal of Survivors were to get everyone out alive and the goal of the Killer was to kill everyone by any means necessary.
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Hatchets that shouldn't hit will hit and hatchets that should hit will never hit. That's how it works unfortunately.
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I totally agree, I always found it strange how Resilience was so extremely weak at lower tiers.
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@PrettyFaceKate said:
You didn't provide many details, but even so, under the circumstances you described, there's no infraction that transpires.
I played it like a normal game until both exit gates were open and everyone was safe. Even if im considering killing myself, I always make sure the others get a fair chance at survival.
The whole reason I even killed myself was because the others were bullying the killer and I felt really bad because I have been in similar situations when I play killer and it never feels good to get bullied.
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I think you mean Second Wind and yea it should stack but it doesnt which is unfortunate.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1162969#Comment_1162969
Justice to what?.. Killers have to equip them before they even know how a match is going to turn out.
When you see a Key you can bet i'll bring a mori. It doesn't have to be a dull or a skeleton key either. If you bring a key your asking for it.
Keys skip one of the survivors main objectives so I don't see whats so wrong with me skipping one of my main objectives either.
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Mori's bring justice.