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BigChapAlien21

BigChapAlien21

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BigChapAlien21
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  • 1.) Bullies like to be in groups with other bullies. So Survivor is the more attractive role for people looking to be rude to others.


    2.) DBD can be very frustrating between bugs and the very high skill ceiling, and players can become miserable. "Misery loves company" as the saying goes, so them making you miserable makes them feel a little less miserable.


    Can't remember the last time I got a "gg" back. They're usually silent or insulting me in post game chat. Guess that's the Internet for you.

  • So many nigh useless add ons.


    His perks aren't great either.


    Trail of Torment is very "just okay". Deathbound feels very weird and Forced Penance has to be one of the worst perks in the game.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514939#Comment_2514939

    I would say Seal is a lot better than niche if you keep people tormented a lot it can replace BBQ in most builds. Goblet IIRC you can sitll move as long as you are walking in trails but Im not 100% certain I dont play much PH and rarely use iri addons. A lot of his other addons like recharge and duration arent good but they arent bad. Like they are just nice to have equiped. I do agree all of his purples are ######### but I dont think he needs a full addon overhaul for just his ######### purples and killer instince.

    Imo the problem is that the add-on encourages spreading Torment around when usually it's ideal to be Tormenting and Caging one as you chase each Survivor. I play a lot of Pyramid Head and while getting multiple Torments can be nice, you're more often than not getting a Torment and then caging soon after. I can't see times where Seal is regularly relevant, much less as transformative as many of the other add-ons, much less other iris, offer.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514751#Comment_2514751

    Really I feel only the killer instinct and some of the purples are useless.

    Iridescents


    Goblet - Makes you Undetectable when standing on a trail. Awful for what should be blatantly obvious reasons. You shouldn't be standing still. If you want to do that, play Insidious Bubba.


    Seal of Mettatron - When sending a Survivor to a cage, see the auras of all Tormented survivors for 6 seconds. Niche at best. The best thing about it is letting you see where the cage goes for but a brief moment. The issue is that usually when you torment someone, you're usually in chase with them and then downing and caging immediately. It also suffers from the downside that Tormented Survivors will seek out the Cage because uncaging someone removes Torment.


    Purples


    Crimson Ceremony Book - Tormented Survivors suffer from Hemorrhage status effect. There's already a big trail of barbed wires on Tormented Survivors so not really worth.


    Lost Memories Book - Survivors affected by Rites of Judgement suffer from Oblivious for 15 seconds. Any Survivor effected by trails is usually either already being chased or too far away for those 15 seconds to really matter.


    Rust Egg - Survivors affected by Rites of Judgement suffer from Blindness for 60 seconds. Also niche for similar reasons - if they're effected by trails they're usually being chased by you. This perk is sometimes helpful for making sure one or, if you're lucky, two survivors can't see where you hook someone until things get dangerous for them, but usually the unaffected teammates can make the save regardless.


    Scarlet Egg - Increases Killer Instinct duration. You already said it sucks and it does.


    Greens


    Burning Man Painting - Considerably increases Punishment of the Damned (the ranged attack). One of his best ones.


    Misty Day, Remains of Judgement - Another ######### Killer Instinct add-on.


    Tablet of the Oppressor - Considerably increases Rites of Judgement usage. This one's actually not so bad and I like using it when I feel like I'm missing too many shots.


    Valtiel Sect Photograph - Considerably reduces recharge time of Rites of Judgement. This one's just okay. Don't really need it if you manage your Rites well.


    Yellows


    Cinderella Box - Moderately increases times trails stay in the environment. Can be useful but typically niche.


    Forgotten Tape - Moderately reduces recharge time. Again, just okay.


    Leopard-Print Fabric - Killer Instinct. Ass.


    Spearhead - Duration increase. Again, it's okay.


    Wax Doll - Moderate Punishment increase. Still pretty good.


    And all the browns except Black Strap are pretty weak.


    4 "just okay" addons, 2 good addons and the rest are all garbage. Pyramid Head could use a look at his addons. And his perks for that matter.

  • I just realized I spelled "Sprint Burst" as "Spring Burst."


    Uuggggh.....

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514265#Comment_2514265

    Nerf it to the ground. That’s my opinion on the perk.

    fatpatrick.png

    If Iron Will were to ever go, I'd imagine this would be the response.

  • @Friendly_Blendette said:

    Probably not. Most killers dont need all or a majority of their addons changed except like Billy and GF really.

    Pyramid Head has, like, 90% awful add-ons. Sadly he wasn't listed as one if the killers for this pass

  • Kinda hoping they adjust some of Pyramid Head's add-ons and perks. His Base kit is incredible, but almost everything else is pretty lackluster. Iris are horrendously bad, most people don't use much else besides the Punishment extension add-ons, and outside of Trail of Torment (which is already pretty mediocre) his perks aren't that strong.

  • Whether or not Boon Totems will be too powerful or not will depend entirely on the effect it results in.


    If BHVR knows what they're doing, then the effects of Boon Totems should be relatively niche. If they affect the entire team because only one Survivor brings them, while the other 3 Survivors have full suites of perks, then the Boon Totem can't get away with being too powerful, otherwise the instant momentum the Survivors could acquire would make it very, very difficult for the Killer to be successful. Against competent Survivors, Killer is already pretty difficult.


    Something I don't see a lot of people discussing though is how the concept of Boon Totems is a buff to Hex: Undying, since if the Survivors try to activate a Boon perk before cleansing Undying, you'll be able to see where they're activating the perk.


    Ultimately, though, I'm not that fond of Boon Totems. A lot of the secondary objectives that Survivors need to do can be brute forced through so long as at least one person is on a gen at all times. Killer having to outsmart and outplay a group constantly AND go Totem hunting...if these totems have legitimately powerful effects, it's really going to suck.

  • Do you guys think Behavior cares if Killers have fun? Legit question.


    People have talked about how Survivor is the power role for a while now, and we have this ofc:


    https://youtu.be/tvRMd7aQ5v4


    I haven't played the game very much. Only 138 hours or so. I had a ton of fun playing Pyramid Head and Nemesis, but as time went on, matches just became more and more stressful and more and more aggravating. I took a long break from Killer just to come back and it's still frustrating. I either get outplayed to hell and back by survivors with far more experience, or I'm getting BM'd by groups of toxic survivors. Usually both.


    So, do you guys think BHVR actually cares if Killers have fun?

  • I tend to be angry playing this game more than actually having fun, regardless of which side I'm playing. Maybe it's not for me.

  • @GoodBoyKaru said:

    I haven't heard about this and didn't get a chance to play him yesterday because I was very limited for time. I'll try and see if he feels different to me in a game tonight when I get the time.

    I made a video showing what it's like right now.


    Watch "Rites of Judgement is SLOW" on Streamable.


    Here's what it was like pre-patch


    Watch "Pre-Patch Rites of Judgement" on Streamable.


  • @Crowman said:

    Stop assuming unlisted changes are nerfs and not bugs.

    That's my bad for sure. Most of the time I play fighting games where unlisted nerfs can occur and are intended, so I wasn't sure if that was the case here.


    Hence why I asked if it was a nerf in the title and again asked if it was a bug in the OP

  • @fitch said:

    Rites of Judgement really slower.

    This is not an illusion

    It feels TREMENDOUSLY slower. I really hope this is a bug and not BHVR nerfing a perfectly fine killer for no reason.

  • Currently on a break from the game. Killer was getting very stressful in red ranks and when they made The Game, one of DBD's worst maps imo, 2x likely for an event, I decided I'd just play other old favorites. I've been glued to them now. Played some Survivor, maybe might play some Killer soon, but I'm a little nervous to because I just don't want to feel stressed out playing the game.

  • Excessive clicking and t-bagging is really the only thing to make me taunt back or play rudely.


    I don't really like playing "nice" though. I have been kicked in the teeth by too many groups to ever want to take it easy again. I won't tunnel or camp, but if you were just unhooked and I can't find your savior, that's not my problem anymore.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402022#Comment_2402022

    If you wanna get better at him or have easier matches...just do what we always do to trash tier killers when they launch and are trash...pump him up with the best perks in the game and.....profit?

    Ruin+undying+BBQ+franklins for keys? Like...there's really not much you can do his skill cieling is capped pretty hard. I'd tell you to git guud, but, you could have spent that same effort "gitting guud" on a killer who actually would reward you for all that time spent gitting good. I'd say "spread the pain" but he's not that kinda killer, if you leave someone alone, with all the free health states you're giving them a free gen. I'd say "maybe a pure slowdown build would crank him up" but again...you could run those same slow down perks on other killers who are better at slowing the game down.

    IMO he needs a niche. Every killer in this game has some kinda niche to work with, wether it be speed, stealth, huge range, or just flat out insta downing like a boss. Nemesis on the other hand doesn't really have a niche....maybe you could say his zombies are it? But ehhh....they still need some serious coding work before they're solid.

    The last paragraph goes a lot in line with what I tell my buddies which is that it's hard to pin down what Nemesis really wants.


    A character like Pyramid Head, my main, is clear. He wants to be able to pressure maps more effectively via perks so he can spend more time in chase where he is strong.


    Oni, another killer with a slow start, either likes perks that make things fast to start with, or make his late game utterly explosive.


    What does Nemesis really WANT? Outside of STBFL due to tentacle extra health state, I can't really say for sure. He shares a lot with other killers but is significantly weaker than all of them in those regards. The one truly unique thing he has, the zombies, are inconsistent. Sometimes they're godlike, sometimes they're worthless.

  • Made a thread on how to get better with him earlier...I don't know if it's salt, I know BrokenSoul was kindly willing to help out, but it really does feel like he struggles so much because he feels too slow. He punishes pallets and windows like Pyramid Head, makes people cough and vomit like Plague, but somehow feels lesser than either killer.


    Tentacle giving speed boost without health state drop feels awful. Ideally you use tentacle to punish pallets and windows, but the slowdown when prepping it doesn't help and MAN does it hurt having to hit them 3 times in a scenario where no other killer but Trickster has to hit more than twice. And how good is Trickster? Often I just feel better going for M1. I know devs said they did not want to remove the sprint burst from it because it would feel too oppressive, but there has to be something else to make it more worth going for.


    What is the point of T-Virus? Just so that they puke? So that you have an extra saving grace when put into a bad situation against a zombie? The status effect feels worthless. I almost never vaccinate as Survivor with it until I'm on death hook. I'm not a super experienced killer so I know some of this is just salt or inexperience. I chase one person as Nemesis and two gens immediately pop by the time they're on hook. He just feels too slow to start and by the time he gets going against good survivors, it feels like it is too late.


    Edit: I don't think he's F-tier or whatever. He can be strong, but a lot of the times he feels weak. I'm not sure how to get a good grasp on him to have a confident say on where he is compared to other killers.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401507#Comment_2401507

    He just does voice over of submitted material and tells you what he would do differently. But basically like a play by play

    Sure, I'm down.


    Second game, too, please. If it's not too much trouble.


    Ever since I hit red rank I feel like such a trash killer now lol

  • @BrokenSouI said:

    If you want. I can sort of do like a tofu type of review. Because just watching the first match, wowie. There's a lot there. Both good and bad

    Define 'tofu like review'


    I'm happy to take any tips but red rank killer has been obscenely stressful.

  • I get too greedy sometimes as Killer. Hitting Punishment/Tentacle becomes super predictable if you overuse it and every match i lose badly definitely has to do with overuse

  • Depends on who I get the most frequently.


    For me right now it's probably Doctor, Spirit and Legion. Huntress used to be on that list but I've seen a lot less of her lately. There was, at one point, a time where I would get like 6 Huntresses in one session.

  • @derppug said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394519#Comment_2394519

    He is if he doesn't run the small PP build, which most do. Whenever that happens, he's spirit tier of unfun (and more popular than her too, so it ends up being even more frustrating if you verse more than 1 day)..

    @derppug said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394542#Comment_2394542

    It's a Blight problem because of his kit + how much the game autopilots him with these perks.

    Also, you are ignoring the fact that this combo is in more than 50% of red ranked games, showing how consistently strong it is. Pair it with an S-tier killer (, Spirit or Blight) and it just becomes an unfun match because either they are overly strong (due to being S-tier killers running the strongest perk combo) or are complete babies (making the game a joke because smashing new players is just as unfun).

    I really do not understand this mentality. What is so wrong with running the strongest perks at the highest level of play?


    You will inevitably run into people who play to win at the highest ranks of any game. They don't care about how much fun the other side is having - I would know, because I have been on the receiving end of these kinds of people playing both Killer and Survivor.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2392491#Comment_2392491

    https://forum.deadbydaylight.com/en/discussion/comment/2391754#Comment_2391754

    https://forum.deadbydaylight.com/en/discussion/comment/2392436#Comment_2392436

    Yeah it definitely wasn't fun, lol. I did manage to win funnily enough, but it was a pretty miserable experience. @BigChapAlien21 You can kinda still use his power in chase to close the distance but if they go through any of the many doorways then it can be hard to land a hit without wasting many rushes. Of course, to add insult to injury, his power is useless for mobility. Ironically, I seem to have a lot of success with Trapper on this map. Maybe it's just because the map is new so people don't know where gens spawn. Still, there are many, MANY spots you can trap which force Survivors into tricky spots. Either they get trapped (maybe they didn't see it), they intentionally take a hit and run away (Which they cannot do if they're injured) or they dead hard through it (This is the only 'winning' scenario for them but at least they do have to give up their exhaustion perk, still kinda stupid though). I guess only time will tell how this map fairs for some killers.

    I can imagine it would be good for Trapper. I played a game of Pyramid Head on this map and it was pretty devastating for the survivors. Some trails that were practically unavoidable for them, being able to use Punishment through walls and cover multiple rooms.


    It seems paradoxical, because for a map as large as RPD, you would think a killer with no map pressure like PH would struggle, but it seems the map is just as much a struggle for survivors at the moment.

  • @Momentosis said:

    Yeah there are pre allocated spots for the hatches to spawn. You just gotta remember them all and then patrol them when needed.

    Do you know where I can find these?

  • Oooooof. Blight must play like an M1 killer with no ability on RPD.


    I sometimes wonder if Nemesis was the only killer they tested on RPD.

  • Absolutely bring it back. Was playing a game where things were going perfectly smoothly, a player disconnects on her first down and then we all die because of it. I hate early DCs as both survivors and Killer.

  • Frequency more than anything else matters to me as far as how entertaining a killer is to play against.


    Huntress, Wraith, Doctor and Spirit are complete snoozefests for me since I run into them constantly. If I see a Trapper or Clown though, I'm really excited since I hardly get them.

  • I think part of the issue that people seem to forget with these types of games - not just DBD - is the role of age it has on its player base. That is, more players are more experienced with the game, and information breaking down its tricks and most effective strategies is readily available. Yes, it would be nice to change the game so it was scarier for the Survivors, but how do you combat the inevitable discovery of a meta and the usage of 3rd party communication software like Discord? You simply cannot. It's just the natural aging process of a game.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2383911#Comment_2383911

    The point being that people are screaming for 'punishments' to a tactic because they don't like it. That's the only reason, because it's not an exploit or cheat, so it's only because it makes them angry.

    And their excuse is usually 'Killers can REMOVE PEOPLE FROM THE GAME! 😱' like 5 years of DBD and they just now realized they get booted when they die. And they try to act like the Killers have a moral obligation to NOT do this until Survivors fill some sort of fun quota.

    And your 'weapon' to 'fight back' against the Killer's Sniper/Face camping? Do gens! Survivors ignore this fact to scream that 'camping gets the Killer a 4K' like they are physically FORCED to go for an unsafe unhook. Because they literally cannot accept that they sometimes can't save their friend.

    They try to unhook, die, and blame everything and everyone but themselves for trying to unhook in the Killer's face. It's not that they should have done gens, no! They DEMAND that unhook, so the Killer must have teleporting hooks, and go blind, and lose his ability to attack, and move slower, and give his next earned 1,000,000,000,000 BP to the hooked Survivor! Because they were removed from the game EARLY! 😱

    But what is 'early'? Seriously; what is the 'fair' time to kill a Survivor? Because I've been told 'Not before a gen pops' but 00% of games; 3 gens pop at the same time, leaving the Killer 2 gens to kill 5 people.

    Oh yeah, and the 'Nerf NoED' group claims 'Survivors have won when 5 gens pop', so I'm not supposed to kill AFTER all the gens pop, either.

    So the Killer has this 4-1 gen window, in which multiple gens can be progressed, to kill people without it being 'unfair', according to The Survivor Rulebook For Killers 54387465th Edition.

    Or...Or, Survivors can accept that Killers can camp, and being removed from a PvP game is part and parcel of a PvP game where the opponent has to remove you to win? Maybe? We're not <bleep>ing AI over here. Survivors can't just tie our hands because their feelings are hurt & their egos tell them that they are DBD gods, so it was CLEARLY cheap tactics that made them lose!

    "The Survivor Rulebook For Killers 54387465th Edition" got a laugh out of me. Having played both sides for a while now it really does feel like Survivors expect a lot more from Killers than vice versa lol

  • @Jason_Soreknees said:

    https://forum.deadbydaylight.com/en/discussion/comment/2383948#Comment_2383948

    I play alot more killer than survivor, and i definitely get where you are coming from with this comment. I guess face camping seems worse to me as the poor guy on the receiving end cant do anything. He literally has no option other than to dangle there.

    At least with those bagging survivor pricks you can just say '######### it' and go back to gen patrolling.

    But thats the thing. I see a face camping killer and I say "######### that" and start doing gens. Camping is inefficient as a strategy against any group that is aware of this. When I play with my friends and I get face amped I tell them all to just do gens while I stall as long as I can because killer is willing to sacrifice 3 gens just to see me die which is rough ESPECIALLY if they haven't hooked anyone else.


    Of course, ideally you have one kill by the time two gens are left. But, also ideally, you have gotten other hooks and the survivors have a lot more pressure on them to complete their gens. Such conditions are not impossible for killer, as I'm sure you're aware.


    It is the role of the survivor onnthe receiving end of facecamping to stall as long as they can so that their team can slam out gens or, if they're a SWF, come up with a plan to unhook them.

  • Face camping and tunneling to secure faster kills is just as legitimate of a strategy as flashlight clicking and t-bagging is to aggravate the killer to waste time chasing you. For every "toxic" strategy killers have, survivors also have a "toxic" strategy.

  • This map is kind of silly. I played it as Nemesis, walked into the main hall and all 4 survivors spawned together at the door in front of main hall. Disaster ensued. One of the quickest 4Ks I've ever gotten as Nemesis

  • @DwarvenTavern said:

    That map from what I've read is more killer sided, so survivors absolutely refuse to mess around on that map, they'll try so much harder on that map and I don't necessarily blame them.

    We do the same on Haddonfield.

    We need more balanced maps lol

    Yeah, I understand. I'm not blaming the survivors here, I just really feel like I can't play the map to my advantage much anymore...

  • Hard disagree on Chris Redfield. Chris is just as, if not more capable than Jill. Even in his older years he is still one of the series' most capable and powerful protagonists.


    I think Leon could defeat Nemesis too, as G-Birkin was arguably a more formidable opponent than Nemesis-post mutation (Edit: you have to remember that Nemesis's mutations were caused by the Tyrant host-body breaking down, while G-Birkin's mutations were caused by out-of-control regeneration and constant evolution.) G-Birkin was confirmed to have had a 6th and 7th form in the game's official manual if G5 had not perished in the lab explosion.

  • @Shirokinukatsukami said:

    Undying isn't necessary but helps keep Ruin up all game long. Having Ruin up all game long is a gigantic disadvantage for survivors, especially if the killer knows what he's doing.

    That said I usually consider killers running both Ruin and Undying to be newbs who can't get any kills any other way and have to rely on crutches like this. It's funny because if you ever do fight them and manage to blow both totems up relatively fast they always rage quit. That tells you a lot.

    Good killers don't need Ruin/Undying, don't even need Ruin, but whatever works for you.

    I think Ruin is best for PH for reasons I mentioned above. I like Pop, but for PH specifically I feel like it doesn't gel entirely with his powers like Ruin does.


    Personally, I see Undying alongside Ruin as somewhat risky, as if you have both and both get destroyed, you are a 2-perk killer which I would think is unfavorable. High risk/high reward combo I'd say!

  • @lauraa said:

    If I run Lethal Pursuer, I usually don't bring Undying.

    I usually prefer not to run Lethal Pursuer that much, especially on Pyramid Head.


    Most of the time I will go to my Ruin location at the start of the match to try and make sure nobody got lucky and clears it off the bat. Doing that usually helps me find survivors pretty quick too.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382161#Comment_2382161

    Before the change all hexes would be renewed on dull totems until no one is left but now it will only transfer once.

    Meaning its practically the same totem twice but since the totems spots are pretty bad most of the times the one extra totem doesnt matter that much for me.

    Wow, that's a pretty titanic difference! No wonder Undying seemed to be so popular when I look at older threads.

  • @Carth said:

    I prefer running pop, ruin is great but it's so much RNG. Add in the fact that while undying does protect it, there's absolutely 0 guarantee that survivors won't instantly run into both of your hexs and cleanse them early. If hex totems were hidden better on all maps my opinion would be different, but we've all seen the trash totem spawns and it's awful to lose 50% of your perk loadout at the start of the game. While pop is not as effective in terms of global regression, I prefer the same level of regression being in my control as a killer vs having everything stripped away and be forced to rely on the abysmal 1/4 regression speed base for kicking a gen.

    I think ruin undying is ok on killers with very good mobility, but if all you have is 115% movespeed and you find yourself in a situation where you must choose between pressuring gens or protecting your totem what will you do? You can't rapidly move around the map so you're forced into a kind of crappy choice whereas very mobile killers can do both or at the very least punish the survivor who cleansed the totem if you are somewhat far away.

    Add in good survivors and totems become even less attractive, people who are familiar with totem spawns or are running detectives hunch will quickly sniff out and kill your hex totems too. What would you think about swapping ruin out for pop OP?

    Personally I am reluctant to swap out Ruin for Pop, at least on Pyramid Head. On my other killers, Nemesis and Oni, I prefer pop, but Pyramid Head is different because he relies a lot on cages and cages don't allow Pop to trigger. I DO hook, but I almost always will cage at some point if I can manage it. Right now, I would say I cage just as much as I hook, so I'd really only be getting worth out of Pop about half the time as I would with Nemesis or Oni.


    I think Ruin is definitely the strongest slowdown perk for Pyramid Head!

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2380739#Comment_2380739

    Yeah I like the new graphics a lot but the lack of fog makes the atmosphere a lot worse. It shouldn’t be tied to an add on anyway

    I sometimes wish there was more fog to make my Pyramid Head games more immersive hahaha

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