Blueberry
Blueberry
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High B
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When sounds finally get fixed, Spirit for best. Until then, Billy.
Worst I'd say Legion.
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TLDR: Thrilling Tremors needs its cooldown removed. I agree.
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I personally would say Spirit...if sounds weren't messed up...still.
I also don't think Nurse is what she used to be.
So possibly Billy..at this current moment anyway.
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Killers lose and then get told they just weren't pressuring gens. Then they pressure gens by slugging and the survivors complain about slugging. Slugging is the only real way the killer has even a chance of applying the appropriate pressure to slow the gens down. It's a lose/lose scenario.
Killers don't want to slug but the devs force it with so many badly balanced maps.
As a survivor I don't mind being slugged. I don't get why people hate slugging, there's no difference between you sitting on a hook and laying on the ground. At least laying on the ground you have something to do (crawling and recovering) and you may even get picked up without costing you a hook at all! The hate for slugging is irrational.
Not to mention the multiple perks available to counter slugging anyway.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1055700#Comment_1055700
https://forum.deadbydaylight.com/en/discussion/comment/1055706#Comment_1055706
Okay so let’s be honest here, 3-4 man SWF are common maybe... but these death squads people talk about that optimally hammer out gens, body block, use BT and DS perfectly, etc are very rare.
What happens more often is people losing and deciding that the team was super sweaty optimal SWF. When in reality they aren’t as good as they think or had a couple missed opportunities that cost them momentum.
I say this because I used to do the same, I NEVER lost a fair game it was always busted perks, addons and sweaty SWF. Then I started paying attention to my gameplay and realized I wasted time on chases, lost mind games, and other mistakes.
"Okay so let’s be honest here, 3-4 man SWF are common maybe... but these death squads people talk about that optimally hammer out gens, body block, use BT and DS perfectly, etc are very rare."
You don't have to be a 4man SWF death squad to rick roll killers at rank 1. Even just a decent 4 SWF group that is semi competent can fit the critera with how lop sided maps are.
"What happens more often is people losing and deciding that the team was super sweaty optimal SWF. When in reality they aren’t as good as they think or had a couple missed opportunities that cost them momentum."
When you say "more often" what are you basing this on? Do you have a video compilation or are you assuming?
"I say this because I used to do the same, I NEVER lost a fair game it was always busted perks, addons and sweaty SWF. Then I started paying attention to my gameplay and realized I wasted time on chases, lost mind games, and other mistakes."
I rewatch my games against those groups and look at all my games as even an entirely solo survivor where the killer got destroyed regardless of ending chases extremely fast. They lose to us random solo's a lot because we were simply efficient in holding M1 on gens, not because they got outplayed a lot. 30 second chases sure, that's costing you, but if most chases are sub 15 seconds and they're still getting destroyed there's an issue.
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The doors should not be further apart.
If the game gets to that point the survivor already had multiple second chances, on top of second chances, on top of second chances.
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We don't need more killers that are the same, we need less. I don't think that is the issue with balance.
Killer mobility is a bandaid fix for the real problem which is map design.
We need maps fixed.
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I'd say Billy.
Every single Billy match is the same slug fest with IF. That tends to cause a lot of DC's.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1055768#Comment_1055768
"I don't think anyone minds losing when they played bad because then it encourages them to learn and get better."
They did not hit the great skill checks, they did not find the ruin, they played badly and instead of learning and getting better it was requested to be changed and that demand was so great the devs agreed.
Oh well that's because the survivor side has been coddled for so long there's a lot of entitlement built up that has to be weened down over time. The bandaid has to be ripped off at some point.
I was speaking more in generalities than specifically to DBD.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1055742#Comment_1055742
the recently reworked ruin seems to beg to differ.
I disagree. Elaborate.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1055729#Comment_1055729
Yes and I get that, but that is kinda not something that can be adressed, if a team is super sweaty try harding to "win" you gotta take your 1 - 2 kills, heck 2 kills and 2 deaths is kinda what behavior intended anyway.
Hook 1 survivor and camp them I guess, or proxy camp, run NoeD for extra powarrrr, there are ways to sorta mitigate this a bit.
The problem is just that if you were to adjust anything so you as a killer could do well against such an optimal squad, then every other squad, every sub optimal squad which make up 99.9% of the game, would not stand a chance.
"The problem is just that if you were to adjust anything so you as a killer could do well against such an optimal squad, then every other squad, every sub optimal squad which make up 99.9% of the game, would not stand a chance."
The difference here is that they would be losing because of playing bad. The alternative we have now is losing because of poor balance.
One is losing because of something in your control and the other is not.
I don't think anyone minds losing when they played bad because then it encourages them to learn and get better.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1055717#Comment_1055717
this game just gets so frustrating sometimes and ya losing is suppose to happen but that’s not losing that’s game imbalance I wanna lose to people that outplay me that win because I messed up not because gens are to fast
"I wanna lose to people that outplay me that win because I messed up not because gens are to fast"
This is my biggest gripe as well and quite infuriating. I want to lose from getting outplayed as well, but instead right now we have games where you win every chase <15 seconds and still lose just because gens are too fast. It feels cheated. You also get the tbags and flashlight flicks on top of it mocking you in a game you lost that should have been won and they did nothing but hold M1 efficiently.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1055710#Comment_1055710
i take the stats with a grain of salt lol
I take them with more than a grain of salt lol. There are many, many flaws in a lot of the stats we were given.
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@kreeper124 said:
https://forum.deadbydaylight.com/en/discussion/comment/1055700#Comment_1055700
Especially on console. It's like 70-80% of my matches
I can only speak for PC myself but I check the players in all my lobbies and the SWF groups are much more common than their stats say.
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Put the stun from his power ending down to 2 seconds.
Deep Wounds also applies Oblivious.
FF on an injured target that doesn't have Deep Wounds causes double the Mend time.
M1 attacks don't reduce his power bar.
Make his TR 24 at base.
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As rare as people like to say these groups are, they come up pretty often at rank 1.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1054990#Comment_1054990
Ah, yes, the doctor rework, such a survivor slanted change.
I never mentioned Doctor and it has nothing to do with Doctor at all.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1054934#Comment_1054934
You people still have this mentality? A single nerf to a perk and now the game is "slanted towards the survivors side"?
It has nothing to do with a single nerf to a perk at all. It also isn't "now" slanted, it always has been.
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The most frustrating thing is losing a game with most chases being <15 seconds. You end up feeling like you never got outplayed but simply lost because gens were too fast. You feel cheated.
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Just because someone posts something in favor of killers doesn't make them a "killer main". Someone can primarily play survivor but still be observant enough to realize things killers need.
The game is quite slanted in favor of survivors so it would stand to expect in light of this, that there would be more voices in favor towards the other side in trying to balance it out.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1053886#Comment_1053886
It was almost done, not 99.99%, to be fair. I'd say I maybe dumped 70 seconds into it or so? Anywho, by the time I lost the chase, got hooked, then got unhooked and ran back, it was fully regressed.
So you were gone from it for almost 2 and a half minutes? With hook times that means the killer either already lost the game because he was chasing you to get that hook for a LONG time or you were left on that hook for well more than one stage and took quite a while to head back to that gen. That seems to be a highly abnormal scenario from most games.
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Needs his Boneclapper at base more than anything.
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Most killers need buffs. A few need reworks.
Maps are the biggest issue though.
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As killer you get about 1 hard mistake and you've lost the whole game, you don't get second chances. Meanwhile on survivor you can have a very rough understanding how the game even works and still win with many, many mistakes because survivors have multiple second chances stacked on top of each other. You don't have to be good at looping to win, you just have to have a team that doesn't waste time and knows how to hold M1. All the pressure is on the killer when it should be on the survivors.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1052006#Comment_1052006
I have never ever seen or experienced a match where all chases end within 15 seconds and survivors still manage to repair all generators. But I do get your point with big maps, some are simply too big for killers to apply enough map pressure. Though I'm pretty sure it does not take any killer 40 seconds to walk from one side of the map to the other side.
It was already timed in a video ScottJund did I believe.
That said, even if we were nice about it and said 20 seconds..x4 survivors. That is still insane.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1052012#Comment_1052012
Tbh how the op described it, it is neither a buff nor a nerf. It will only make survivors unhook more savely.
Doesn't seem like it would make much difference either way.
I'd rather BT transfer the hit from the rescued to the rescuer that is running it. This preserves it as a way to prevent the person being unhooked from getting tunneled but also asks the person rescuing to make a smart save and the perk comes with a cost. Currently it's a free game swinging effect with zero cost and asks nothing of the survivor.
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BT needs a nerf, not a buff. It''s already one of the strongest perks in the game.
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@Hamtroll said:
SWF is a huge factor in genrushing, especially when you hit the full red rank SWF's rocking 4x second chance perks each and a key + toolboxes.
You can't slug, you can't tunnel, if 3 gens get done you lose the game, so your only option is to try and 12 hook, or 1 hook them all. But good luck 12 hooking on a map like Badham where there is a safe pallet every 5 feet.
Add in perfect communication ("he's on me guys, do gens!") and it's super hard to put them down without a mori if they are even somewhat decent at looping.
Maps like coldwind have so many pallets you don't even need to loop, you can just camp every pallet and still do totally fine if you are in a SWF.
+1 This.
You even get this with competent solos as well though.
You can have chases all <15 seconds and still lose just because gens are too fast. People like to say slug for pressure, but that's easier said than done when many maps are way too large to be able to properly pressure for most killers and you have x4 Unbreakables, BT's, DH and DS. All the x4 meta perks that get stacked are all second chance perks that block the killer from pressuring.
Just the freaking time it takes to walk from one side of the map to the other for most killers is half an entire gens time for ONE survivor. This isn't a new revelation though, people have posted the math for killer objectives compared to survivors ad nauseum on these forums already to no prevail.
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No killer is even close to OP with current map design.
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The problem with it is the timer being too short to matter and the fact that once they realize you have it they are never using lockers again. Sure..now your BBQ works more often...but you're really wasting a second perk slot just to make another perk function almost as well as it's supposed to in the first place...pretty bad.
I'd rather a different effect than the Exposed so that you can get repeated value out of it as they won't know you're using it. Maybe upon leaving the locker you just see their aura for 15 seconds or every time a survivor enters a locker you gain Undetectable for the duration they remain in the locker.
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Typically the only people that tbag and flashlight flick are the people who play nothing but survivor and just have no idea.
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I think your premise of people hating NOED because it's unbalanced isn't right at concept. I think the reason most people hate NOED has absolutely nothing to do with it being fair or not. Most people believe it is a fair perk, myself included. There are plenty of counters available.
The reason most people hate NOED is because it rewards you for survivors being lazy, not because you did anything skillful. For example, I'd prefer NOED re-activate a gen if they didn't do all the totems. Then it counters "gen rushing" and ignoring totems, but it does so by giving me more time to make skillful plays instead of just handing them to me. It gives undeserved kills in its current form.
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Lightweight and Self Care are the only bad ones bringing it down. I'd only recommend Self Care to a new player that's still learning the game and Lightweight just isn't very good.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/1051018#Comment_1051018
I simply despise Autohaven, i just don't know why.
Yeah there's nothing interesting about them at all.
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NOED and DS
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The Autohaven maps.
They are literally nothing but a giant field of pallets.
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Obviously a highly subjective answer from person to person, but for me personally I don't think someone has a real grasp and understanding of the game until at least 1,000+ hours with rank 1 on both sides.
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Tbh playing on survivor I was totally fine with even his 360 radius from PTB.
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We still have 1 more chapter on the previous road map, so as soon as we get this next chapter we will have a new road map coming.
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Not that I think NOED should exist at all, but your reasoning isn't very valid as there are multiple counters for totems including perks and maps.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1047956#Comment_1047956
If I calculated it right, it would cost 108,000 iridescent shards to unlock all the non-licensed DLC characters (12 characters at 9k shards each). How many hours would it take to grind for that? Do you think most people grind out shards, or just buy the DLCs with money?
That's 4 years worth of content...of course it's going to be a lot. Any game on the market is gonna charge you a lot for 4 years worth of its content, that isn't new.
I think a good chunk of the community does buy them with shards. There will always be some that would rather spend money though.
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When most of the chapters can be purchased through game time they need some way to make money. It seems reasonable to me.
Most the cosmetics can even be purchased through game time as well.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1047789#Comment_1047789
Why is it good on Demopuppy? It doesn't affect his charge up attack.
You basically never M1 your Obsession unless you absolutely have to, you always Shred them. This way you stay at max 8 stacks the entire game.
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STBFL is S+ on Demo. Can't bring myself to ever sub it out.
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Huntress and Spirit
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@PatchNoir said:
https://forum.deadbydaylight.com/en/discussion/comment/1047459#Comment_1047459
Agree i answered that the only horror this game have is jumpscare from stealth killers( not wraith), the psychological fear should be more worked on the oni and the demogorgon footstep really mess up your mind at the beggining but know that fear passed and they need this kind of fear but like full match you know.
Right now we have a bunch of possibilities to bully killers, and they are not treathening enough to give a real fear like a horror game should do.
Pretty much!
Weak killers aren't scary and they keep giving more information to survivors which leads to less fear when you always know what's going on. I also think the games ambiance needs a lot of work as well though.
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The rest the outfit looks good, it's just the face that looks all messed up.
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I put that I'm mainly wanting it to be a competitive horror game. I think their current scare factor is quite low.
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He's very annoying to play against while also being garbage tier.
He needs a complete rework. Deep Wounds is laughable.