Blueberry
Blueberry
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Why does Myers use a knife and Billy use a chainsaw?
It's because killers need to be different. We don't want everything being the same.
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Second chance perks are unhealthy for the game so I definitely wouldn't want straight buffs to this perk. Now if we reworked it for something different that would be totally fine.
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This honestly sounds the best option to me.
The perks don't activate until you place it. It lets you pick a good spot but you have to waste the time going there and putting it down. Not to mention the survivors could even watch you to see where you place it now so it adds more counter play as well.
I don't see how this is a bad idea at all. Any good hiding spot is a reasonable place the survivors could find it. If for some reason stacking multiple together is an issue they can simply put a small area around each totems placement where another can't be put there.
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I typically disagree with him on a lot but this was a good video and I agree with it.
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"No wonder Kill rates are high. It's not that killers are getting strong. It's the opposite, Survivors are getting dumb."
These are literally my exact thoughts when playing solo survivor. I'm watching my teams plays and I'm just like what in the world are they doing. Keep in mind this is red rank games too...
This is what makes balancing difficult. They want to keep the game "balanced" for these players that have no idea what they're doing, but then when you finally get a group of competent survivors at rank 1 that take advantage of things that were tuned too high you get ran over.
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@irvman said:
https://forum.deadbydaylight.com/en/discussion/comment/919005#Comment_919005
Dude individual killer rank would be so nice
Same man, it would allow people to have fun on less viable killers since their own rank would be much lower than your mains rank.
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I hate the change as well unless we get individual killer ranks soon for the reasons you've mentioned. All this is going to do is make a lot more high rank killers quit or start intentionally deranking again.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/918764#Comment_918764
https://us.v-cdn.net/6030815/uploads/071/5MBQMS52USXE.png
That's all you gonna get from me. In before you jump on the fact that rank reset was today.
If that's all I'm gonna get then it hasn't shown what you've said.
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@Dryhigh said:
https://forum.deadbydaylight.com/en/discussion/comment/918588#Comment_918588
Any stealth killer it’s buts
Using is it on stealth killers is counter intuitive.
You use it on killers with 1 shots that can take advantage of getting close to use it. Myers just happens to be both.
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"In the build I use The Oni’s Nemesis so I can activate Dark Devotion if I get stunned"
Nemesis doesn't activate Dark Devotion. You need a hit to activate Dark Devotion. Nemesis is activating from a stun or blind. Nemesis is only moving your obsession around for who you need to hit to activate it.
Dark Devotion is a cool idea but it still isn't good enough in my opinion. For having to hit the obsession and let them go to get use of it, the duration needs to be longer. Make it 60 seconds and now we have some potential.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/918759#Comment_918759
Except I do it all the time at rank 1, and even posted a video of me doing it at rank 1. So whatever, i'm not arguing about it anymore.
Link your steam I'll take a look.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/918747#Comment_918747
Ok. What is the counter to tunneling? Someone who isn't being tunneled doing gens. MYC lets you get a slug in addition to being able to tunnel the guy who came off the hook on a multitude of killers who can quickly return to the hook.
Then someone has to save the slug, and it's 3 survivors off gens while you tunnel. As opposed to 3 survivors on gens while you tunnel. It is as simple as that. If you get back too late and lose the person you wanted to tunnel, then you have a backup in the MYC target.
I don't know how to put it any clearer than that.
The only way the scenario you are describing is happening consistently is if you are playing against extremely bad survivors at low ranks. That scenario is not happening against even semi decent players.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/918542#Comment_918542
If you can't see the value in MYC for tunneling I don't know what to say. What else is going to get you totally free slugs while you tunnel someone? You must have missed the part where I said this is typically done with movespeed spirit; who returns to the hook from 32m in less than 3 seconds. It's like a hag if someone triggers your traps, you are effectively already back at the hook the second someone is saved.
I don't think its possible to even get out of the basement before a spirit can be at the top of the stairs from 32m away. It is insane for tunneling. If you don't believe me try it yourself.
"If you can't see the value in MYC for tunneling I don't know what to say."
Tunneling is going after the same guy repeatedly. MYC quite LITERALLY only affects the guy that is rescuing. It's ENTIRE purpose is to encourage you to NOT tunnel. I don't think you understand what the perk actually does. It has zero effect on the person that was saved.
If you are coming back to the hook after being at least 32m away and hitting BOTH people then you are playing against complete potatoes at low ranks. That scenario is not happening against even semi competent survivors.
"You must have missed the part where I said this is typically done with movespeed spirit; who returns to the hook from 32m in less than 3 seconds"
We are talking about tunneling in general and you keep referencing one singular killer. That is not what OP's topic was about.
"It's like a hag if someone triggers your traps, you are effectively already back at the hook the second someone is saved."
Or they just crouch save and she gets nothing.
"I don't think its possible to even get out of the basement before a spirit can be at the top of the stairs from 32m away. It is insane for tunneling. If you don't believe me try it yourself."
Why are we still talking about Spirit? This has nothing to do with what the original topic was about. One killer being "insane for tunneling" has nothing to do with the topic at all.
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I typically will never kill myself and try to buy my team as much time as possible even if I know I'm dead.
That said, if I'm on hook not getting saved and I see the team being useless IE crouching around on the complete opposite side of the map from the killer I'm out.
I don't mind reaching two phases from one hook as long as my team is pounding gens and doing something useful.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/917470#Comment_917470
Make your choice is the best tunneling perk in the entire game. It gives you a reason to go straight back to the hook, every time. From there you don't have to pick which target to hit. You can slug the savior, and go back to tunneling; or you can slug the unhooked survivor and then go after the savior.
MYC makes the rescuer able to be one shot, not the person being saved. If you are going back to the hook to hit the person rescuing, that is camping, that is not tunneling. Even then, that is a very loose interpretation of camping since you are going at least 32 meters away which most people wouldn't even consider proxy camping.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/917347#Comment_917347
Tell me how often is it every single game that someone has DS, and tell me this, if you're so bothered, why don't you run a anti DS build? As in slug after hook.
I would say at least 75% of my games are 4 DS's with the remaining being 2 or 3.
There is no anti DS build. The only counter to DS is slugging and slugging is an extremely high risk play of which in this case you aren't even getting to pick when you do it or having the option of if you want to take the risk at all, it's being forced on you.
If you played killer at red rank you would understand what I'm talking about, this isn't an issue at low ranks.
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@AvisDeene said:
So, what can the Devs do for killers to even put the matches a bit more?
Ranked and Unranked queue's are the only real option in my opinion.
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SWF is way, way more than just a 5th perk. You could push it to around 8-10 perks.
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Imo it's not even remotely close, killer is vastly more stressful. I actually find survivor pretty relaxing and that's entirely solo.
Against good survivors you get 1 mistake and you're done. As survivor you get so many second chances that you and your team has to mess up a lot to lose.
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So you know, you're complaining about Doctor changes that literally haven't even happened yet.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/917347#Comment_917347
Spirit is probably the best tunneler in the game, borderline ignoring DS in the hands of a skilled player. I can go into a match and focus people down 1 by 1, straight through DS/BT, and still win. She could eat all 4 DS's and still be totally fine.
Make your choice specifically, lets you tunnel incredibly hard on her. Just toss on some movespeed add-ons and sit at 32m from the hook, and phase back the second they get unhooked. Depending on the hook, it might actually be impossible for the unhooker to break LOS before you get back.
Then you either get a 1 shot on the savoir, or get the injured person, just depending on who is closest when you come out of phase. Combined with pop goes the weasel you can pressure nearby gens as well while still camping out waiting for an unhook.
'Spirit is probably the best tunneler in the game, borderline ignoring DS in the hands of a skilled player. I can go into a match and focus people down 1 by 1, straight through DS/BT, and still win. She could eat all 4 DS's and still be totally fine."
Can we get off the Spirit talk? I am not referring to Spirit whatsoever in what I'm talking about in this conversation. It's also terrible to balance around 1 killer. Old Nurse was godlike and could deal with anything. Does that mean old DS was totally fine because just she could handle it? No, clearly not.
'Make your choice specifically, lets you tunnel incredibly hard on her."
No, make your choice is literally the complete opposite of tunneling. It gives you a reason to target the rescuer instead of the rescued.
Why is your entire post about Spirit? I've said nothing about Spirit at all and Spirit has nothing to do with this posts conversation.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/917361#Comment_917361
Yeah. I feel like it's going to become a bit of a mess. I hope it has something to do with/is a step towards implementing the new ranking system that the developers talked about at the 3rd anniversary. Namely, introducing individual ranking systems for each killer (e.g. trapper competes with other trappers, billy - with other billies, etc.), which should, in theory, come alongside a rework of the survivor ranking system
That is exactly what I'm hoping for. While individual killer ranks does have its flaws, I think it would fix more problems than it would cause.
I used to look forward to rank reset to get to have fun with the less viable killers and now that isn't ever going to happen again. Individual killer ranks would fix that. I think this is something a lot of killers look forward to as well and without having it I feel it is going to cause a lot more killer burn out if they don't.
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Also, there were quite a few other issues with that data they had to add.
The kill rate isn't good for determining balance as it is including a multitude of factors like NOED, survivors trolling after exit gates are open, hook swarming after exit gates are open because they've already won and don't care, suicides on hook, were they just camped to death and died on first hook, among many others including the rank points you introduced.
The reason I include all these is because even though they resulted in kills, those kills are not indicative of "balance". Yes they mention how they don't solely use the kill stats for balancing, but since they're going for a 2 kill balance that seems "slightly" misleading. Also, presenting them to the public like this with all those flaws is going to cause these "misconceptions" even further.
Not to mention as we saw in previous graphs, the stats of red rank games is very different from rank 1 games so that should be separated for more accuracy.
All in all with so many issues affecting these "kill rate" stats, we really should be shown "pip rates" for these games as well because even though it has its own flaws, it would be much more accurate for showing killer strength than kills are as pip rates would knock out a little of the outlying issues I mentioned above. IE filtering out a 4k from NOED that's a black pip, especially since the pipping system is their actually ranking system not the kills for determining how well they played.
We still have all the killers that haven't had their pipping issues fixed like Plague and killers with 1 shots, but still a better system for determining balance.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/917292#Comment_917292
At first yes, however, going forward (i.e. after a couple of rank resets) the majority of the player base will be at red or purple ranks, meaning that as killer you'll still face red ranks survivors, but there will be many more potatoes at those ranks that there currently are. Great for queue times at higher rank, bad for killers who fell victim to ranking up above their skill level, as the skill of their opponents will vary quite inconsistently (i think)
True but now you'll have excess survivors at those ranks hence making them trickle down to lower rank killers. I suppose in the grand scheme of things though, that excess high ranks aren't really "high ranks".
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/917283#Comment_917283
You play Spirit? correct? And you tell me if you get DS'd you lose? You can't eat the stun and almost instantly get them right after?
Okay, now I know you're joking.
4 DS stuns, yeah. Anyone who plays killer at red ranks would agree with that. I also am not referring to Spirit specifically at all.
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All very valid problems except the Pig trap one.
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The lack of killers and the rank reset changes they just did has left lower rank killers getting put into those higher rank games unfortunately.
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I feel like this just has to happen now.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/917264#Comment_917264
I play in red ranks and killers do just fine.
Dunno what you mean.
You definitely do not play killer at red ranks with your recommendation to eat the DS's. If you played killer at red ranks you would know how not accurate that statement is.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/917239#Comment_917239
In your world maybe.
In the world of rank 1 games against good players. This may not be an issue for you at low ranks but that isn't what we're talking about.
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@Johnny_XMan said:
Or you know... DO tunnel and get the effect of what the perk does. Your choice.
And that is how you lose the game entirely.
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@jokerdude23_ said:
https://forum.deadbydaylight.com/en/discussion/comment/917215#Comment_917215
Ghostface: Exist
Spine chill and 360 camera: Imma bout to end this man's whole career
Yeah, I was gonna mention Spinechill as well but I left it out since he was specifically referring to at loops with him.
Ghostface as well as most the other stealth killers all running the "hit and run" build now is why I've been running Spinechill. It's literally a complete hard counter to them and even just decent against the non stealth killers.
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You have third person view, that is quite literally the counter to the situation you are describing.
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@FruityMemes said:
https://forum.deadbydaylight.com/en/discussion/comment/914308#Comment_914308
In fairness it is just an add-on the killer shouldn't be handed the win for using an add-on. Aura reading is already very strong and hitting survivors give a significant amount of blood so you just gotta be an m1 killer for a bit before using the power
Nothing I've said implied it should hand him a win for using it. Just because I want an ultra rare that is strong doesn't mean OP. I think you're downplaying how much of a negative relying on your M1's for getting your power is. Against a good rank 1 team you may lose 3-4 gen before that happens even once.
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/916358#Comment_916358
The roar is in the charge up ambush for a reason.
And it makes it garbage, it needs to be moved.
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I'm gonna assume this is bait.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/916467#Comment_916467
well if you use her dash when you sneak up on someone then yes early roar is telling surv youre charging but A you should be close enough, B you can stand up and hit survivor instead, and thats what i call "play more certain killer and git gut at it"
1 survs already have strong urge to take hat off they dont need more of that
2 dont ruin fun things xd (devs destroyed enough ingame memes)
3 i know what you mean but devs loves word consistency so they wont do that
4 "they give up pressure in early" and you forgot to add: to get free kills in lategame xd you still can play lategame pig on last gen if you know how to manage generators as pig, there is reason why devs made that change and i fully agree with that, "late game" pig (if that change wouldnt happen) would be as "fun" as 5 totem old prayer beads spirit. And dont make here talk just cleanse 5 totems as soloQ player on inside map vs just wait 60sec for DS 4Head.
5 i know they wont be impossible but smaller skill checks will hit hard on newbies and be pretty much ignored by survs with 300h+ and traps are already hard to manage for newbies, dont make it even harder for them
She isnt weak, she is solid high midtier killer and if you think different you should watch Scorpionz or Tofu or someone else that know how to play pig (without ruin) but Scorpionz is pretty much best at it.
I disagree on most these points. I play her regularly at rank 1 with the same hours played as the guys you're mentioning. I just think you over estimate her strength.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/916358#Comment_916358
im maining pig so let me comment that
about 1st ppl will do gens and instead of slowing down game it will promote smashings gens (from surv side to see boxes) and tunneling trap (from killers side)
about 2nd i like to spam roar while crouched thats so funny you can kinda talk with survivors via roar and 1, 2. Her roar spam was already nerfed because of dedicated servers
3 i would like to see that, but making POV outside of killer isnt that good
4 NO!!!!!!!! dont feed those noed pig gamers xd for long long time pig had terrible opinion because of those guys (even now ppl tunnel only trapped survivors) imagine EGC with fresh active trap, are you sane? traps are meant to slow down game not to give noed pig free kills
5 rly skillchecks? you want to punish baby survivors?
what i would change:
1 1 trap more (5 instead of 4)
2 change add ons so there is more add ons that supports crouch (GF has add ons to crouch faster)
pig is in rly good shape atm and ppl that dont want to acknowledge that never tried to have fun with her crouch, dash. Not every killer have to be equally strong and unfun to play against as spirit (because most of those changes that makes survivors die much more often to traps, and thats not the point of traps)
"about 1st ppl will do gens and instead of slowing down game it will promote smashings gens (from surv side to see boxes) and tunneling trap (from killers side)"
I don't think it promotes tunneling at all but it does actually put more urgency on the survivor to get the trap off. This sounds good to me.
"about 2nd i like to spam roar while crouched thats so funny you can kinda talk with survivors via roar and 1, 2. Her roar spam was already nerfed because of dedicated servers"
I mean that is funny, but the roar is like the #1 change she needs if nothing else. It IS what ruins her ambushes viability.
"3 i would like to see that, but making POV outside of killer isnt that good"
That isn't what I'm implying, simply higher view point so you aren't looking through the grass but above it.
"4 NO!!!!!!!! dont feed those noed pig gamers xd for long long time pig had terrible opinion because of those guys (even now ppl tunnel only trapped survivors) imagine EGC with fresh active trap, are you sane? traps are meant to slow down game not to give noed pig free kills"
If they do that they aren't using them all game and giving up a lot of pressure. I don't want an entire killer balanced around NOED, that doesn't sound like good design. Even so, they can just know to cleanse totems against Pigs.
"5 rly skillchecks? you want to punish baby survivors?"
I didn't say impossible skill checks, just slightly harder. Skill checks right now are a joke with how easy they are. They literally serve no purpose on the boxes right now other than extra blood points for landing them.
Both your changes would be nice but they address none of the issues that are holding Pig back right now. Pig is definitely not in good shape, she is quite weak.
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- Rule Set 2 base kit
- Move the roar on her charge to when it lands
- Raise her view point while crouched
- Revert the trap changes at end game
- Make skill checks on her boxes much harder
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/915907#Comment_915907
This would actually be a really good idea. I just fear it would be too good when stacking with Ruin. I get that you can go look for and try to find the totem, but sometimes it's hidden in a really good spot, and generator progress would just stall like crazy in that case, hurting all kind of survivor teams except maybe the best of the best.
Maybe it lasts until either a gen is completed OR a lit hex totem is broken? This would either make it end much easier or prevent you from stacking both.
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I was kinda advocating for something similar to where it lasted until 1 gen was completed. This would make it a pseudo early game 3 gen strat. This would also remove the issue you referred to where good teams just wait it out while doing nothing and you wasted a perk slot.
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Huntress 100%
Highest skill cap killer in the game imo.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/915873#Comment_915873
It wouldn't change much for killer but as survivor I would like it if taking hits had an impact. too many times has the wiggle bar been 95+%. Maybe just .1 of a meter would be nice
Hmm. Losing a hook is like taking DS and that's pretty extreme so I wouldn't say that wouldn't change much for the killer at all. That's quite significant. If it's 95% what about using Breakout?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/915863#Comment_915863
Maybe slightly too close?
What makes you want them further apart?
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I actually feel like the hook spreads are pretty great. Not too far, but not too close.
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/915696#Comment_915696
I don't think that's even Ormond's biggest problem, it's just FILLED with safe tiles. Like the entire map is a clutter of safe pallets, it's nuts.
That's true as well.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/915750#Comment_915750
I main GF and although Ormond is a bad map for me it's not impossible at all.
Never said it was impossible.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/915696#Comment_915696
Ormond may be large but I haven't had problems maintaining pressure. I think it is in a good spot and there are many other maps to balance, like you said Red Forest
I'm referring to killers without mobility.
Red Forest is worse though.
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This one and the Red Forest maps both need to be shrunk down badly like the swamps got. They are way too large to hold pressure on a lot of killers.
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@pemberley said:
I think people shouldn’t put such heavy stock into what streamers say and form their own opinions and thoughts first. There’s such a creepy undercurrent of people just repeating and following what streamers say like mindless sheep and following what they do like some weird cult. Like seriously, Otz or Tru3 says something and then mysteriously everyone else starts repeating it. Or like in Otz’s case, he just smiles and laughs and people go “uwu marry me Otzichan uwu!”
These are just regular people playing in front of a screen, they don’t have some magical authority because they play to an audience and they might be good at the game.
People aren't valuing their opinions because they're streamers, they are valuing their opinions because they have put vastly more hours into the game at the top tiers than the majority of the player base which leads them to having a much more experienced opinion than most.