CheyeneKL
CheyeneKL
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@jrinkwater said:
https://forum.deadbydaylight.com/en/discussion/comment/1918325#Comment_1918325
Don't take it personal, I am brash. Was not being hostile. They can not make a change that big because of your anecdotal experience of tapping a gen here or there due to your accident. It leaves too my exploitation of the design.
DS should only ever be a one time use but I wouldn't mind other anti-tunneling perks coming into the game that are designed well and for that purpose. Just some that promote different types of playstyles.
No, I agree with @Karao_Ke here. Just because you play mouse and keyboard and have the privilege of not having a bunch of the same actions bound to the same button, doesn't mean that everyone else does. The possibility of "abuse" from tapping a gen to stop regression honestly doesn't really seem like something that matters more than accidental deactivation. I think BHVR absolutely should make sure that you have to total more than a full second altogether of touching the gen before it deactivates solely due to this issue.
I myself play on a good PC on mouse and keyboard after a long struggle of switching from controller, but I well remember my switch days where it was often almost completely out of your control. If you have bad frame rate (*cough* most console players *cough*) you are hard pressed to make a good fast vault on a window when there is a gen next to it. Think, killer shack window with a generator inside. Back in my switch days, I HATED running shack if a gen was next to the window because it was EXTREMELY difficult to avoid touching the gen when you are simply trying to vault the window. You CAN avoid it on controller as long as your game runs well and you have a bit of mechanical finesse (you hold off on pressing your vault button a little longer in this set up scenario, I believe) but you do not really have this option on consoles that run poorly. I myself was very aware of the difficulty and I still found it nearly impossible to avoid at times, as you CANNOT predict frame drops that will screw up your button press timing.
Although this personally does not affect me now, I would really hate to see this shamble players who are ALREADY at a disadvantage. If you are unable to avoid touching a gen or even accidentally heal someone if they're near a vault or pallet (downed person near a vault or pallet point can REALLY mess you up on controller), you are quite likely one of the players who most definitely needs DS (even though it also happens to good players held back by their platform's performance).
You may not empathize if you have never played on controller on a poor performing console/pc, but please understand that it is a genuine issue that almost EVERY console controller player has dealt with and often continues to deal with, and is definitely more problematic than "gen touch abuse", in my opinion.
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I'm cool with it EXCEPT for 2-3 things.
I really hope that you must work on a gen for at least 1-2 total seconds before DS wears off, rather than having it deactivate instantly upon tapping a gen, because if you play on controller, due to the fact that you have many different actions bound to the same buttons, here is a serious issue with accidentally touching a gen when you mean to take a vault if a gen is placed near a window (think shack window with a gen in the middle of shack). It isn't so much a problem on good PCs, but if you play console or on an older PC with lower performance and worse framerate, you WILL have games where you are pulled onto the gen rather than to the window. I used to play on the switch and it happened to me more often than I liked, no matter how aware I was and how hard I tried to avoid it. You just can't fight poor performance and frame drops perfectly well 100% of the time.
And then, I really don't like the deactivation upon unhooking. Like, I kind of get it? DS is now exclusively anti-tunnel rather than having any other possible uses. But ngl, I think it is a pretty bad direction to take the perk, especially when you consider that multiple other "incapacitated" effects (tier 3 madness, victor latched on) still allow you to unhook even when you are unable to perform most other actions. Solo queue can already be extremely selfish, and now you're going to have people refusing to go for unhooks just because they don't want to lose DS, regardless of whether it matters or not if they have it. I definitely foresee a LOT of players going to second hook phase or even just getting sacrificed when they otherwise could have been rescued, simply because information is low in solo and someone on death hook with DS active will not want to risk losing it if they aren't 100% sure they won't need it, you know?
In the same vein, I don't REALLY have an issue with the heal deactivation, either, but I also think it's going to have some negative effects in solo queue. You're now shooting yourself in the foot if you run a healing build- someone with Autodidact/Desperate Measures/Empathy/etc., will ALWAYS heal the other injured survivor first if you both are injured, because they can do so very, very quickly. But they now will no longer have the favor returned to them, at least not for a good while, as I don't imagine most survivors will want to lose DS so quickly, so the unhooker will stay injured rather than getting healed, even if they have an opportunity to be healed.
Anyways, I'm cool with the deactivation on totem cleansing, gen work (aside from the possibility that you might deactivate it upon a single accidental gen tap, I hope it will be slightly more than that), and hook sabotaging, but I'm not too excited for how the gameplay will shift when it comes to altruistic actions, as DS now COMPLETELY discourages any altruism. Anyone who doesn't buy that can play solo queue for a while if they don't know how completely selfish other players can be LMAO, I have no doubt that DS users will, more often than not, attempt to retain DS as long as possible rather than lose it on a heal or an unhook, even when they're quite possibly at no risk of being downed within the remainder of their DS timer. Like I already said, information is low in solo queue and many players will understandably be unwilling to lose DS prematurely.
If I could change one single thing about the entire change, it would be to remove the unhook deactivation. Perhaps I will be pleasantly surprised, but I do think that the unhook deactivation is going to lead to more negativity in solo queue.
Sorry for the long reply but that's my onion 🌰
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@landromat said:
Locker tech is still bullshit and needs to go
No, it doesn't. This is clearly, once and for all, turning DS into the anti tunnel perk that the community has claimed it to be ever since its last nerf. People locker DS because they're getting chased by the killer very quickly after getting unhooked. Go chase someone else or eat the stun if you wanna chase the person who just got unhooked.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1914059#Comment_1914059
OP talked about NOED. My assumption is this was end game. Even so, gens do not start at zero once the survivor is hooked. Unless survivors were messing around, three gens could be well on their way to being completed before the 2nd phase.
Most of the Bubbas I see playing this strategy pull it off from the get-go, not at the end. Their idea is that gen defense doesn't matter because NOED will more than likely proc at the end, giving them an easier time getting extra kills they might not have gotten from otherwise playing normally.
A build with Corrupt+NOED+Bitter Murmur+[insert another perk, maybe Infectious Fright, Knockout, Blood Warden, or even Insidious] actually almost makes this viable.
Unless Bubba has a bad beginning, he can very easily catch and hook a survivor before gens have progressed too much, especially when you consider that a decent amount of survivors don't immediately jump on gens until they have an idea of who/where the killer is. Like I said, this can be countered by a decent SWF feeding information to each other and playing very smartly, and sometimes 4 skilled solos, but even then they have to play optimally and the first survivor cannot be downed within 30s of the first gens being worked on, because the survivor is only on the hook for 120s max. Also, survivors have to spend no time attempting to save the camped survivor, or else they're wasting even more time that could be spent on gens and totems.
Let's say Bubba gets his first hook one minute into the game (fairly realistic at most ranks). If ALL three of the survivors are somehow 60s in to working on different gens (unlikely, tbh, but for the sake of this example...), then you have 20s+80s+whatever time it takes to open the gate. And that is not factoring in the time it takes to find and walk to those gens, totems, and exit gates. Let's face it- it is extremely unlikely that 3 survivors can do all that within even 3 or 4 minutes, and literally impossible within 2 minutes unless one gen is already done.
Basically, how I see it, Bubba is guaranteed one kill, and the second survivor he chases has to be good enough at looping to keep him busy long enough for the last two survivors to do everything else (finish gens and stop NOED from activating [otherwise Bubba has incentive to leave the hook without worry that he will have anything less than 2 kills, if not more])
Long winded post aside (sorry!), I don't think this strategy is that big of a problem. But I totally understand why it is utterly and completely salt inducing for the players who lose to this braindead strat hahaha
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Honestly? My biggest gripe with him is the insanely small terror radius. EVERY DS I go against runs M&A, and with how quiet the beginning of his terror radius is, I've literally had him turn a corner and be on me before I hear his terror radius, and this is with me wearing good headphones and paying attention so that I don't get caught off guard. To me, this is just a weird design choice for a killer who can hit you from much further away than actual stealth killers, especially when you consider that the other long range killer has a wide range noise indication that she cannot rid herself of.
@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1914026#Comment_1914026
Exactly. When you're injured, give him an easy shot where you're somewhere you can get yourself behind something and prevent the hit.
I'll admit, pulling this off when you haven't played as him is probably difficult and this flat out didn't occur to me until I had played him a lot. But yes, Deathslinger has a lot more counterplay than people give him credit for. Most people don't see it though because they have a really bad habit of thinking getting shot is the end of the encounter. It isn't, but people think it is.
You give very good advice, but my main gripe with him also plays into why your advice can unfortunately be only situational (which is honestly good enough, tbh). Deathslinger can very often catch a survivor in a bad spot more easily than other killers due to the fact that he is almost a stealth killer himself. I myself choose to play immersive against him and avoid chases as much as possible for this very reason haha
Also, in my experience, a lot of Deathslingers don't shoot until they're at least close enough to you that you won't really have enough time+space to break the chain.
I have a question for you- my boyfriend had the idea that Urban Evasion might be a good perk against Deathslinger once in a while? He theory crafted that instead of juking around a corner to avoid a shot, he could instead crouch and move with UE to cause a miss. I thought it was a nice idea but that it was likely that the survivor hitbox would still be tall enough for a DS shot to nab him. I myself have never played Deathslinger, so I have no idea- do you tend to shoot the survivor in a spot on their hitbox where crouching would cause a miss, or does it tend to be further down where crouching would not ever really affect a shot?
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@Mr_K said:
Don't tell me a Bubba got a 4k because survivors couldn't leave someone behind.
Actually, if Bubba catches a survivor early enough in the game before you have too much progression on gens, the two minutes a survivor sits on the hook while Bubba face camps isn't enough to find and finish all the gens and totems before he can be on the move again.
Even if all the survivors somehow know that Bubba is facecamping (kindred or comms) and don't waste a single second trying to save, you still only have 2 minutes for 3 survivors to find and complete each gen, find and cleanse each totem, and then open an exit gate. The only way you can do that is by playing completely and totally optimally which is NOT happening in 99% of games.
It isn't totally impossible to counter, and I've beaten it a time or two with a half decent SWF (only with REALLY good and clutch hook saves so that nobody got camped to death) but I really don't blame solo queue survivors or mid level players for complaining about it. Bubba is a noob stomper and he really shines in the low level and even mid level solo queue games, in my opinion.
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@crowbarman said:
https://forum.deadbydaylight.com/en/discussion/comment/1913267#Comment_1913267
Still never have been toxic messaged after a game by a killer. I could imagine if you tbag or do other behavior during a game.
Killer can't be toxic. And no, Face camping or tunneling is not toxic.
You HAVE to be trolling LOOOOOOOOOL
I'm sorry if I'm falling for some bait here (I've certainly seen people genuinely say what you're saying, though), but I've DEFINITELY gone against PLENTY of toxic killers. I'm not counting the ones who fire back (if another survivor starts something, killer has every right to say something back and it's not really toxic IMO) or the ones who are responding to something toxic someone did in game, but there is a huge amount of very rude killers who will be rude to survivors for literally no reason. You're just very lucky if you have never run into a killer sending toxic messages for no reason because killers who do that 100% are out there and not uncommon at all.
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I personally don't mind Spirit- unless she has Stridor. That's my only beef with her. I think I might just be lucky because off the top of my head, I can only think of a couple of "good" Spirits that I've ever gone against (who of course did have Stridor equipped). Whereas on the other hand, you have survivors like JRM who literally has mostly stopped using Iron Will because of how often he verses Stridor Spirits (thus making his perk choice all but useless). So take my comment with a grain of salt- I probably am fine with her because the majority of red rank Spirits I go against don't seem to actually be that highly skilled with her.
Anyways, I only really find Spirit problematic at certain loops. Even with her passive phasing that makes it more difficult to tell where she is as she flickers while walking, she FEELS counterable to me at loops like pallet gyms, jungle gyms, etc. (basically places where you can break line of sight, which I utilize as much as possible in chases against Spirit), but is really unpleasant to deal with at super unsafe loops that are already extremely fragile for the survivor to attempt to win mindgames at. Right there, it feels like you completely have any skill that you possess taken out of the equation, and it's just up to pure luck to have something go your way. Even that flies out of the window if Spirit has Stridor, though, imo.
Like, imagine you're at one of those (expletive) unsafe pallets on Hawkins. You actually MIGHT be able to mindgame a Freddy or [insert another more typical killer here] on one of those, because you get visual feedback on his movement at all times, but with a Spirit? If she is standing there, you don't know if you should run, vault, stay there, bla bla bla. It really is a complete guessing game for you because at that point, only the killer has any real idea of what is actually going on. You're not being out-mindgamed, you're being out-informationed, if that makes sense?
Anyways, I actually really enjoy going against Spirits, at least the ones who don't have Stridor equipped. It doesn't make me feel bad at all when I get out mind gamed by a Spirit who guessed exactly where I would be even with a good attempt from me to prevent scratch marks and be in an unpredictable spot, all while making no noise due to Iron Will. I can even take it in stride when I get caught lacking at an unsafe loop with no LOS breakers that I normally might be able to have a chance at mind gaming for a bit of time.
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@Raz_cr0w said:
https://forum.deadbydaylight.com/en/discussion/comment/1913930#Comment_1913930
That has nothing to do with my post
He's making a joke about how some Spirit mains fine tune their audio and use expensive headphones/other audio devices to help themselves win chases more easily
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@Kaiju said:
The perk deactivating if someone else's get hooked will be way too abusable. Yes DS needs some adjustments but not this one
100%
"I never double hooked anyone!" means NOTHING if you immediately came back to the first hook right after hooking another person only to down the person who just got unhooked. I think a lot of killer players conveniently leave out details similar to this when they complain about DS. If you don't give survivors a chance to reset, you don't get to complain about DS.
I personally have actually NEVER seen a killer get hit by DS after downing a healthy survivor LMAO, and honestly??? If you downed them that fast while they were healthy and they STILL somehow are within 60s of being unhooked... DS ain't hurting you because survivor homeboy is NOT giving you a run for your money when it comes to chases LOL
I support DS deactivating upon working on a gen for several seconds (not just upon merely touching a gen, as controller players can very easily accidentally touch a gen when they are trying to vault a window placed very near to the gen) but most other proposed changes don't seem like good ideas in the slightest.
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/1911939#Comment_1911939
Checking gens don't need to be a priority when you play killer, if you are not chasing anyone and someone got unhooked, going back there is the smart thing to do. You know for sure that there are 2 survivors there and they're probably healing under the hook (or doing a gen nearby if the unhooked has DS)
That's kind of besides the point- obviously it's the smart thing to go to a hook sometimes. Most killers I play against almost exclusively do that. The nicer ones chase the healthy survivor, the more scummy ones go after the guy who just got unhooked and literally hasn't had even 2 seconds to try to go reset and heal somewhere safe. I'm talking about the situation where the killer has MULTIPLE different options other than chasing the guy who got unhooked, but chooses to do it anyways.
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Yeah, honestly I'd just say the main issue here is match making and teammate skill level LOL
Most decent red ranks will know when a heal off hook is optimal, but there are so many players who run like a chicken instead of accepting the heal.
And then there are always those darn green rank Megs that somehow made it in your match that make you chase them across the entire map to heal. Then, if you follow them, they have self care anyways and basically just wasted even more time because they insist on healing themselves anyways.
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@Blueberry said:
I can promise you you're reason for dying isn't camping or tunneling nearly as much as you think it is. Very rarely is a situation for me inescapable without having DS, BT etc. The vast majority of the time me or my team playing the situation correctly can get me out. A lot of the time people just play bad and decide it's because they needed those perks as a lack of responsibility for what happened.
This is also assuming they are even camping or tunneling as much as you feel they are, which is generally not nearly as often as people like to say it is. IE your teammate sprinting across the map for a save and leaving a giant red trail that the killer sees and decides to follow back to the hook isn't camping.
I don't run any of these anti-camp/tunnel second chance perks at all and am almost never legitimately camped or tunneled to where I couldn't survive without them.
IE it's a skill issue more often that not, not a camping or tunneling issue, generally speaking. There are always some exceptions obviously.
More often than straight up camping, there are the killers who IMMEDIATELY book it back to the hook as soon as they get the unhook notification, even if they have something better to do (like check up on gens or even chase someone else). That has absolutely nothing to do with whether you or your teammates play it well, since there is nothing they can do to stop a killer from getting notified of an unhook, obviously. My boyfriend and I both will get camped or tunneled literally just for looping well relatively often. I've had plenty of matches where the killer would even drop a chase to immediately head back to hook as soon as he heard the notification.
DS and BT aren't a guarantee that you'll survive if they decide they want you dead, but it definitely gives you a fighting chance when you don't have the actual fair playing field (being allowed to heal, pick a better position to have a chase started, etc.) available to you.
Your point isn't wrong, obviously, as there are plenty of times the team screws you over by playing poorly or you make a mistake yourself, but in MY own personal experience... I've definitely gotten the "I am gonna make sure this survivor gets deleted while I have them weak" situation just as often, if not more often, than any other scenarios and I think it's at least a little more common than you are currently giving it credit for, even though you do point out that you're speaking generally.
(As a side note, I haven't run DS in a HOT minute, and I usually don't run into any issues not running it, but within the past few weeks I've had a LOT of matches where I wish I had it equipped due to killer behavior that was completely out of my control)
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@MeltingPenguins said:
The problem is Bhvr is more and more encouraging 'competitive' playstyles (as if dbd would be game in any way made for 'serious' competitive play) and a lot of changes to addons and perks encourages scummy behaviour.
It attracts people who will throw a tantrum if they are not given an iWin button, and it's pathetic and sad.
How would you say they're encouraging that? IMO, a lot of games end up going competitive. Some of my friends are insanely competitive about MARIO PARTY MINIGAMES lmao
I think that's just the nature of games- the point of playing a game, to most people, and in most game designs, is to win. And then a large amount of people push that even further (like my Mario Party example).
BHVR receives huge amounts of criticism for anything that doesn't feel "fair". So with that in mind, I do not view them as the ones pushing for it to go more competitive- I actually fully believe that it has been the community who pushed for that. Killers want BS survivor perks nerfed, team compositions (swf, ranking, etc) changed, and survivors also want killers/killer perks nerfed at times. DBD has a BIG element of randomness (which SHOULD be part of the anti-competitive nature of the game) and even that gets complained about ("I got a crappy map! "You got lucky with the spawns on this map!", etc.).
At this point, I think if BHVR did anything to try and curb the competitive nature of this game, the community would be extremely angry. The only way I can think of that they COULD turn it less competitive is by basically taking more control away from the player (something that is thankfully unlikely), perhaps by way of forcing random perks or locked perks every now and then. Just more elements of randomness. But solo queue, arguably the most random experience you can have in the game (no idea what skill level of teammates you'll have, no way to communicate, no way to know what perks they have, etc.), is highly considered to be the most miserable experience in the game, too.
DBD is just in a tough spot because unlike a game like, say, Fortnite, you're not equals depending on if you pick killer or survivor. You might feel like you deserved to win more due to what idea you might have about your chosen role (some killers think they deserve the power role and have the chance to 4k regardless, and some SWFs think they deserve to 4 man escape or have the killer play a certain way) rather than realizing that your opponent most likely was at least a little bit more skilled than you or at least made better decisions, as it might be in a truly equal opportunity 1v1.
DBD, like many games not intended to be competitive, was always destined to go down the competitive path due to the "me against you" nature of the game (regardless of its asymmetry), and in my opinion, devs have been forced to take the direction down that path or face the ire of the community who would have undoubtedly been upset over imbalances.
Anyways, thanks for coming to my TED talk LOL
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@EvanSnowWolf said:
A Mori is just a self-inflicted 14 second stun now.
Whatever happened to the killers who said "I just like the animation!"? 🤭
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IMO they should just add an extra blood points incentive to playing killer at certain times (i.e., in the evening when many people choose to play survivor with friends as they're all off work/school). That would be a little bandaid solution to TWO issues. Wouldn't SOLVE anything, but would give people an option.
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EGC was NOT added to give killers extra kills. IDK why that's such a common misconception. Once the gates are powered, you are not entitled to getting more kills if you can't secure them yourself.
It might be cool as a perk, but hopefully unlikely to be added as a base game mechanic change for multiple reasons.
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@Klakky said:
Well I dont think thats even as severe as 3 survivors body blocking you in a corner till u drop a survivor and ur stunned for 5seconds...
Also u can switch to victor that close to the hook so I dunno what u on about... u actually gottta go around 25ish m away before u can switch
Nah, it definitely is worse.
If a killer is blocked in a corner by 3 survivors, no matter what is happening (barring glitches, but that's beside the point), the killer has the option to hit/down the survivors. It doesn't hold the game hostage and killer still can do SOMETHING about it, even if they end up dropping the survivor (there is literally a perk for these situations, btw)
Whereas with the situation OP outlined, there is literally NOTHING a survivor can do about it if a killer chooses to do it. If the last survivor or group of survivors got trapped in the basement by this tactic, it 100% would be reportable for good reason. This definitely will end up getting addressed in the future, IMO.
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@Klakky said:
Spirit is a salt magnet, survivors that screw up blame anything except them, one of the main blames is unfortunately spirit even though she isnt that good, still takes a lot of skill to use.
On a side 🎵 why did u censor your currency? That's kinda sus bro
I'm assuming you made an error that you didn't catch before you hit send on this message and didn't mean to say that Spirit "takes a lot of skill to use" and "isn't that good" when she is quite universally considered top 2 in the game (usually only put behind Nurse)?
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1905715#Comment_1905715
I played against 3 Freddy players yesterday that used Ruin, Undying and Tinkerer (he also used gen slowdown addons). That was a fun game...
Ruin, Undying, Tinkerer is THE carried Freddy main build. A good team can counteract it, but if a Freddy gets lucky with Undying and you have to cleanse all five totems, you had better hope that everyone on the team is either good at stealthing or good at running long enough to get something done with those totems LMAO
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Was there no way to drop down past them? If there truly is no way that you can get past them (I figure you can't kick Victor in this situation? I haven't played against Twins enough to know) then yeah that definitely should be fixed LOL
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It's a really, really stressful game. I feel this way about my first love, Super Smash Bros. I actually play Smash competitively (enter tournaments and have won small bits of money here and there competing at smaller locals). Love the game, but once I reached a certain threshold of multiple factors, it just felt even too stressful to turn on the game half of the time.
DBD hasn't quite reached that point for me, but I do find that I enjoy the game much more when I take small breaks here and there (usually just a single day or two) and then go back to play a bit. People who put high expectations on themselves to win or who have a highly competitive nature will have a much harder time taking the game in a chill and relaxed manner, obviously, and this will almost always lead to more stress. At least, that's what I've noticed and experienced for myself.
For you, I'd really just suggest that if you DO want to play, take a break from the side you usually play, and go for the other role. I mainly play survivor and I must admit that lately I have been considering playing killer more often. You might enjoy playing a little bit more survivor, especially if you can find a couple of friends to play with. :)
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I feel like everyone is missing the point of this build LMAO, maybe they don't understand what Iridescent Button does (that's the one that makes your terror radius map wide in Feral, right?) and that Coulrophobia is linked to terror radius (thus making Distressing super useful)
Honestly, though? I'd take Distressing off and put on Tinkerer. That makes for times where they COULD and SHOULD heal, since they won't be affected by Coulrophobia, so it's not perfectly ideal, but it makes survivors WANT to heal rather than stay injured since they will have trouble knowing if they're going to get caught by surprise. But if you want the full gimmick, definitely don't take Distressing off LOL
Most survivor groups you'll get won't be good, anyways, so you'll probably be fine with running your OG build idea without any different perks
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?????????? What????? What have they been doing lately...?? Where are you coming up with the idea that they're just wasting time and money on licenses rather than improving the game?
They literally haven't been adding new maps lately because they have been reworking old maps visually and balance-wise. They have been reworking perks (which has been heavily asked for) and weaker killers.
MMR is also in the works for matchmaking issues and they regularly attempt to repair glitches and bugs.
If you wanna slander linked cosmetics, go right ahead. But as far as the cost of cosmetics go, BHVR's prices are pretty standard tbh. Fortnite cosmetics are similarly priced, for example.
What are you expecting from them that they're not doing???
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1905672#Comment_1905672
No, Undying DH won´t be viable at all. Haunted Grounds has at least the exposed status effect. But do you see many killer running around with HG DH? I haven´t seen any in ages. Same will happen to Undying.
....? What? Yes it will. Most of the time I see Devour cleansed, it's either
1. Cause it was out in plain sight (bad totem spawn)
2. 3 stacks and people started frantically searching for it til they found it.
With Undying, #1 won't matter unless the second totem was also in plain sight (unlikely on some maps, more likely on others). #2 will also not matter as much because that's still a ton of time survivors are spending after realizing they're screwed and have to desperately search for Devour. Option #3 that will now be possible (and most likely to happen) is that Undying will be cleansed earlier in the match if it spawned in an obvious spot, and then survivors will have to go to option #2, which is still better than #1 for the killer because he, at the very least, has some game time where the exposed status effect is active.
Anyways, as soon as the change to Undying comes into effect, I fully plan on spending extra time hunting down hex totems from the beginning of the match. I 100% believe that Undying+Devour Hope will be a fad build for a while and I'm NOT trying to get caught lacking by that build.
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@Erak said:
https://forum.deadbydaylight.com/en/discussion/222895/once-undying-is-nerfed-im-out
It wasn't a help for early game. It was a pair of suppot wheels for bad killers. GIving you an immens ammount of time by litteraly doing nothing. Just like old ruin.
Right? The more I play against Ruin+Undying, the more I realize it carries killers by playing half the game for them (usually when paired with Tinkerer so that they always know which gen to drop everything to run to and start a different chase at). You don't even have to be a good killer to make GREAT use out of the combo- you just have to be able to make the rounds (Freddy has been extra oppressive lately due to the Ruin+Undying+Tinkerer combination) and be willing to drop any chases that would prevent you from making it to the gen in time LOL
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Whenever I've done it (😃) it's been to avoid Franklin's. Setting the key down is fine in SWF, but it has a high chance of getting nabbed in solo. Believe me, the most remote corner of the map is NOT as safe as you think- Urban Evasion P3 Blendette WILL find it, and she WILL thank her lucky stars and God for sending this key down from heaven.
I think it's also just a leftover habit from when moris were pre-nerf and a killer could just take you somewhere remote with that key, get you and the key out of the game, and wipe his hands of the whole thing.
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Because... survivors are allowed to have a couple of things left that aren't an easy down for the killer. MOST players are not great loopers (read: most won't take advantage of even easy to run fun bus) and so in a huge number of games... fun bus spawning on the map won't even be an issue. Survivors also can't just hang out by the good loops the entire game. Also, fun bus is one of two variations... and when it does spawn it, it ALMOST makes up for the Autohaven maps where 5 of of 7 gens are in dead zones!
But it looks like a lot of killer mains are feeling entitled to having EVERY single good loop in the game taken down several notches since some of the recent map changes within the last year. I just don't agree with the idea that every single survivor sided loop needs to be heavily nerfed.
Not every chase has to be completed- if you don't have the time for a fun bus chase, you can drop it. And if you do? The window DOES block off, so it cannot be an infinite. Honestly, if anything, fun bus should be good at teaching killers when to drop a chase.
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I just chase them out LMAO
once in a while you'll catch one of them lacking... it's happened a few times to me and I've seen it happen MANY times to my teammates.
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@TheVolgun said:
https://forum.deadbydaylight.com/en/discussion/comment/1903806#Comment_1903806
You along with the other guy make very good points, Honestly, now i think about it the reason it probably has been working so well for killers I play against is that I'm solo queuing in yellow ranks, I haven't played dbd for a while took a break from gaming due personal reasons. Maybe a combo of the low rank and rusty skills I have makes this addon seem a lot more troubling than it actually is.
Oh bruhhhhh... yellow ranks??? Yeah your teammates are gonna feed the Michael for sure LMAOOOO
Honestly, if you keep running into Tombstone Michael Myers (I personally cannot remember the last time I went against Tombstone Myers, myself) I'd just equip Spine Chill, sprint burst, and make sure I knew where the closest locker was at all times LOL. Otherwise, you're just gonna keep getting punished for what your teammates are doing by feeding the hungry Michael.
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You're really going to use a single example to prove your point?
There are plenty of matches where ruin+undying can stay up and the match be won by survivors. And there are matches where you absolutely need to get Ruin ASAP to have even a fighting chance- and you still get sacrificed. Some killers are bad at using Ruin, and some killers are good with it. In my opinion, the combo of Ruin+Undying+Tinkerer plays half of the game for you as killer, especially if you are playing a high mobility killer (Freddy, Spirit, Blight, etc)
Ruin+Undying is just too powerful for solo queue right now. I myself am not entirely happy with the change (it feels like too much?) but I acknowledge that it 100% NEEDED to change. Even in SWF with good communication it can be complete pub stomp. Now imagine that being pushed on people playing without a single ounce of communication.
Now, I am NOT looking forward to the Undying/Devour Hope games that will be a fad build shortly from now on LMAOOO
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Making this thread after also having made a thread about how DS is too strong and needs a nerf...? 🤨
Some of the examples you listed make sense (trying to force a BT hit, running in the same direction as the other survivor/getting in the way while you're trying to chase the other person, etc.) but a couple of the rest are just actual tunneling. You do you, but nobody enjoys not being given a moment to breathe or being punished for their teammates :/
Some survivors ARE asking for it for the way they play after the unhook but getting chased into a dead zone doesn't really fall under the "asking for it" category, imo
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You'll probably have better luck getting teammates in the official DBD discord! :)
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Probably not as bad as the killers who see NOED activate, but the totem gets cleansed literally a split second before they hit the healthy survivor they're chasing. Love when that happens LMAO
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Bruhhhh... no. They're fine as they are. They're not meant to be a primary means of tracking, just a clue. Trust me, I'm very careful not to disturb crows when I REALLY do not want to be found.
Experienced players are easily able to track others by crows, and inexperienced killers have a perk for it.
My boyfriend finds survivors all the time through crows as killer, and we both locate teammates and even get an idea of where the killer is through crows as survivor.
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@Toybasher said:
Overwhelming Presence isn't complete garbage but I agree it is underwhelming. (more like Underwhelming Presence *rimshot*) I believe one of the developers said at one point it was actually the least used perk in the entire game, used even less than Monstrous Shrine. (But this was like a year or two ago)
While it can be countered by not using your item in the terror radius, it IS good for rapidly draining flashlight batteries since survivors almost always have to use them inside your terror radius. But at that point if you hate flashlights so much, you might as well use lightborn for complete and total immunity to flashlights.
The only times I think Overwhelming might be good (not just "useable" but good.) is on Wraith and Hag to try and rapidly deplete flashlight batteries when they pallet blind you so they have less battery left for lightburning you and disarming your hag traps.
Can't flashlight click a killer if he inhales the energy and life force of your torch simply by existing near it LMAO
Lightborn still gets the clicky, maybe even more so because you suddenly have no other reason to use it if it isn't against Hag/Nurse/Wraith. Most people don't care enough about flashlight clicking to take an entire perk for it, though, obviously LOL
Overwhelming still has more usages, though- if you have a big terror radius on a small map, it definitely will affect medkit heals, map usage (trapper especially can benefit from this, I guess), and key aura reads (not that many people use keys for the aura reading, tbh, but there are people who equip it with an add on for seeing their teammates or the killer every now and then). Not to mention any form of toolbox gets nerfed, too, as they often are used in the killer's terror radius (esp. sabo boxes).
Anyways, yeah, perk kind of sucks but I feel like it's still a little more useful than people give it credit for imo imo
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If you're sensitive to this stuff, simply do not look at TTVs. It's just asking to get your feelings hurt to go to his stream if he was already abusive to you in game chat. Most you can do is fire back (if you are so inclined) and move on without giving him anymore time (and definitely not another view).
People like the streamer you mentioned are popular because ragers are strangely entertaining to many people. I myself only watch Tru content to see him get mad over survivors who sauce him (not that I would classify him as a rager). It's sort of the same reason people rubber neck accidents on the highway, or watch cringe compilations. A lot of people don't enjoy it/find it stressful, but an equal amount of people find it to be entertaining content.
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Your idea isn't bad, but I think Overwhelming Presence is fine where it is/serves the purpose it would be equipped for. It's not really a good perk but it does what it is supposed to do. Keys with the blood amber add on are getting used up fast, sabo toolboxes will only get a couple of uses, and flashlights are also going to be depleted fairly quickly. I NEVER go against Overwhelming Presence, but the couple of times I have, I was very dismayed because i either had on an item that was used in the killer's terror radius, or it screwed me over with a single use medkit LMAO
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As others have told you, this is not the fault of the legendary DBD boogeyman, SWF. This can literally happen with an entire lobby of solos, or any other combination of partial pre mades. I often play duo queue with my boyfriend (both of us red rank) and a decent amount of time we get matched with greens and sometimes yellows as teammates and killers.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1897437#Comment_1897437
Yeah, from that perspective I get it. The main chars are definitely the kids, so they couldn’t take them (and I think Eleven with her power would also be a special case even if she was older)
maybe it’s only me, but Nancy was a little bit of a let down in the show. Not because of the actress, but the writing and the overall presence felt so.. neglected.. meanwhile Robin and Barb were even minor chars and they were written so well..
Oh I totally agree with you about Nancy. Steve is great as a character, but Nancy... while sometimes enjoyable... is almost frustrating at times. I'm not sure how to explain it haha. She definitely became somewhat more boring as the series went on past s1, imo
The way she played Steve in their relationship kind of turned me off of her, too, LMAO
Still, I think the only other reasonable option for a female character from the series to be added would have been Joyce... and to be honest... Nancy is by far the more recognizable character, AND has better options for cosmetics (which 100% mattered, I think). Barb was barely a blip on the scene as far as the whole series goes, and Robin was relatively new and honestly not that integral to the show when compared to Nancy, regardless of how much more enjoyable she currently is as a character.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1897397#Comment_1897397
This perk is ultra trash tier.There was no reason at all to nerf it.It rather needed a buff
It's a niche perk. Not every perk needs to be a god tier perk and even at just 60% (rather than the PTB's 100%), it does its intended job. It's lowkey funny to hear my friend rage when his dead hard gets eaten up by a well used Coup LMAO
Oppression was definitely the better perk out of the chapter but Coup is still a fun perk to run on silly builds or if you feel like you want a little something to help you clutch out a few situations that might pop up in your next match.
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@Mooks said:
The chapter is not based solely on season 1 and Steve gets kind of more important in the newer seasons.
also i thought Nancy was an odd choice. I thought she was pretty bland and didn’t make that much of an impact in the show.. still hoping for Barb, Robin or Joyce legendary.
I think they definitely would have picked two of the kids if they didn't have the whole "no minors" thing going on. El and one of the boys would have been more sensible picks as far as "show main characters", but Nancy and Steve definitely still satisfy. Hopper honestly would have been the most reasonable pick for a male character but I guess they thought it would be strange to include a younger female character with an older male character (since Will's mom honestly would have been an unlikely pick for the female character to add, hence they went with the recognizable Steve and his female counterpart, Nancy)
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That Clown looks like he is in the absolute depths of misery
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@KateDunson said:
This bug is in the game for almost 3 months, same for invisible walls in swamp, shows how much they care about the game
My friends and I actually lost a game over this LMAO, I hook saved her with BT against a camping PH and we both ran into an invisible wall and got downed within seconds LMAO
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Listen, I don't even use DS unless I'm playing horribly/keep getting bad teammates/keep getting tunneling killers (you know, sometimes it's just One of Those Nights), but I never like any of the proposed changes, especially considering DS isn't even supposed to be an anti-tunneling perk, by the word of the devs.
I'm cool with them changing DS to deactivate once a gen gets worked on past 5 seconds (because you can accidentally touch a gen when you're trying to perform another action, depending on your key binds or if you're playing on controller- it shouldn't be an immediate deactivation).
But making it deactivate on grabs is just stupid. People force DS because, uh, yeah, they used up an entire perk slot for it and they shouldn't feel like they need to hand the killer the down... especially if they're getting tunneled LMAO
Also, I 100% do NOT support it deactivating on heals. You can be healed off hook VERY quickly, depending on different factors (Botany Knowledge+Desperate Measures+Medkit? For the People?) and still technically be tunneled. Also, let's not forget that there are plenty of ways to be insta downed while healthy. If someone FtPs you off hook, and then you get insta downed by just-procced NOED, do you deserve to have DS taken away from you? If you heal another person for 2 seconds (finishing their heal), should you lose DS?
Last couple of ideas I've seen thrown around- reducing the stun timer is not an option (as shown by the DS "glitch" that happened around the time of the Blight chapter [lowkey thought it was a test of DS nerfs rather than an actual glitch LMAO]) because it makes the perk worthless. And lowkey? Reducing the timer wouldn't be that great, either. Most survivor mains agree that tier 1 DS (40s) is virtually useless and not worth taking unless you're a really bad survivor getting real deal tunneled in low ranks.
I honestly think DS isn't even in a bad spot where it is. It's an extremely strong perk for survivors... but let's not cap and say that killers don't also have strong perks. If a killer plays around DS regardless of who actually has it or not (one of most powerful aspects of it, even though personally? I usually run into killers who DGAF about the possibility of DS, which is unfortunate for me since I tend not to run it), survivors also play around other killer perks (hiding behind gens/getting into lockers for BBQ, not doubling up on gens for Discordance, dropping items so that they don't lose it to Franklin's, cleansing totems for the possibility of NOED, etc.). BOTH sides are wasting time and inconveniencing themselves over the possibility of perks.
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@MarouPotato said:
https://forum.deadbydaylight.com/en/discussion/comment/1894544#Comment_1894544
What if i told you that since the update i see A LOT of Élodies and that she's actually a popular character?
Yes I said you were entitled because you act entitled by saying that yui's snow motocross outfit does not count because she had it for christmas and you think that only this character should have cosmetics. Also that means Élodie's set doesn't count either since she got it for Christmas ? Tbh i don't understand why they make lots of outfits for yui since i never see someone playing as this ugly character. Right After getting her ugly greek legend outfit, she got her ugly Hallowed Curse outfit and next patch her next outfit is probably going to be ugly aswell.
Ok, I'm not gonna say I agree with the entitled part, but you are GOING OFF about Yui and her cosmetics. They're HIDEOUS and idk why they don't give her a little more variety. Japanese culture has soooooo much to it, past and present, but it seems like the BHVR design team is obsessed with Yui ONLY having the motorcycle aesthetic. Her voice is really pretty and I think she herself is pretty, but like GEEZ ma'am, take the goggles off your head for once!
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@Pulsar said:
I never see people play Elodie.
90% of people think she sounds annoying and her scream is way too loud.
This LMAO, I like her+think she is pretty and her visual design is good, would LOVE to see more nice cosmetics for her, but her voice is incredibly annoying and reminds me too much of how I sound when I have a sinus infection. Plus, I regularly play with a friend who plays on Switch. Out of respect for her ears, I do not play Elodie LMAO
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@rglarson13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1894974#Comment_1894974
Well, to when you get the "Entity Displeased" message and depip (and then you have the toxic survivors in chat gloating about how they won because they unhooked in your face with BT and the guy on the hook had DS), yeah, it feels like a loss.
If they're going to say that 2-2 is the goal, either so making the killer feel like they lost that one or stop making the survivors feel like they won.
There is just no way you're getting Entity Displeased with only two escapes if you played the game well enough. You're not getting an Iri emblem in the category related to sacrifice, but that's not a depip unless you literally face camped to death the 2 survivors you hooked and didn't go get any points anywhere else. On the other hand, you can literally depip even if you kill all 4 survivors.
And why should it default to the killer being entitled to feeling like he won in that situation? Do you see what you're saying? "2-2 should make the SURVIVORS feel like they lost, and should make the killer feel like he won!" ???????????????? Why do survivors HAVE to feel like they lost if it was 2 sacrificed, 2 escaped? Like I seriously don't get what you're saying here LOL
Winning a game can be completely and utterly subjective on either side, due to the nature of the game. 2-2 is an easy metric for something that FEELS somewhat healthy (a 4k is irritating to survivors, and a 4 man or even 3 man escape is upsetting to most killers).
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Wait, you can buy things in the PTB and it won't count for your actual account?
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What is it with people on this forum and taking one awful game and deciding it means something just HAS to change? 🤔 You very obviously made a lot of mistakes this game (starting with chasing one person and not being able to catch them for 3 minutes while everyone else cranked out gens, instead of leaving them)
I also am gonna go out on a limb and say that DS isn't even the issue and you would have lost to them anyways. They just would have played the end game differently. But since they all had DS, they played according to the perks they had equipped. Of course, I didn't see the game so I wouldn't know for sure. But my friends and I can easily finagle 4 man escapes with an EGC unhook with only 1 or 2 DS perks equipped.