BloodMoneyMerc
BloodMoneyMerc
About
- Username
- BloodMoneyMerc
- Joined
- Visits
- 534
- Last Active
Comments
-
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1314465#Comment_1314465
Ok but by that logic every survivor perk needs to be nerfed cause every one of you run the same ######### 🤷♂️
I never said survivor perks didn't need nerfing or changing either. This post is just about Freddy & why I am starting to understand people that say he is boring.
@Hex_KillerMainBTW said:
His lunge is basically the average lunge. It seems longer but it's basically the same. Also, he's not super OP. A killer that has good gen pressure shouldn't be "nerfed." If they nerf killers just because of the gen pressure they can apply, then there'd be even less people playing killer. After that they'll start nerfing survivor gen speeds to where it'll be an endless loop
That is why I put nerf in quotation marks. I don't think he needs a nerf as a killer, but something needs to changing to shake up his meta. Every Freddy I go against in the same & it's why I am getting annoyed when I go up against him.
@Maperson said:
And every survivors uses meta perks (Adrenalin, DH, DC, BT, Unbreakable) Is it boring? Yes, u know that every game u will get DC on almost every survivor, and when freddy usses two most common perks its issue, suck it up. Every killer uses Pop, maybe u should ask yourself why Is that.
I'm just voicing my thoughts on why Freddy comes off as boring for me. I know that most survivors are boring as well, running the same meta perk builds most of the time. Just because I'm talking about Freddy in this post doesn't mean I think survivors are fine. Honestly, all the super meta perks need looking into.
-
@Dead_by_Gadfly said:
Hes not boring or OP, I love himbjust the way he is. Swear to God this community over uses the word boring. If you find killers that boring maybe go play Civ 6 instead
He's not OP, but he is boring when every Freddy out there runs almost the exact same build. It's rare to see a Freddy that utilizes a different build.
@Rydog said:
Every killer uses BBQ and Pop like 80% of the time. This indicates a problem with those perks, not with any specific killer.
And Freddy is fun as heck.
I would agree that Pop is a very common perk in the killer meta, but some killers don't get as much value out of it as Freddy can. This isn't a problem with the perks, but rather gens speeds. Killers run these perks to try & avoid being gen rushed. But BBQ isn't as bad because some killers use Thrilling Tremors instead & BBQ is easily countered by lockers anyways. Overall, the BBQ/Thrilling combo with Pop on Freddy is not fun though because it is way too common. Most Freddys always have that perk combo on & makes facing Freddy almost the same every single match against him (never really any variety).
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1314366#Comment_1314366
Pretty much. I am expecting Spirit and Freddy to be on the highest average killrate this year. The only reason Trapper outshines them is because rank 20-15 plays trapper a lot and rank 20-15 survivors arent exactly the brightest when it comes to trap placements.
I think Spirit is fine as she is, but I know a lot of the survivor community doesn't agree. The thing everyone hates is that you can't tell when she is phasing or not, or at least not so easily. You basically have to run Iron Will against her too, even though she most likely will have stridor on anyways. But the best way people can counter Spirit is to be very unpredictable. I find that works really well against her because it often leaves her confused & mindgaming herself.
-
Freddy with BBQ & Pop, or Freddy with an anti-gen build in general. It's only annoying because every Freddy I go up against runs a build like this. Usually its BBQ, Pop, Surge, & Sloppy Butcher (probably his best build honestly). The add-ons that slow down survivor action speed on top of that is also annoying. Yeah you can wake yourself up by blowing up your gen or finding another survivor/the dream box, but then you either give up your position or waste more time. It's just a super try-hard build which is why Freddy is as strong as the data shows him to be.
-
His chainsaw sweep needs adjusting in that his slow down when revving the chainsaw shouldn't be as severe. Also I would prefer if filling his chainsaw progress bar was just determining how long he would chainsaw sprint for rather than having to fill it up all the way. Can't tell you how many times I have filled it up all the way but somehow the action just cancels because I was like 0.01% away from a full progress bar. Plus his tantrum is way too punishing & the hitbox of his chainsaw needs to be reduced so he isn't hitting things offscreen that put him into tantrum. Also his biggest counter is survivors just turning around objects a lot because with each turn he loses distance. So either his base speed or acceleration could be increased, & they need to allow the last swing of his chainsaw to actually count for a hit. So many times you get to the 7th swing & finally reach the survivor, but the hit doesn't count because the hitbox disappears after the 6th swing. I would also make it that if he is standing still for a 5-10 seconds then his chainsaw deactivates & needs to be started up again. This could be a way to help limit those annoying insidious Bubbas. Finally, his addons need a complete overhaul. He has a few addons that are fine as is, but that is like 3 or 4 of them at most.
-
@IcemanTD7 said:
Soul Guard does not give you a burst of speed when picked up from dying, it gives you Endurance, the same status affect acquired after you are rescued by another survivor who is utilizing Borrowed Time. So essentially, the killer can't immediately down you after you get up.
Yeah I misunderstood the Endurance status effect. That actually makes it much stronger than what I originally said it was. I would say it's an A tier perk.
-
@Raven014 said:
The game really isn't killer sided. It has a lot of pallets and is bad for Huntress, Trapper, Hag, and Deathslinger. Can even be bad for Oni and Billy, due to not being open enough.
Yeah, but every other killer excels on this map. I would also beg to differ on Hag. Even though her traps are very visible, she can create deadly choke points. And the only thing Billy has trouble with on the Game is long range sniping survivors. Him & Oni still get good use of their power (at least when I have use them on this map). I won't say its so killer-sided that it's an awful map, but it's definitely not survivor-sided.
-
@LALYTHIA most of the maps I listed were not touched or received minor changes. The only one that received massive changes was Fractured Cowshed, but again I mention how I think it still has some issues around the barn tile specifically, so it's not asking much.
@Dead_by_Gadfly I would find some way to increase its size/shape a bit probably. The reason why it's a strong map is the killer has so little space to worry about (basically 2 big squares stacked on one another). They can also hear fast movement & activity going on above/below them so essentially it's like patrolling 2 floors at once if you are listening carefully. Gens & exits are also more difficult to find since it's indoors (more of an issue for the lower ranks). This is probably the only map I think can be considered "too killer-sided" (Lery's might be another, but I think the rework of it is fine as is).
@Slickstyles I think Rotten Fields & Sheltered Woods were originally meant to be immersive kind of maps. They are a bit flawed with very little to protect survivors being in the center of the map. I'm personally fine with Wrecker's Yard, but yeah these older maps do need to be livened up a bit more.
-
I would have said Hillbilly if it were about a year ago since that's all you would see a red ranks. But now, I actually like playing against all killers (when I'm up against someone who is good with that killer especially). People hate on Freddy saying he is too strong, but I personally don't see it. A lot of people dislike Spirit but I like trying to mind game her mind games. She is actually a killer I like putting my skill to the test against.
-
Well I was on like 18 or 19 until my computer broke. Currently waiting on the replacement lol.
-
I think it's balanced. The effect is small unless you injure people. Pairs well with Sloppy Butcher. The numbers could maybe receive a tiny increase, but I'm content with where it is at the moment.
-
@AsePlayer said:
You actually nerf pop by nerfing gen tapping lmao
Not necessarily. A survivor would still be able to stop regression relatively fast, it just wouldn't happen by quickly tapping M1 next to a gen without getting into the gen repair animation. This would basically just be combating survivors that are trying to rush one particular gen & just gen tap it to stop regression in the killer's face. They get away with this because they can easily tap a gen as they are running & dont receive a slow down at all. This basically rewards them with stopping regression & still having time to make a safe loop nearby. If this time to stop regression was about 1 second then I don't see how it would have much of an effect on Pop Goes the Weasel.
-
@KettleWettle said:
Sure it may be annoying, but this is a simple fix, use Ruin, Ruin literally counters Gen tapping, and if you really wanna dick the survivors even more, just use Pop in case they do break Ruin. I think this is a very unimportant issue. It's just a strategy survivors use that I don't personally think is even I guess "Overpowered." I'm a survivor main myself and when I do play killer, I just don't think it's a big deal.
Ruin is temporary. Gen tapping is forever.
-
@[Deleted User] said:
I used to think just like you, and I was very passionate about it too (I’ve posted many rants about how I felt about this, which in hindsight are now embarrassing).
But honestly, now, if the survivors have you so focused on, and distracted by, trying to stop a particular gen repair from being finished, then they’ve already won. The goal is to sacrifice them, not babysit gens (do not mistake this as ignore gen pressure altogether. That’s not what I’m saying at all).
If they’re aggressively, persistently coming back to tap a gen, just let it go. There’s no point continuing to waste time kicking that gen. Focus on which survivor is being reckless enough to get in an easy hit to injure them, then commit to the chase.
This is the exact reason why I don't kick gens as much anymore. By your logic, doesn't it show how tapping the gen to stop regression or how the regression rate for killer's is flawed? A killer by that logic should never try to regress gens unless they have a perk to do it for them or if they can 100% guarentee that no survivor will touch it for some time. It becomes risky now to kick gens as it can waste time the killer needs (the irony behind that statement haha). And committing to a chase is such an issue anymore as it can cost you the match, so I don't feel like it's a option I would want to take if I really need to defend a specific gen.
It's something I've learned to just put up with but I will still speak my mind on how ridiculous of a design it is.
-
@LALYTHIA said:
I find it interesting when different accounts post the same issue. With the same main talking points. In the same order. And the same proposed solution. In a very similar time frame. When it's not been a topic broached very often previously.
And no. The way gens function currently is fine as is. 👍️
Thank you, and goodnight. <3
This is my only account in case you are assuming I posted this multiple times under different accounts. Like I said its not the most pressing issue in DBD at the moment, but it definitely doesn't feel fair.
-
@Deadman316 said:
Yeah uh, there's this perk called Overcharge, you all should try that if you have a problem with that, you know, before coming here and whining about it. Just a suggestion.
Overcharge is quite pointless overall. The skill check can still be hit by a survivor when they tap a gen & run away. The skillcheck for it is not difficult to hit. And compared to other regression-type perks it is arguably the worst one.
-
Candyman has the most evidence going for him currently. Tony Todd follows DBD, Behaviour, Monto, & Paulie Esther on Twitter. In an interview he also mentioned he has been working on 2 video game projects recently (which how many games could be possibly be featured in?). His movie comes out soon, & technically should have released by now if it weren't for the COVID pandemic. The devs have even given a few hints that can either be viewed as clues or tricks, no one really knows.
Pennywise would be the other likely killer, but I don't think there is enough evidence to support him at the moment. Pennywise also feels like odd timing being that the last IT movie already released a while back, but anything is possible. You could argue that the "clues" for Pennywise for the previous chapter were foreshadowing a chapter for him a bit further into the future. But besides that I do not see a new & more current piece of evidence that indicates he is coming (except the devs seeming to torment Paulie on Twitter).
The rest of the possibilities just seem too unlikely, but again anything is possible.
-
I came up with an idea before saying that survivors that do this noise notification spam should only be allowed to do like 3 of them, & after that it changes into an aura reveal of 2 seconds each additional fast action they try to do. It wouldn't prock if the survivor is in chase though. Either that or if a survivor is spamming lockers or a vault the entity should intervene & block them from interacting with the object.
-
@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1273477#Comment_1273477
The only thing Clown and Freddy have in common is one ability that applies Hindrance to a survivor.
According to the last stats he has an overall 70% kill rate, but in red ranks he has almost an 80% kill rate...which lends itself to the opposite of your assumption. He is very strong at every rank, especially red. He is very easy to play with a low skill cap. He may be unassuming, but strong none-the-less between his ability to end chases quickly, teleport, and has a built in slowing mechanism.
As I said in my original comment, I don't really care about any of his abilities that much. The only thing I think is BS is that BT won't work against him in the dream state even though he is not a silent killer. Especially since if a Freddy is camping, making BT a necessity, it's likely the off-hooker will take a hit which immediately tosses them into the dream state and voids BT. Pretty bullshit.
It would be nice if the snares required some distance. I was on a Yamaoka map the other day and our team got down to the last gen and every gen left was 2 sided. He could just trap them all on both sides so the traps were unavoidable. It was a very long and ######### end to the match. It would also be nice if there was no "clear space" around the trap. I find it OP on maps like Hawkins, which is already so Killer sided, that he can place a trap in a hallway and no matter how far around the trap you skirt, even though you don't touch the blood itself at all, it will still trip.
But TBH, if he got zero changes, it wouldnt be the end of my world. The BT issue is the only one I would like to see changed because it aids camping/tunneling.
Yeah I can see why it makes Freddy stronger with camping & tunneling. But it also is a way to negate the overly altruistic teams that BT rush hooks because they know they won't be penalized for what should be risky plays. I still think BT needs a nerf of some kind because it is the second most BS perk in the game (behind DS). But I do understand your point that Freddy's camping capabilities needs looking into.
-
@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1272119#Comment_1272119
...Freddy has the highest kill rate in the game and requires very little skill to play. He is really nothing like the Clown. 🤷
His snares are basically a version of the Clown's ability. I only mentioned Clown because I saw people complaining about the snares. But I feel like it's the low ranks that contribute to Freddy being so strong. Playing in low ranks everyone fears him, while in high ranks everyone outplays him. I will say I do agree that Freddy requires very little skill, but I don't think he is as strong as he is made out to be. The only change I can find remotely acceptable to his snares would be to make the distance they can be placed next to one another slightly increased so that he doesn't just bombard one small area with a crap load of them. Making dream pallets base feels meh because it was a fun gimmick at first, but now they aren't really that exciting. It keeps them remotely interesting with them as an addon because most people expect the snares since they are base. If pallets are base then almost always people will be on the lookout for them, which kinda defeats their purpose...
-
@alaenyia said:
Killers I like (in order most first): Trapper, Doctor, Myers, Freddy
Killers I hate (in order most first): Legion, Billy, Leatherface, Nurse
I will most likely always hate Legion the most. I don't like playing him or playing against him, his perks aren't great, I never see anyone as Jeff, everyone complains about Ormond. I think that whole DLC can get canned and I wouldn't miss any of it.
Trapper has always been my boy. I like his look, his abilities and he is just kind of likable.
Legion just needs an overhaul. His power went from broken to crap to meh to crap. The only reason I put him over Nurse is because Legion matches are usually fast pace & require lots of juggling, as to where Nurse is just cooldown simulator.
-
@Joelwino said:
https://forum.deadbydaylight.com/en/discussion/comment/1272119#Comment_1272119
Just because Clown is bad doesn't mean he's fun to play against. Just like facecamping, even if it's completely counterable that doesn't change the fact that countering it is really boring. Clown's power is annoying to play against and the only way to counter it is to throw down every pallet you come across while your teammates rush gens. No skill based gameplay to be seen
I barely hear anyone say that Clown is annoying to play against. And honestly countering him does require a bit of skill in that you have to bait his throws or utilize tiles in different ways to avoid his gas. Dropping pallets early is a solid technique for survivors because then he either has to waste his time breaking them or has to attempt to mindgame them. Only reason I wouldn't find him fun to play against is because of how bad he is. It gets boring watching weak killers struggle to win matches against good teams. I actually love the thrill of going up against a Clown who knows what he's doing.
As for Freddy, the only thing that could make his power slightly stronger than Clown's is that it is more consistent. But I don't get how it is annoying. Sorry it stops you from looping him to infinity, but not every killer should be ran through a loop the exact same way...
-
Candyman is the most likely killer for the next chapter based on all the recent evidence (50%). Close behind would be Pennywise (40%), which is still possible despite there being the Clown because he would probably just be called the Deadlight (from the books). Xenomorph is the 3rd most likely because there isn't really evidence for it but the Alien anniversary is coming up (8%). Jason would honestly probably be the fourth most likely, but those chances are extremely slim (1%). No other killer would make sense at the moment, such as Chucky, Pinhead, Pyramid Head, or Jeepers Creepers, but anything is possible (1%).
I think people are looking too into the wording with the post from the DBD team as well as the articles of interviews that surfaced online. With the whole thing about an iconic horror killer that has marked the world of horror since its inception, I don't think it is meant to be taken so seriously & shouldn't make Candyman less likely. Sure he is not considered one of the top iconic horror characters, but he is still a relatively big name.
-
Why do people think Freddy needs changing? I think he is perfectly fine as is. If you understand him as a killer you know how to counter him, so I wouldn't even remotely say he is OP. I see some people complaining about his snares, which are basically the exact same as Clown's gas. Basically hating on Freddy's snares is like saying you hate playing against Clown, yet clown is deemed one of the worst killers.
The only thing I could say against Freddy is I feel like his lunge goes further than most killers, even though the devs claim his lunge is normal. But I think he was perfectly reworked & doesn't need tampering with.
-
@zone_dymo I don't agree on the part about Freddy's rework, but I see where you're coming from lol
-
@Huff I both agree & disagree with your take on Nurse. Yes, Nurse was a bit OP prior to her rework/changes. Her addons were either too OP or never used. A good Nurse basically never lost unless a survivor team was really good. Changing her did "take of the training wheels" for those who wanted to play Nurse.
But where I disagree is how they went about reworking her. Her addons are split into 2 groups now: essential & situational/useless. So they failed at addressing her addons seeming only useless or OP issue. The recharge mechanic on top of a stun currently is just so annoying. Not to mention her movement speed is slower than survivor running speed. The devs intention with this was to give more time to survivors to break LoS, but now its just used to gain more distance from her. Ending a chase as Nurse is overly tedious against a good survivor. I almost never have an issue against Nurse as survivor, & it's because I know how to use her power against her. It is not hard for survivors to learn this now, while before the rework it actually took skill in order to counter Nurse. But this isn't me saying Nurse needs to be reverted back to her old self, but rather something else has to be done because the devs failed at addressing the issues the community had with Nurse. The skill/reward ratio that is supposed to come from Nurse now feels off because of how tedious she is to play.
-
@Pigforever Agreed. While survivor is easier to control than killer it still is not something easy to grasp.
@Venzhas Identity V feels like all I am playing is against bots in every match. It got boring because it was ridiculously easy no matter what role I played.
-
The game doesn't need to prevent people from using comms. That would drive away a lot of survivors since the only reason some of them play is because they can play with their friends. Instead, the game should start balancing around the idea that all survivor teams can potentially be a SWF on comms. Giving debuffs to SWF groups isn't an effective solution either because then it gets all messy when a team is half SWF & half solo or two seperate SWF groups or whatever the case. Also, one could argue that SWF isn't the real issue, but rather that the role of survivor can be quite easy & is not nearly as stressful as being killer. The game should focus on lightening the impact a mistake from the killer has on their ability to win & make the mistakes of survivors a bit more impactful.
-
@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1195690#Comment_1195690
Spine Chill is an obvious one. However, even with Kindred, my team still fails to save me 80% of the time.
Kindred saves me generally. It lets the survivors know if someone needs to unhook me & who is in the best situation to do so. Without the perk, other teammates tend to think someone else is handling the situation which is how I end up going into struggle phase or dying on first hook. Also can tell you where killer is (whether near me or chasing someone else).
-
@toxicmegg I've explained in a previous comment, but Blood Warden is top tier garbage. Survivors mostly 99% exit gates, so whats the point in running Blood Warden when the start of EGC is so easily controlled by survivors? Yes you can open the exit gate yourself, but it's not really an option you have if you are from it. Also, it only activates for 60 secs max. If you don't activate it within the last half of the EGC timer (considering you aren't downing anyone & slowing down the timer), survivors can just wait it out & still escape. The perk is way too flawed due to EGC & how exit gates work. It is in need of a rework, or changes to EGC or exit gates are needed.
-
@BigTimeGamer I put Alert over Object because I play solo. Also, Object can be a risk against stealth killers. And if the killer is good at countering looping then is there really a point to having Object?
@dumb_juice I place WGLF low because yes the points are nice, but thats all the perk provides. I am a firm believer that this perk should actually provide something to the survivor similar to how BBQ has aura reading for killers.
@notyarbllewe this list slightly takes into account how well the perk can combo, but mostly emphasizes how it functions on its own.
@DetailedDetriment bond is not essential as a solo player. In my opinion, empathy is much better (because of farther range & provides a bit more info such as who is being chased & who needs a heal). I would consider Kindred more of an essential solo player perk anyways. That & Spine Chill in case the killer is stealthy.
-
@Exerlin Unbreakable has no effect if the killer doesn't slug you, so I can't give it S.
@xEa I find empathy gives more info than bond. (Who killer is chasing, who needs a heal, who can heal you thats also injured) Head On & Breakout can be deadly on organizaed SWF. Self-care provides an ability to heal without a medkit that only one other perk can do (being Inner Strength). I find OoO to be a gamble (with who killer is & their skill level). Breakdown in better with the new sabo meta, plus seeing the killer's aura is always a plus. MoM requires too much for so little a reward. Why use Distortion when you can just hop in a locker. Red Herring is meh, too early to fully decide. And Small Game is a bias of mine. It's what I use to Hex hunt. Just my explanations for why I placed these perks you mentioned where I did.
@CheersTC Autodidact is only good in medic builds (if skill checks work in your favor). Aftercare is good, but Empathy & Bond are far superior.
@Jameson Sprint Burst can always be used, while Lithe requires that something to vault. Sprint Burst also can be saved until the middle of a chase (usually pulled off by more experienced survivors). For Fixated/Better Together, they provide an ability that can benefit new players the most (I also said they shouldn't have to be paid for). Spine Chill is still useful even for experienced players, hence why it's not a new player perk. And BL, Botany, & Resilience all provide something really useful to the survivor which why they are A. BL is the only one I could possibly see being lower since it is map dependent.
-
@Chmurkaz Breakout is only so high because of the potential it has with a coordinated SWF. The lowest I could see it is B tier. And Small Game is debateably better than Detective's Hunch. You don't have to complete a gen to use it. Also, it has good value if you go up against a Trapper, Freddy, or Hag (which is common, though not guarenteed). At a point though, it's more of personal preference between those 2 perks & mine would be for Small Game. Only way I would run Detective's personally is if I was taking in a map as well.
-
I would say just make it so ivory & ebony mori's work only on someone's death hook. Being available after first hook is kind of unfair because a killer will most likely just tunnel that person after they're unhooked. At least with death hook the survivor is already on their way out the game, so you can just send them out in style.
But if you are going to change moris then keys need a change too. Or else the community will throw a fit like when Ruin got reworked.
-
@Dabihwow said:
Demogorgon, everything from his perks to his power are garbage, he is even worse than both deathslinger, and clown combined
Demo is far from the worst. I give him middle of the pack for all killers. He has good mobility with his portals, can close gaps on long loops with his shred, can bait survivors away from safe pallets/windows, he can break pallets preemptively like Billy, & he gets insane value from Save the Best for Last. Where he could use some buffs is in his portal detection & undectable status coming out of portals. If he had the portal detection like how it was during his PTB then he would be even better.
@Eye66 said:
I'd argue nurse, learning her is aggressively unfun and not rewarding as she's very easy to punk after her nerf and totally addon dependent. Now you put in 300 hours of practice to get little payoff as a functional killer
A good Nurse is nearly unstoppable. While she is difficult to learn & master, it does not mean no one can do it. From what you described, that Nurse you went against was mediocre. On console I know she does not perform as well as on PC (though in my opinion I think she's perfectly fine on console). But with other killers being less deadly & less mobile than her I don't see how she could be deemed the worst.
-
@LoneWolf820B I'm referring to the usefulness of the perks overall, not specifically used for playing Deathslinger. When I say as of Deathslinger I mean since he has been released. But I would still argue that Freddy has the worst perks out of any killer (debateably Wraith or Demogorgon being worse).
@Shocktober I still am a firm believer that Spies is heavily underrated. Corrupt is A & not S because survivors can wait it out (it's also better for trap characters, not necessarily needed for others). BBQ is A at the least, but I generally get good info from it (even when not getting info you still get info of knowing the survivor is either hiding nearby or in a locker). MYC is good, but not viable for all killers (a good survivor can stealth around a killer with MYC too). Also, Spirit Fury is not very effective unless partnered with Enduring. And BW is useless when survivors just 99% exit gates.
@Spannungsstoß I like the list you made, but some of your choices I just can't agree with. Cruel Confinement might be the worst designed perk honestly. Enduring is fantastic. Shadowborn is good, but should be a setting not a perk. Mindbreaker & FC are also god awful. While I may not agree entirely, I do respect the opinion you have behind your placements (except Cruel Confinement, I absolutely hate that perk lol).
-
@Kwikwitted I was just clarifying what rank I was, not trying to have a d*ck measuring contest lol. I would say sloppy is still useful on killers that don't M1 because a good looping survivor will force you to M1 sometimes. I can agree with your argument on IF, but at the same time I just always find value from it on any killer which is why i put it so high. And yes BM is definitely not the best info perk by any means, but its a personal preference of mine to use it (especially on hit & run or juggling builds).
@InsidiousSmartfaceLF Devour Hope is good, but it often disappears before you can get any effect from it since it's visible from the start. NOED on the other hand becomes lit after all gens are done, & survivors tend not to cleanse every totem. DH is still a great perk though.
@Steve0333 BBQ is mainly S tier because of the 2x points. It is hard countered by lockers, but it still has the ability to provide some great info. Without the points though, it would be a high tier B or low tier A. (For me the points justify S tier) And I would say Remember Me > Blood Warden. BW is hard countered by 99%ing gates, which is common practice. Remember me can at least make the process of opening exit gates roughly 2x slower. Either BW needs a rework or they need to fix 99% gates (perhaps have them regress when left alone to 50%).
-
@DarkFox85 BW is pointless when survivors can just 99% exit gates.
@Elena BS is not fast enough in my opinion. Survivors generally can still make the next loop/pallet no problem.
@Kwikwitted I am rank 1 as well, though more recently just reaching it. Discordance helps prevent duo gen rush, which gives me a better chance to pressure gens being worked on solo. SB is never not good, as it slows healing or keeps people injured (buys killer time). IF is good for slugging, which is apart of the killer meta. It is also good in finding flashlighters, so thats a plus too. Corrupt is valuable, but after 2 minutes disappears & leaves you with 3 perks. BM is just good information, & tells you what gen is next based on where a survivor is headed.
@Marcus regarding Spies from the Shadows specifically, I believe this is the most underrated perk in the game. Survivors are too careless about crows anymore. Why I don't give it S tier is because it is map dependent. Some maps need more crows. This placement is definitely heavily opinionated, but I wouldn't ever place it lower than B. I suggest using the perk & you'll see it has more value than you thought.
-
@Nova_Terra said:
Boy if you think they're broken now you should've seen them prior to the updates.
Short pickup time, smaller window to blind, etc.
It's way better than it should be and can easily be avoided by mindgames. If you got blinded through the side you didnt look at the right spot properly.
Just be better next time, it's not that bad.
With the situation I was describing, I was in the shack corner & facing into it going for the pick up. I heard the survivor run up from behind me on my left & the flashlight went off getting the stun. I was almost certain there was no way a flashlight save could be made because I faced the wall completely, not like half hanging away from the wall or anything. But somehow he pulled off a hit that definitely seemed out of the 60 degree cone in which a killer can be blinded. I don't have a video to show it, but it seemed odd how he pulled off the save.
I still believe a survivor or the beam of light should be visible from the killers perspective in order for a flashlight save to count. Anything outside of the killers FOV should not register.
-
@TheMajor said:
I believe that Spirit and Nurse are on the same S tier now. Also as far as killers without any addons go, I think Mikey should be to of B tier if not bottom A tier
@Rapid_Oli_YT said:
I feel like myers should be higher because he will punish your team if they make mistakes and his tier 3 is good and a force to be reckoned with when a good player is playing him
To both of you, why I put Myers so low is because he requires a build up at the start of a match. If a good team is immersed & uses line of sight against him then Myers is stuck in a rough spot. His Tier 3 is pretty good at creating a snowball effect, but his power forces him to stalk instead of chase which wastes time & gives survivors a chance to reach a safe area. Not to mention how inconsistent & buggy the stalk mechanic is at the moment. Plus, Myers cannot handle large maps against a good team. I could see him being interchangeable with the rest of the C tier that is ahead of him, but it depends on the specific player.
-
@perezkarlo37 said:
I don't know why people think legion is trash. You just need to know how to play him, controlling when to use the power and when not. And for the add-ons, if you make good combinations, you can literally destroy survivors. I PLAY 90% OF MY GAMES AS LEGION and manged to get to rank 2,aiming for rank 1. Also perks like the one from the nurse that makes survivors more noisy when injured, to know their location.
The thing is his power has too many flaws. First off it does not help you in downing survivors, only injuring multiple survivors in a short amount of time. A decent amount of the time when you hit one survivor the rest have already legged it toward the other side of the map. With how prominent sprint burst is it also plays against his ability. The cooldown is a bit harsh for a mediocre power. He also suffers a Nurse-like stun but doesn't even have an ability on the same level as Nurse. And while he does have a bit of mobility, it doesn't help that he can't see scratch marks so a survivor can run away unnoticed before he makes it to their location (like if he is running BBQ or something). His addons are decent, but nothing special honestly. His only redeeming quality is his teachable Discordance.
-
@Steve0333 said:
Oni is one of the best killers in the game. Definitely better than hag. He's up there with billy and spirit. I wouldn't say hag is though.
I'm one to usually say Hag is not A tier but rather B, but honestly a great Hag player can destroy a strong SWF if they're smart enough.
@Steve0333 said:
Oni is one of the best killers in the game. Definitely better than hag. He's up there with billy and spirit. I wouldn't say hag is though.
To this I would say that Oni is just map dependent. A map with so much to move around puts him in awkward positions when he's using his power. Plus he is nowhere near Billy because he has to work for his power while Billy has it at all times.
@toxicmegg said:
Freddy is at least A tier and deathslinger is obviously higher.
Freddy is better at lower ranks. In higher ranks he struggles a bit more, but I do think his ranking is a bit flexible. Also Deathslinger is very underwhelming in my opinion. And Demo is put so high because of his map mobility. Plus a Demo with StBfL is really strong.
@NursesBootie said:
I would move spirit, freddy and wraith up a tier. And pig up two tiers.
Pig is honestly too RNG reliant which is why I find her to be a bad killer. It can waste time, but the chances of it wasting enough time to actually benefit you in the long run is slim.
-
@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/139786/killers-need-addon-checks
They don’t NEED better add ons. The game already gives you so much. Another whiny killer complaint man come on. This game doesn’t need to have killers running around putting people down faster than they already can. I’d rather not play it anymore. If I can spawn in and see a teammate go down 5 seconds into the game because of an iridescent head add on or something that lets you gain exposed faster or swing your weapon faster like that’s just not fun for survivors. The thrill of the game comes from the chase and I think they’ve buffed killers too much already. Ghost face needs to be reworked he doesn’t need a 0 terror radius and have the ability to get exposed on you so quickly. You gotta give back a little. Some killers just have it way too easy and you’re sitting here complaining about a need for a better add on? Why don’t they just let killers spawn in and insta kill you without the chase. Spawn in and blow up the map 😂 I’m telling you I’ve never seen such a killer sided game sometimes. I can go a mile without seeing a pallet sometimes but others they’re around every corner. Not everyone can run the killer infinitely and for that reason alone I don’t think killers need more than they already have. You act like you’re going all game without downing or hooking anyone. So Selfish you think people want to come in and die for you every game 🤔 playing solo has become more of a pain than anything I’ve ever seen before
Some killers do need a addon check. There are killers with several addons that do absolutely nothing useful for the killer, & how the devs came up with these ideas makes zero sense (i.e. stalking movement speed addons for Myers & Ghost Face). I also in no way said the addons have to be OP & grant insta downs. I mostly just want all addons to actually provide something that is beneficial to the killer & not have minimal to no effect.
Also, this game is also not killer sided, as any good survivor team stands a better chance of escaping than a good killer having a chance of 4 K'ing. Not that the game is heavily survivor sided either, but if I had to choose who the game favors more its the survivors without a doubt.
-
@Skelemania said:
One day of PTB & my man is already trying to declare Deathslinger worst in the game.
ROFLMFAO.
I never said he was the worst lol. But he's definitely not in the top 3/4 of the killer roster. Currently, I would maybe put him as 2nd or 3rd worst (Legion being the worst & possibly Pig second worst imo). But the more I see Deathslinger gameplay the more I think Legion is viable...
P.S. all y'all need to stop clowning on Clown, he has more viability than most people realize. XD
-
@GHOSTfaceP3 said:
There’s no way this goes live lol
You wanna bet? People said this about the Ruin changes lol
-
@LustForBP said:
There’s nothing wrong with DH in its current state. Most of the time it doesn’t even work appropriately. It’s a timing perk that leads to exhaustion and if done wrong costs you as a Survivor anyways.
Next.
Dead hard in its current state is generally fine, but I'm thinking about how the concept behind the perk is flawed. I don't usually have a problem with the perk unless I play Trapper, & in certain cases it can screw over a killer completely. Even if the perk doesn't work correctly a good amount of the time it shouldn't have the ability to hard counter a trap.
-
Babysitter is trash. It's too situational at the moment with unhooks happening either in the killers line of sight or way too far from the killer to get any use. And even if you get it to work the killer can understand how to counteract you using it. If they want you now they know exactly where you moved to. If they want the unhooked person they just have to go the opposite direction you went to most likely find them (there is some slight mindgame possibility with this as survivor).
Perk Rating: Top of the F tier
-
@Endstille said:
https://forum.deadbydaylight.com/en/discussion/123429/the-devs-have-a-point
Sorry i am done giving them the benefit of the doubt. Toolboxes are not even the biggest problem, you can push out gens as survivor without them as well. They are not needed in order to do gens fast.
Most games were played without ruin 55% according to their own stats. Why not take the data from those matches? Mhm yeah no I don't think they will come up with any good solution.
Also killers actually have enough to do even before ruin change, why is not anything on the survivor side equally demanding. Imagine BT/DS in order to get something out of it, you simply unhook while the killer is going away from the hook. In the past this would be seen as "farming" but it actually rewards survivors for a bad play.
I don't know if they play their own game but even before the nerf it was already the way that killer is stressful, time managing while on survivor side you have a very chilled game (please understand that i talk about all being equally skilled). I just do not see how a killer will win against equally skilled survivors because in order for him to win he needs to outplay the survivors so much that it is borderline idiotic to ask them to do that in order to win.
They can't even get an accurate data reading on most matches if I'm being honest. There are so many matches where killers do well because of DCs or sandbagging survivors or survivors doing rift challenges... you name it. Same goes for survivors when the killer tries to farm, gives up before the game even progresses that far, etc.
But now that Ruin is (essentially) useless, I think it will open up their data pool a bit more. The game will go through dark times for a bit, but it's basically the devs last chance to keep this game alive. So they either will have to recognize that gen speeds are an issue & try to fix it or continue to ignore it with the fate of DBD relying on their efforts. I am being optimistic, as deep down I do think they have good intentions for everyone, just terrible execution. There's already rumor going around that killer numbers are lower than normal at the moment, so they definitely will have to make some changes quickly to ease killers' stress if they want to save the game.
-
@TheBilldozer said:
I mean your first problem is playing a console..
To be fair I mostly play on PC, but sometimes I like to go on console to play because killer there is honestly easier lol (sorry to survivors on console, you guys are just not as good as pc survivors)
-
@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/1011583#Comment_1011583
Except that the Devs stated that he is.
They say that, but the only killer within the past year that is on his level in the slightest is Freddy... and Freddy is arguably weaker.