Blueberry
Blueberry
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Would've been way cooler.
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Whether there's 3 or 5 is pretty irrelevant.
The real issue is them allowing realms with more variants to inherently have a higher chance of being played. IE we should be rolling for the realm first, not the map. Then once the realm is selected a second roll is done for the map in that realm.
This ensures equal chances for all maps regardless of the amount of variations it contains.
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You're tired of something that hardly exists. I can count the number of "hackers" I've seen over 5 years on one hand.
These are scenarios of intuition, guessing, or he got information from you that you didn't realize. Just because he isn't running tracking perks doesn't mean much. I don't even run a single tracking perk on most killers these days as you can gauge survivors location simply through intuition and experience.
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It's weak if anything. It could use a buff.
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One of the only chase perks worth using in my opinion. Most other chase perks are way underwhelming.
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Perfect to me.
The basic attack requirement and cooldown are its only issues.
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@Yords said:
I think the most underrated survivor perk is we'll make it. It is literally a godsend when your teammates are boosted and take unecessary hits in solo queue and is just great to have. It also counters sloppy.
I agree with this. You rarely see We'll Make It, but it can completely destroy a killers map pressure.
I also think WGLF is quite underrated. I think people don't realize how crazy strong this perk is. Just near one person running this and slugging is heavily punished.
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It's not overpowered and it's their fault it triggers, but that doesn't mean it's not a problem. It is unhealthy design.
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I can count the times on one hand. Pretty sad.
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It's quite rare. Which is why most people will complain about slugging but they'll never actually bring perks to counter it.
That's the average match mind you.
"Good" players will always have at least Unbreakable as they understand that's the only way the killer has a chance of winning.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2079427#Comment_2079427
im gonna disagree, exhaustion perks are strong and are meant to be , but they have retrictions.
same as hexes there strong but have restrictions and are high risk high reward (depending on the hex, *im looking at you blood favour, should not have a cooldown*
To call those "restrictions" is honestly laughable.
A limit of only getting a 3rd health state every 40 seconds is hardly a drawback. There is no cost, no requirement, literally zero negative. There is absolutely no reason you would not always be running an Exhaustion perk in every single game unless you literally just didn't care about winning. That is the epitome of unhealthy design. You should be weighing pros, cons, and synergies when picking your perks.
If any perk is always an auto lock in, that's bad design and a sign of an issue. There are 4 Exhaustion perks in every match bar a low rank new player that literally doesn't have the perks yet.
Hexes and Exhaustion perks are not even remotely comparable or in the same playing field. Hexes have huge negatives attached, Exhaustion perks do not have that in even a minuscule amount. Being down an entire perk for the rest of the game is not equivalent to oh wow I have to wait 40 seconds before I can use it again. Most the hex perks are also not equivalent to the power of a 3rd health state that can be used over and over.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/2079640#Comment_2079640
I'm not really trying to start a debate here about Starstruck Doctor, y'know? This whole post is about Myers...with a small terror radius...it's a meme build, which you completely ignored...I'm not sure why you want to pick apart my opinion on a very niche and not super useable Doctor build that some people want to run for memes, but I mean, if that's how you feel about the Doctor with Starstruck and Iron Maiden, more power to ya!
I think you took my response as more argumentative and personal than it was. I was just responding to the points you made was all.
I never said you couldn't run it for meme's. It's totally fine for the meme's. All I was referencing was its actual power and viability in a playing to win sense.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/2079563#Comment_2079563
True, but at the same time, I would venture to say that expose survivors would probably want to play more stealthy for the duration of their exposure, lest they get instadowned, especially against a killer like the Doctor who can static blast and locate survivors more easily. And with Iron Maiden as well, there'd be no safe place to hide. He could find and force a chase with survivors, meaning 2 survivors at any given time aren't doing gens. I'm not saying it's a good set, but I can see the merit on a map like Hawkins or Midwich.
"True, but at the same time, I would venture to say that expose survivors would probably want to play more stealthy for the duration of their exposure, lest they get instadowned, especially against a killer like the Doctor who can static blast and locate survivors more easily."
This is only happening against complete potato survivors. Against bad survivors everything is viable, even zero perks, zero addons.
"And with Iron Maiden as well, there'd be no safe place to hide."
Iron Maiden is complete trash and shouldn't be running it in the first place. Even if you are running it them not using lockers is irrelevant as good survivors couldn't care less about using a locker.
"He could find and force a chase with survivors, meaning 2 survivors at any given time aren't doing gens. I'm not saying it's a good set, but I can see the merit on a map like Hawkins or Midwich."
These scenarios you're creating are realistically never happening unless you are playing against literal grey ranks that just bought the game and have no idea what's going on.
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Large TR with Starstruck is completely pointless if you can't cover the distance to get the hit anyway.
So TR increasing perks or Doctor builds are completely irrelevant bar a couple high mobility killers and even then, highly unlikely.
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All the other second chance perks need to be brought down to the level of other perks.
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Spawns have been terrible and "being worked on" for years. Yet here we are still.
That said a lot of the new maps are decent. The old ones however even after their reworks are still complete garbage spawns.
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I really hated the Twins at first but they've honestly grown on me a lot.
That said, they still have a lot of unhealthy design.
I actually take zero issue with the slugging and I think most peoples hate of slugging is completely irrational. I'd always rather be slugged as it has lots of advantages and counter play. Simply healing without greeding gens, healing perks, medkits, or the myriad anti-slug perks shuts her down quite hard. I'd even remove the ability to kick Victor on his successful hits or at least reduce the kick window tremendously. He shouldn't be punished for playing well. Not to mention the amount of people that haven't realized how well you can shut Victor down with pallets. Most do it incorrectly.
The main issue with the Twins is essentially permanent camping all game by leaving one of them there while still pressuring the map.
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I think she'd be in a better state if we increased the distance she has to be from the hook to swap between them quite substantially and in return buff her other areas. IE remove the kick of successful Victor jumps, reduce her transition time between the two by quite a bit to encourage her actually tag teaming more (this gives her a much higher skill ceiling for potential), and lastly give her Undetectable while Victor is latched onto someone to further encourage them to want to release Victor. Holding her power hostage is just poor design.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2077845#Comment_2077845
It almost sounds like you’re insulting survivors’ skill when you say they’re bad because they can’t counter Spirit. Ussylis and Zubat hate playing against Spirit just as much as most people and they’re some of the best players I’ve seen play, but because they can’t counter Spirit, that makes them bad?
What is the counter play then? Is it throwing a pallet and hoping she ended up on the wrong side? Survivors’ skill is meaningless against Spirit because there is no indicator on what she’s doing. I don’t want her nerfed to the ground, I just want her to give actual reasonable counter play while remaining viable and fun to play, that’s all.
"It almost sounds like you’re insulting survivors’ skill when you say they’re bad because they can’t counter Spirit."
Good survivors that understand how Spirit works know how to counter her.
"Ussylis and Zubat hate playing against Spirit just as much as most people and they’re some of the best players I’ve seen play, but because they can’t counter Spirit, that makes them bad?"
You're conflating two things that aren't the same. Them hating Spirit and them being unable to counter Spirit are two different things. They do counter Spirit when they play regardless of what they say about her.
"What is the counter play then? Is it throwing a pallet and hoping she ended up on the wrong side? Survivors’ skill is meaningless against Spirit because there is no indicator on what she’s doing."
If you are looking for an indicator from Spirit to react to you are already fundamentally misunderstanding how to play against Spirit. That is how you play against most other killers.
Against Spirit you force her to react to you, not you reacting to her.
You have to force her to make guesses with limited information. This entails many scenarios but I'll give one for context.
She's phasing after you across the field towards a loop. All she see's is the scratch marks leading to the window and the sound of you fast vaulting over. Now you manipulate the the fact that she has limited information here. Waiting a second or two and then slow vault back over. She has to guess here if you committed or slow vaulted back over. Most Spirits will go around because that's what most survivors do because most survivors don't understand her counter play. Now you are on the opposite side as her and her powers on cooldown. She hasn't even got a single hit yet or pallet yet and she's already lost like 25% of a gen from this alone. She should be getting a hit on you without her power so now she's wasting time chasing you till it comes back up. Even if we give her the benefit of the doubt and say she hits you with her next phase she has lost more than half an entire gen for one hit.
" I don’t want her nerfed to the ground, I just want her to give actual reasonable counter play while remaining viable and fun to play, that’s all."
The counter play is already there if you're willing to see it.
Look at it this way also. Spirit is already barely viable against a "good" group of survivors, she just makes the cut. You are about to nerf a killer that barely makes the cut. We currently only have 1 solid viable killer against "good" survivors (Nurse) and you want the only other option that even has a chance to be removed as well. She is barely there, so even a small change and she's out of the viable category. "Good" survivor groups already can clean up most Spirits without much trouble.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2077880#Comment_2077880
Because you do have issues against her. And I'll go out on a limb and say you're lieing that you don't. You said it yourself that you love playing as her. Which tells us you don't want to see her nerfed in any way. There is absolutely no counter play to her.
"Because you do have issues against her. And I'll go out on a limb and say you're lieing that you don't."
And you base this random assertion on absolutely nothing.
"You said it yourself that you love playing as her. Which tells us you don't want to see her nerfed in any way."
As you conveniently ignore me also saying I love playing against her as well in her current state which completely contradicts this entire point you just made.
"There is absolutely no counter play to her."
Lots of counter play if you actually understand how Spirit works.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2077845#Comment_2077845
We all know this is a lie 😂. There's a reason why she's considered 1 of 2 killers that can deal with death squads. Your post screams of "get good !". And there is no counter play and "getting good" vs a spirit
"There's a reason why she's considered 1 of 2 killers that can deal with death squads"
Because she's strong. Obviously.
"Your post screams of "get good !". And there is no counter play and "getting good" vs a spirit"
I don't want to be condescending towards people but that's essentially what this is. Lots of bad players that don't know how to learn her counter play and find it easier to come here and complain while taking zero agency over the matches outcome. It's always easier to make excuses instead of taking responsibility.
Spirits has literally tons of counter play if you critical think and understand how she works. Why do I have no issues against her but you do?
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If you're gonna run that build just understand you're running it for the meme's, not for the intention of actually winning the game.
You may "win" some games with it but on average that's not happening.
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Favorite killer to play against and as.
She just punishes bad survivors and most survivors on average are quite bad. I've had no issues facing Spirit at rank 1 for thousands of my play time hours. If I can do it, so can everyone else. This is also just through play style, it gets significantly easier if you actually happen to be running specific perks (it isn't necessary to run them though). Those perks also aren't asking significant commitment from you either as most those perks are literally meta already and are just good in general against all killers.
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Many great questions we all share.
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- Soon as he uses his power stand behind an object tightly. This forces his power cancel.
- This gives you enough time to make it to the next loop.
- Rinse and repeat.
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Weak killers = less people want to play it = longer queue times
Solution: Balance the game better
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He's a good killer, I'd put him in A tier. That said, one of the more overrated killers in my opinion. Out of the killers in A tier he has some of the easiest counter play.
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The Coldwind Farm maps are (give or take depending which one exactly) some of the most survivor sided maps. There's a reason most SWF squads send you here bar having a Haddonfield offering. Generally speaking just seeing this map drops your chances of winning as killer significantly. Depending which one they are either too big or a ton of extremely strong tiles that can be chained together.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2075079#Comment_2075079
that spot on midwitch and a few spot on the game
You'd be better off not breaking them in the first place because of the time sink. That still doesn't make sense, much less to waste a perk slot on it.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2075057#Comment_2075057
actually it would make more sense as a killer perk
Why would you want to rebuild a wall that only needs to be rebuilt if you yourself broke it? Just don't break it in the first place.
As a killer perk that wouldn't make any sense.
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I fully expect a perk like BAMN that allows survivors to rebuild breakable walls.
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Against good survivors you will need to do some variation of camping, tunneling, or slugging if you want a chance at winning. Emphasis on the "good". That's just facts. Most average matches however, even at rank 1, this is unnecessary.
People will still do those things even if it's unnecessary though because the game incentivizes you to actual kill the survivors more than hook survivors as it's a big part of your scoring. IE back to the hooks vs kills debate.
Honestly though there is way less camping/tunneling than people like to exaggerate. Most the time it isn't really genuine camping or tunneling anyway and the survivors just played bad but are unable to take any responsibility for their or their teams mistakes. Excuses are always easier.
I could care less about slugging. The hate for slugging is just irrational. I would always rather be slugged as it gives me a second chance at life, I actually can do something (rather than sitting on a hook afk), and I have perks I can run to counter it if I so choose.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2073221#Comment_2073221
Then if it is suppose to heavily punish them, it would work on 1st and 2nd hook. Unless you think a killer can only tunnel from 1 stage and not the other. This just shows how flawed this design for a perk is.
"The purpose of anti-tunnel perks is not to make it literally impossible to be tunneled."
So instead it is to make it easier to tunnel? I am not sure what you get at with this comment. As others have pointed out, many times killers don't even care about DS because the stun only deters them so much. IE They still continue to tunnel. I am not sure how healing (and only beginning to heal) makes it virtually impossible to tunnel someone.
The example I provided about killers walking by other survivors like they aren't even acknowledged was after you claim that just because someone is "healed" means they aren't being tunneled. In the new meta, many killers want survivors to 1 second heal just so they lose their DS before tunneling them off.
"Then if it is suppose to heavily punish them, it would work on 1st and 2nd hook. "
Heavily punish and just an overpowered perk are two different things. It accomplishes it's goal without needing a 1st and 2nd hook component. Even after its change it's still an S tier perk and one of the best perks in the game.
"Unless you think a killer can only tunnel from 1 stage and not the other. This just shows how flawed this design for a perk is."
Once again you are mixing up "anti-tunnel" with "immune" to tunneling. The perks purpose is not to make tunneling literally impossible but to simply make it heavily punishable of which it is. Regardless this is irrelevant to our conversation about the healing component though.
"So instead it is to make it easier to tunnel? I am not sure what you get at with this comment. As others have pointed out, many times killers don't even care about DS because the stun only deters them so much. IE They still continue to tunnel."
It isn't to make it "easier" to be tunneled, the change is to make you able to be hooked again if you weren't tunneled. Which if you fully healed, you weren't tunneled.
The DS stun is costing him the game if the survivors are even remotely competent. We don't balance around bad players.
"I am not sure how healing (and only beginning to heal) makes it virtually impossible to tunnel someone.""
I never said it did. That isn't the perks purpose.
We keep going through the same thing over and over. The perks purpose is not to make tunneling literally impossible and you being fully healed means you weren't tunneled anyway.
"The example I provided about killers walking by other survivors like they aren't even acknowledged was after you claim that just because someone is "healed" means they aren't being tunneled."
Tunneled is referencing off the hook, IE the entire point of why it has a timer attached to it instead of permanently active until he hooks someone else.
"In the new meta, many killers want survivors to 1 second heal just so they lose their DS before tunneling them off."
I'm not "many killers". I only referenced being fully healed. Partial heals would not deactivate it.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2073195#Comment_2073195
It doesn't matter if it's considered throwing the game or not. Seeking out a survivor seconds (literally) after they have been unhooked is still deemed as tunneling. Especially if like I said, they walk past by someone and don't even bother.
It's a clear indicator that they have one purpose, to tunnel.
"It doesn't matter if it's considered throwing the game or not."
The purpose of anti-tunnel perks is not to make it literally impossible to be tunneled. Their purpose is to make it heavily punishing and difficult if the killer tries to. IE "throwing the game".
"Seeking out a survivor seconds (literally) after they have been unhooked is still deemed as tunneling."
We don't disagree on this but this isn't the scenario we're talking about.
"Especially if like I said, they walk past by someone and don't even bother."
We aren't talking about a killer ignoring other survivors. We are literally stating that simply being fully healed means you weren't tunneled off hook. You gaining an entire health state is progressing the game as it's resetting map pressure.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2073162#Comment_2073162
And a killer "finding" a survivor isn't a scenario? That is the same logic you just try to apply.
Not every killer "finds" a survivor. Sometimes they purposely seek them out.
Finding a survivor is not the same as seeking out a survivor.
Him doing this is throwing the entire game anyway. Not to mention for DS to even be deactivated you had to have completely full healed yourself...DS deactivated but you have 2 health states now.
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@Chatkovski said:
https://forum.deadbydaylight.com/en/discussion/comment/2073059#Comment_2073059
This is totally wrong. Self-healing does not contradict the fact that a killer is tunneling the survivor. During a chase, there are small times when the survivor can afford to be still, momentarily safe, and observing what the killer is doing. Near a pallet, at the corner of a wall, etc. During these small times, he can heal himself.
This does not change the fact that this killer is indeed tunneling, and therefore there is no reason for this killer to avoid DS. This currently punishes survivors who play correctly.
We could take the logic even further regarding healing from other survivors, but that would be too much for you, I'm afraid.
"This is totally wrong. Self-healing does not contradict the fact that a killer is tunneling the survivor. During a chase, there are small times when the survivor can afford to be still, momentarily safe, and observing what the killer is doing. Near a pallet, at the corner of a wall, etc. During these small times, he can heal himself."
You are not getting a full heal off during a chase like this bar the killer being a complete and absolute potato. We don't balance around potatoes and even now you're full health. Not to mention if you actually had that much time to heal and waste the killers time he has completely thrown the game anyway as that chase just costed him at least 3 gens.
"This does not change the fact that this killer is indeed tunneling, and therefore there is no reason for this killer to avoid DS. This currently punishes survivors who play correctly."
That is an unrealistic scenario that generally speaking does not happen.
"We could take the logic even further regarding healing from other survivors, but that would be too much for you, I'm afraid."
We can have a normal conversation without needing to be condescending and make petty jabs.
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@Slickstyles said:
https://forum.deadbydaylight.com/en/discussion/comment/2073154#Comment_2073154
Yes and it should deactivate upon fully healing not partially healing is what I think should happen either through healing yourself or others healing you.
Yeah I'm not including partial heals, strictly getting fully healed, regardless of how or by who.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2073149#Comment_2073149
Healed or not. Any killer who ignores everyone else to the point of not even hitting them while walking by, to go for that one person who just got unhooked is tunneling.
None of this was stated whatsoever.
Who says he saw anyone?
Just because he happens to run into you twice because you greeded a heal doesn't mean you were tunneled. You're adding random scenarios to make it fit.
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@Slickstyles said:
https://forum.deadbydaylight.com/en/discussion/comment/2073133#Comment_2073133
I fully agree with this but I feel like a survivor's DS shouldn't fully deactivate if they're healing themselves. I know many may feel differently and respect everyone's opinion on this. If DS stays perfectly the way it is, I'd honestly be fine with that too since I don't think I've been hit with DS once since the change.
If you had time to fully heal yourself you aren't being tunneled. It's purpose is to prevent tunneling.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2073059#Comment_2073059
They obviously changed it based on YOUR actions, so why would someone else healing you deactivate it?
You can still tunnel someone out even if they are fully healed. That's why the description doesn't specifically state "if you're being tunneled"... it list conditions that must be followed by you, the person unhooked.
"They obviously changed it based on YOUR actions, so why would someone else healing you deactivate it?"
That's simply not true. They even verbatum stated they changed it so that anything progressing the game and actions that are incapable of being done if you were truly being tunneled are the deactivation condition. "YOUR" actions was never mentioned.
"You can still tunnel someone out even if they are fully healed. That's why the description doesn't specifically state "if you're being tunneled"... it list conditions that must be followed by you, the person unhooked."
No, you cannot, because it is no longer considered tunneling if you had time to stand there and get healed. The killer showing up to the hook an extra entire heal state worth of time later to down you even if you were fully healed is not you being tunneled. You were greedy and stayed. That is the killer capitalizing on that greed.
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It is "your own" action to allow a teammate to fully heal you. It's also still progressing the game as it is resetting pressure and as they have solidified it as an anti-tunnel perk you are in fact not being tunneled if you have time to fully heal.
Don't get me wrong, I like the change and it's current status. I just still think that situation should be added.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2073059#Comment_2073059
First part I agree with. Second part is there to stop trolling survivor team mates from intentionally deactivating your DS and leaving you do get chased.
Getting healed doesn't deactivate it. Being fully healed does. That solves the problem.
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@valvarez4 said:
And today someone said this is not a killers forum to me. Lol
People recognizing issues with killers doesn't de facto make this a killer forum, that is an error in logic.
People can play nothing but survivor and still realize there are bigger issues with killers.
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Yes. If you have time to heal yourself you aren't being tunneled.
I'll take it even further and say if you have time to get healed by someone else you also aren't being tunneled. Should be added to the deactivation.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2060617#Comment_2060617
I'm not avoiding any questions, I cannot give you the answers you are looking for because t's not up to me to decide what's good or bad for the game, I can only give feedback just like you.
Whether or not it's up to you to decide what's good or bad for the game was not the question being asked.
The question was, "Do the devs have play testers for the new killers and are they experienced?". I believe they are referring to an actual team where this is part of their job among other things.
That's a yes or no question the OP and many others were looking for.
They could have phrased things in a nicer way I will agree but the question itself is a genuine and fair question that I think many would like to know. I haven't personally seen this question answered before.
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Not good enough considering it's a hex. If it stays up long enough to actually get decent value out of it I could have just run DH and won the game. You don't see people running DH for the purpose of winning generally. That says it all right there.
I'd rather just run Bamboozle that's nearly just as good and it's not a hex.
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The perk is still one of the best perks in the game.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2054838#Comment_2054838
So if everyone at some point was the obsession, they would be afflicted with the oblivious status effect? Or would it only happen to the last one affected?
Only the last one affected.
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Honestly giving Oblivious to the person that just stunned you or what not feels pretty irrelevant since they are in fact already right in front of you. Instead of Oblivious to them, make it apply Oblivious to the survivor that just lost the Obsession status. IE the previous carrier of the status gains Oblivious for the duration when a new survivor becomes the Obsession.
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I'd like to do something with the Hemorrhage, but to be honest even just removing the cooldown would help the perk a lot. Seems like a reasonable and more importantly easy to make change.
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Survivor: Rank 1
Killer: Rank 1