CashelP14
CashelP14
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1407621#Comment_1407621
Leatherface OP please nerf
Pyramid head and Billy nerfed into the ground, literally unplayable
I don't give a flying F about them lol
The add-ons will be the big difference but we'll see what happens.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1407595#Comment_1407595
He's still slowed (not sure if it's still exactly 86%), although his speed after he starts chainsawing is faster than before so you end up closing that gap quicker. You also chainsaw for way longer so you don't have to be as close to them before raising the chainsaw.
Ok just wanted to know for muscle memory reasons. I was extremely worried (still am with add-ons tbh) but the base kit change seems good. The charge mechanic won't affect me too much since I normally run PWYF + Nemesis.
Does this mean his cooldown for only using one charge decreased compared to the current one? Nothing worse than downing someone and having to wait till the attack ends.
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@Aven_Fallen said:
The forums will be full of tears until everyone realized that they are not that bad. Of course there will be the usual "Leatherface is OP now" Threads.
Leatherface S tier now!!
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1406702#Comment_1406702
Imagine if he gets nerfed..
Look at the developer notes. I think our boi needs to go to High A tier lol all depends on the add-ons.
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@Peanits said:
It's pretty much just a straight buff. The only thing I can think of that's actually worse than before is holding your chainsaw for obscene amounts of time (a.k.a. facecamping with the chainsaw revved).
Can I ask if his speed with the chainsaw revved fully still goes down to 86%?
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From what I've seen this looks like a buff. I hate having my power cucked when the bar looks full. Add-ons will be very interesting but I can't say much till I've played as him.
It fixes face camping which is excellent though
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1407127#Comment_1407127
Why does everyone always act like using ebony moris is something the devs object to?
Oh they don't object to it. But it will make the games less fun which is deserved if they kill Bubba. He is A tier now, don't ruin him please.
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I remember people saying this would only happen the one time with Konami. I said they would possibly do it on other licenses. However I didn't expect them to do it for a original skin..
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Because at rank 1 it's still pretty easy. Unless you get a terrible map and a really really smart team you should get at least 2 kills.
This is coming from someone who plays as Bubba, Legion and Demogorgan mainly.
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@Madjura said:
The description of that add-on is incomplete actually.
Here is the missing part:
- This effect does not trigger if you are playing against SWF.
Knock Out is terrible because it has a high chance of doing nothing, that is if you play against SWF. Same thing in the case of Empathy, Bond, Blood Pact, Better Together or Aftercare and maybe other effects that I am missing.
Easy fix for both Knock Out and this add-on; add one of these effects to them:
- Crawling speed is reduced
- Crawling is disabled
- Self-recovery speed when downed is reduced
- Can't be healed / recover for X seconds after being downed
Adding a secondary effect to them solves that problem and makes them potentially worth using.
As they are right now both the add-on and Knock Out are not worth running. There are too many ways to make them completely useless and the effect is not strong enough to justify that. Instead of using a perk or add-on that has a high chance of doing nothing you should just run a perk or add-on that always does something useful.
If this add-on just did a few extra things then it would be better.
Hide the survivors down icon from the other survivors HUDS. It also needs to hide the scream the survivor makes also. This makes the add-on actually more tactical and could maybe make the add-on somewhat interesting.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1406702#Comment_1406702
Imagine if he gets nerfed..
If he does we need to use every single Ebony Mori in every single game we can. We need to show them they can't hurt out Bubba.
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No not at all.
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DerekLovesPotatos45
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@Maperson said:
Lets hope he gets some buff besides add-ons
I think they're going to hurt our Bubba. They don't want him to be an A tier killer 😥
@Seanzu said:
I'll bet there is more to this than just add-ons being changed.
With a killer like Bubba who is supposedly a weak killer, they normally change their base kit also. Any killer who's base kit is changed normally is given their own unique chase music. So this makes me wonder..
Can the devs give him different chase music without talking to the license holder? If they did talk to the license holder then does that mean that he will get new cosmetics?
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Bubba is better than Myers. As long as he has his perks then he's better.
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Normally I reply to all these individually but seeing 23 notifications is too much lol it is literally knockout on a killer who has knockout as their teachable perk. Genuinely worried after seeing this what they've done to my Bubba..
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1403670#Comment_1403670
For myself I've had fun using Freddy with Dark Devotion, Distressing, Infectious Fright, and Barbecue and Chili and using pallet add-ons.
Actually had someone get salty at me for the IF / BBQ combo despite, y'know, Freddy. But honestly I use IF less for tracking and more for the laugh of actually getting it to work.
That's good to hear lad. Meme builds are just fun and getting salt for that makes it even funnier lol
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As someone who has played a lot of PH he's not trash now. He's only trash for trash players now.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404781#Comment_1404781
absolutely never happened to me in 8 damn hours, if it happened once I wouldn't call for a complete nerf of a killer just because of that 1 bad experience.
It's not a complete nerf don't exaggerate lol
What if you played more than 8 hours and when the killer was released nearly every PH game went the way of him camping.
Now I've had games where a survivor has farmed someone out of the cage in my face before. I lose this pressure but I'd rather that than giving camping killers an easy tool to do it.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404571#Comment_1404571
Knowing where the survivor is unhooked is still info, it's especially valuable since survivors due to soundbugs cannot be found without luck if they're not injured due to breathing and footsteps being bugged once again, I had many situations where I caged a survivor, went looking for others, didn't find any and then only had the option to go for the unhooked one. It also tells you which gen is PROBABLY being worked on if you have other survivors to chase.
I'd prefer the problems you've stated than face a Pyramid Head who just camps my cage.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404354#Comment_1404354
If you think it will not affect you then I have bad news for you.
What bad news.. are they buffing Hag?!?!?!
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It was an excellent well needed change. I've played over 80 games as PH (no joke) and he needed the change. It won't affect me playing as him but it will affect tunnelers and campers which is excellent.
Btw why do moris still work with cages?
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@Zaitsev said:
This is pretty much the most fair version of DS that can exist imo. Let me know
1. Only lasts 30 seconds at Rank 3, but never goes down during a chase.
2. Deactivates upon repairing a generator, entering a locker or being fully healed.
3. Only one DS is active at a time.
Moonwalking with a mori will counter this unfortunately mate.
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Very good changes 👍 though I would like to know how close the killer can be before it despawns. Just incase it is still abusable.
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You know the way people say "how can 2020 get any worse?" but we know it will. This same saying can be applied to dbd.
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Legion is fun to face. Nothing is better than making a Legion miss their ability.
Also Hag should be below the tier, below the current bottom tier. She isn't fun to face and usually ends up placing all 10 traps around the hook if she plays bad.
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No. Survivors wait long enough for lobbies on certain consoles. No need to encourage lobby dodging, full sweat builds or tunnel moris.
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Don't take it so seriously. The game becomes stressful if you let it. I'd suggest running meme builds since if you win, your a god. If you lose, then it's not a try hard build.
One that I love is Brutal Strength, Lightborn, Fire Up and Franklin's Demise. If you see multiple flashlights in a lobby this build is extremely fun. This messes up flashlight users muscle memory and will just be annoying for them.
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If they say yes then everyone will speculate the next chapter is Fnaf. If they say no then people will speculate it's not. That's the problem with this discussion.
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I personally run Ruin, Pop, BBQ and Discordance. Discordance helps me find survivors early and BBQ is brilliant for points.
Now running Pop and Ruin seems a bit weird. Ruin on Legion is excellent but when it's destroyed at the beginning of the game it's horrible. So I use Pop as my back up, just in case. Legion is one of the killers who I think does fine this way. This build for me has worked excellent when I play Legion.
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I always love the rift but you are correct that the charms are mostly useless. People only use the tier 70 or archive charms anyway. It's been a while since we did the rift survey so I'd hope the next rift has a lot better rewards.
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@Yeebud said:
https://forum.deadbydaylight.com/en/discussion/comment/1403341#Comment_1403341
Kill? I thought you just had to hook the survivor 25 times. (Dwight, Claud, Meg, whoevers face the last mask is)
Jake
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1401865#Comment_1401865
Ah, we have different issues when it comes to SWF. If an SWF has just as much chance to fall for an Insidious Bubba trap as does a group of intelligent solo players, then in that situation, SWF is balanced (for example).
I'm a solo survivor player, so I fully understand that situation of "wt* are they doing?", but sometimes I get really good other survivors and I manage to not be a potato myself, and I consider that to be perfectly fine.
I don't consider SWF without comms as an issue in the slightest. If people want to play the game with their friends, great! Go for it! But my issue comes when I know my position and intentions are being relayed to other survivors as I'm trying to juggle chases with mutliple survivors on a map such as Hawkins.
I recently faced Paulie Esther and his crew, and as soon as I saw them in the lobby, I had to change my entire plan, because I knew that whatever fun thing I was trying to do with Hag and Granma's Heart was not going to work because comms would ping me like a beacon. I ended up switching to Billy and equipping Caulrophobia, Huntress Lullaby, Unnerving Presence, and Overcharge just because I knew that the instant I got more than one survivor downed and picked up someone else to hook him/her, the rest of the survivors would be swarming the downed person and reducing my pressure instantly because that's what most SWF players do when given the chance.
If I know it's an SWF before the game starts and I have time to change my build, then I'm going to manage to make do with the annoyance, but when a game starts and I've planned for a spooky game where I reduce as much information from solo survivors as possible but it's SWF, then I have a big problem.
The one time I've gotten added enjoyment out of facing an SWF group was recently on Grim Pantry when I equipped Devour Hope and managed to kill all but one. In the post-game chat, I was informed that the survivor hadn't known what Devour Hope did and had looked it up mid-match. They had been wondering, "Does this one-shot effect go away?" One player came back with the full perk info just as I had gotten my fifth stack, and it was then that they had all apparently gone, "Oh, s***" . It was amusing, and made my experience that much better.
I would actually prefer to face a hearty SWF group without comms than an assortment of solo players. To me, it would make using Third Seal or something of the sort that much more exciting.
This is not meant to disregard your opinion in any way; I just wanted to further clarify my position on the nature and issues of SWF.
I think the reason you don't consider a swf without comms an issue is because you just assume every swf team uses comms. The good swf teams will probably bring perks to tell when someone is getting chases or arrange for the best looper to get chased. While this is happening the rest rush gens.
How are his swf? I've saw him play and I didn't think they seemed like a good swf tbh.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1401884#Comment_1401884
Trapper, Demogorgon, Legion, Deathslinger, Ghostface and Wraith.
Trapper definitely is but not Demo, Legion and Deathslinger.
Demogorgans best add-ons are grey but I wouldn't say he's dependent. Legion isn't either imo. Deathslinger I wouldn't say is either tbh.
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I'd like to ask who you consider add-on dependent. Ghostface and Wraith are the only two I think of.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1399883#Comment_1399883
https://forum.deadbydaylight.com/en/discussion/comment/1398379#Comment_1398379
So, I agree with the OP, considering that I've also made posts about this topic, and I thought I should do my best to perhaps give you a logical argument convincing enough to change your mind.
Briefly, the issues that arise with SWF are due to communications otherwise impossible between survivors. There are several perks, items, and add-ons (Bond, Blood Amber, Aftercare, Gold Token, Empathy, Kindred, etc.) that come close to being as powerful as two players talking to one another, but nothing in-game can be as impactful. I say, "can be", mainly because as you two point out, many SWF parties don't utilize their outside advantage to its full extent. However, something as simple as telling another survivor without any killer-detection perk that a cloaked Wraith is coming his/her way can be enough to sway the course of the game. Side effects of this may manifest as survivors being boosted out of ranks appropriate for their skill level.
Even the knowledge of an SWF group changes how I play the game. I will not run perks such as Third Seal or Insidious because I know that voice comms will "cheat" around the game's structures and reveal information the survivors shouldn't have. I'm wary of running totems in general simply because I know that even if I chase one survivor off, voice comms have revealed it to at least one other survivor.
In short; SWF survivors, whether they use their potential knowingly or not, have immense power equivalent to at least six different survivor tools and power enough to negate/diminish several killer perks and abilities, and it would make a lot of sense to try to compensate for that fact in some way.
If "taking away" perk slots doesn't appeal to you, it would probably be better if there was an "SWF comms" perk in the game that would be automatically equipped in the last available slot on any character chosen when in an SWF group.
A simple description could be: "Enables the user to connect to other survivors by means beyond the Entity's reach, replacing several other information perks". I would love to have this effect scale for each survivor added to an SWF, but that is probably too hard of a pill to swallow for some right now.
I hope this comment has given you some insight into the reasoning and logic behind suggestions such as these.
You see here's my issue. Comms are helpful yes to swf teams but the really good swfs teams don't even need comms. The really good swf teams that everyone hates is good because all 4 players individually are extremely good.
At the minute solo q is extremely unreliable and most good players lose because their teammates are pretty bad. So once they see a player who is good at looping and seems smart then they will say "I should become a swf with them, that way I have at least 1 guaranteed good teammate".
The bad swf teams do well because of comms but the really good swf teams don't really need comms to beat most killers in the game. I only find comms useful in meme builds and when a killer tunnels/camps.
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We can't include urban in meta I'm sorry lol
For survivor it would be Blood Pact, Autodidact, Aftercare and We're Gonna Live Forever
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@CronaWins said:
https://forum.deadbydaylight.com/en/discussion/comment/1401471#Comment_1401471
I mean, i used to get Nurse every second game pre-nerf, now i barely see her.
Even those i knew that main'd her have stopped player her.
Well my mate now mains her and he does extremely well with her. I think the worst I'd put her is top of High A but it's tough with Nurse. I made sure when I made this tier list that I put Spirit higher than her since i feel she is now the best killer in the game.
@Lazerboy88 said:
I agree with most of this list except i think Deathslinger is high A or at least low A, dude is nasty strong in chase, I definitely wouldn’t put him near the bottom of the barrel.
I don't see enough of him tbh. Maybe in a few months I'll feel different but he's 110% speed and if a pallet is dropped he is a lot weaker. A miss of him is a lot more costly than the other killers with similar abilities imo.
@AChaoticKiller said:
I'm cool with this list but Hag is diffidently at the top of a tier here's why
- with her power you can make looping nearly impossible to pull off if a trap is at the pallet
- she has the best snowball potential in the game as well as the best way to defend large area's
- she is barely affected by the map since she can just compromise and put traps at loops if you get say a farm map.
- this one is more of a counter augment to why people who think she is bad but FL's and urban evasion dont destroy her unless there are more than 2 FL's or if the whole team is using urban. Both of which are rare or easy to avoid.
When comparing that with the other killers she is tied or depending on the map better than huntress since huntress is heavily map reliant. She is tied with hillbilly but has better potential at ending the chase faster since a good survivor will get to a loop at least once before you are in range to saw them. As for freddy she is just better then him with snowballing and the potential to quickly end chases, the only thing he has over her is his gen teleport but while playing hag you dont let them separate gens that far to be a problem.
she has the potential to do better than any killer in terms of snowballing and quickly ending chases and that potential is extremely high as in it's common to snowball due to the survivors triggering traps trying to save their friend and it's common to have a trap go off and hit an already injured survivor. so while i do throw the word potential around a lot thats just what it is and for hag the word potential is just a matter of when in the match will this happen.
Mate I can't do this. To even acknowledge her existence by putting her on this tier list is enough for me lol
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@Tritoneko said:
https://us.v-cdn.net/6030815/uploads/J5F2YY2MD7ZJ/dbd-killer-tier-list-4-0-0-5btritoneko-5d.png
Please let me know what you guys think of my Tier list ^-^
I had a fun time putting it together looking through all the discussions, others tier lists, and personal experience. But it's mostly just for fun but would love to hear your opinions on it.
Cheers!
Personally I don't feel any killers in this game are D tier.
@WalkedMoss92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1386318#Comment_1386318
I defiantly agree with your tier list more.
Ouch my chest lol also for me Ghostface is too heavily reliant on add-ons.
@CronaWins said:
Honestly, Nurse has dropped a tier at least.
If she is still so good, why is no-one playing her anymore?
It just depends on where your playing the game. I know Hag is strong but I never see anyone play her (thank god).
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I enjoyed day one earning the skins. The rest of the event has just been using the gateaus to get 140% points on the killer.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/1400292#Comment_1400292
Why would people intentionally sandbag you for using Aftercare?
If they are getting chased they will deliberately bring the killer to me to lose chase. I've had this happen multiple times.
Otherwise I absolutely love the perk.
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I loved aftercare for a long time. However you need to add the fact survivors can intentionally sandbag you as a con. Literally the reason I stopped running it.
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Sorry but if anything the pipping system should be increased. You'd be surprised how many boosted players are at red ranks. If you watch any streamer and they say someone is a "potato" then that tell you exactly how easy it is to rank up.
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As someone who love PWYF + Nemesis Bubba. This would break the game in an unimaginable level.
Also not making it work with PWYF? That's just hurting Bubbas soul. He wants ALL the speed. Though it still is game breaking.
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Play meme builds is what I'd say. Unless your facing a really sweaty team then you can beat most red ranks with no perks.
I played a few games while hungover over the last few Sundays and I usually play meme builds on Clown and Legion. Most games are still 4ks because the game puts a lot of boosted players to high ranks.
The problem with red ranks is if your not the best at chases then you'll probably lose 2 gen after your first hook. Red ranks know the objective and will do it.
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@caz_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1399869#Comment_1399869
no thats not what im saying. im saying if we dont try something we'll never know how that will change the game. we cant just wait for the "Perfect Idea" and keeping this broken things in the game. BHVR needs to try till they find the right solution for it. its like the Self-Care nerf, how many times did it get nerfed? 3-4 times? they nerfed till they found a balanced change. and that is how they should act for these two things.
how do you want to wait till someone comes with the best idea? another 2 years? either they nerf something step by step till they find the right balance or we wait even more years.
I don't think they should take it that slow though. So if there are 3 gens left then what? If the survivor has a purple key then 2 can escape, abandoning the last survivor. This key change will still force killers to slug heavily or tunnel the key user.
Personally if all keys were lost on death (meaning no one can pick it up) then that would help a lot more. Also the survivor holding the key can't drop it during the trial.
I think with keys and moris they need to be nerfed together and both heavily. If they need to buff them slightly later on that's fine.
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This is even again just punishing 95% of bad swfs. This is a game where people want to play with their mates and have fun. All this would do is say to swfs "hey we need to run sweaty perks and play sweaty incase we get moried". I personally don't want to run sweaty perks everytime I'm in a swf.
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So we are going to punish the 95% of terrible swf teams in the game? Think this is extremely harsh tbh.
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They were probably doing a meme build mate. Me and my friends have done it a few times on a drinking night. Once got 27 stuns between us all which is shocking because we were all extremely drunk.
So is head on meta? Computer says noooo
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@caz_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1399816#Comment_1399816
you cant make everyone happy. no matter which idea there will be always someone complaining about something.
so either you accept these 2 borken things how they are or you dont complain about something and see how it works. simple as that.
Either accept or shut up is that what your saying? There's definitely no way you've taken this approach to every suggestion in the game. His key suggestion doesn't fix the core problem with keys.
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1399816#Comment_1399816
Gotcha. My thought was purple key only allows the holder to escape, pink allows all to escape, hatch no longer appears until 1 survivor is left or all gens are completed. The key itself is whatever, its when the hatch appears that i think is really a problem. Either that OR keys can no longer be obtained through the blood web and stats are changed so finding one in a chest is like 1 in a million (literally). So its like actually like winning the lottery.
Id remove mori's from the bloodweb and have it so all killers can mori 2 survivors that are on death hook.
I personally think keys should only help with showing auras. Maybe change one of the add-ons to reveal the hatch aura when it spawns. I just think it's something that can be unavoidable for killer, even if they play well. For me I feel forced to slug heavily after 2 gens are done to be safe. I know some who will just tunnel the key user.
I wouldn't remove moris from bloodweb. Just make it impossible for a killer to just tunnel 1 survivor off the hook for an easy early game mori.