Dabrownman1812
Dabrownman1812
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You know what would be cool, a 100k bloodpoint penalty or it goes to 0 if under 100k for every dc.
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If you have tools to tell then that's a built in perk pretty much. Just know you don't lose points if someone is there and you're fine. If you camp, it's on you, do or don't regardless of points. If your camping it is to protect the hook, so the range doesn't matter cause you're camping.DeadByFlashlight said:@Dabrownman1812 said:
MegaWaffle said:Although I agree camping isn't fun for the survivor on the hook it will suck now that SWF will simply abuse the new system and killers will have to watch obvious hook rescues simply because they are getting penalized for over altruistic plays. I don't camp myself and it isn't difficult to know someone is around but unless I see scratch marks or the survivor themselves I leave, now there will be less of a reason to be stealthy in your approach.
Unless I missed something in regards to this change in which case please correct me.
People forget you don't lose points if another survivor is within 16 meters of the hook. If people are near and you're camping you're fine.
You have no tools that tell you whether a survivor is within those 16 meters.
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People forget you don't lose points if another survivor is within 16 meters of the hook. If people are near and you're camping you're fine.MegaWaffle said:Although I agree camping isn't fun for the survivor on the hook it will suck now that SWF will simply abuse the new system and killers will have to watch obvious hook rescues simply because they are getting penalized for over altruistic plays. I don't camp myself and it isn't difficult to know someone is around but unless I see scratch marks or the survivor themselves I leave, now there will be less of a reason to be stealthy in your approach.
Unless I missed something in regards to this change in which case please correct me.
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If you lose a whole pip because of that you're doing a lot wrong.HellDescent said:@MegaWaffle i find the upcoming change stupid and unnecessary . If the killer camps let him camp, do the gens and let him get his 10000 bp at the end. Plus sometimes you need to stay at the hook i.e.when the gates are open and you want to secure a kill. You will get those matches when you get one-hooked, but it doesn't happen very often. Camping exists pretty much in every game, but dbd decides to start punishing people for it to keep the majority happy with constant killer nerfs. I can't wait to see when I max out my chase in game, but then end up loosing a pip because I decided to stick to a legitimate strategy after.
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My bad, misread. Hell yeh, time is on the survivors side completely. The killer can at first stop one survivor at a time. Maybe more objectives.DeadByFlashlight said:@Dabrownman1812 said:
DeadByFlashlight said:@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.
A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Are you new or something? 2 minuted to die on hook gauranteed if they get face camped by leather face, if not it isn't two minutes. It's whatever time it takes to find, eat a loop, and hook. Optimally people will work on separate gens as if it takes a killer over 90 seconds to find and down one survivor 3 gens would have popped. 10-15 seconds to find survivor, maybe 60 seconds at least in chase unless survivor is a noob, then hook 78 seconds, then find another survivor which is at least 5 to 15 seconds. You gotta be a troll or survivor main.
I am a killer main btw, we were talking about pure objective time, i.e. gentime or time on hook.
But even looking at those numbers, completely forgetting about looping....... its kinda insane -
Part of the reason is meta, for time there should be more objectives. Adding just perks makes it so killers can't play perks they want. Ruin already sets killers to 3 perksIronWolf115 said:@Dabrownman1812 said:
Knock out is fine, not everything should be changed for swf as knock out can still be used against swf as I've used it before against them to great effect. It works wonders against solos. So leave it lol. Maybe make that new perk it's own perkWell I don't think knock out is bad JUST because of SWF, that was merely one of the reasons among others. And I was suggesting it as a rework for knock out because I literally almost never see it used and I thought this new idea would be a good fit for LF.
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Thanks for the update! Interesting analysis, will keep this in mind and fiddle around a bit.GhostrickSpecter said:
S+ Tier
The Nurse

Are you surprised? You shouldn't be... The Nurse is the best as always she been! She can blink across the map fast, ease, and also up-and-down buildings, and she can also chase Survivors down insanely quick!Funny enough! The Nurse's biggest detriment is "Stealth", she has no Tracking ability because how slow she is! So because of that, it's actually really behooved the Survivors to practice stealth against her! Fortunately, no one does that, so it makes it easy for her!
The Nurse also breaks the game! She can blinks through walls, over pallets, up and down areas, which makes her chase potential significantly better than the other Killers and allows her to traverse the map incredibly fast!
Overall, The Nurse is insanely powerful if she's on the right hand! She does breaks the formula of Dead by Daylight, which is why she so difficult for the Survivors to deal against!
The Hillbilly

The Hillbilly is the best at Map Pressure, and the Chase, but depends on the chase sometime. You gotta still deal some loops, windows and stuff, but when you have a nice distance that you want to close before they get to a certain thing! You can do it and even if you close a distance it doesn't have to always be "Chainsaw Down", You could just do it to get to them to get a regular hit-off!Closing the gap is super big on The Hillbilly and God, YOU'RE FAST AT IT! YOU ARE SO FAST! You can go from one end to the map to another, in only a couple of seconds, making it so much easier to deal with Survivors on different Generators, increasing your Map Pressure to the highest!
With his insane Map Pressure, he can get to Survivors a lot of faster before they have a chance to hide! He has an insta-down, high Movement Speed, and massive Map Pressure, making The Hillbilly insanely powerful at those who good with him!
The Hag

I never thought I would call The Hag anything that isn't bottom tier, but here we are! The Hag... is... incredible now! She provides two things that are crazy strong: Map Presence, and Chase Potential!Her chase potential is without a doubt one of the more enjoyable ones, especially since they changed her lunge range! She can stop the loop pretty easily, as she can place her traps insanely fast, allowing the Survivors to step on it or forcing them to ran into another loop. With the increased distance of teleport, increased speed of setting traps, and her low Terror Radius, The Hag ends up becoming a massive Map Pressure character! Combine this with "Make Your Choice", and Add-Ons that increase the speed of setting her traps, at the end of the day you'll be bouncing around the map like a Ping Pong Machine, downing everybody!
The Hag really makes the game a massive struggle for those who are careless or don't have flashlights, especially if you can get a 3 Generators section going on! She's a lot better than she used to be, the rework definitely helps her a lot!
S Tier
The Spirit

The Spirit is incredibly hard to play well, but her Mind Game Potential is insane, once she predicts the Survivors move, she can turn a safe loops into a free hit, and if they don't abandon that loop, then that's a free-down as well! The Spirit does have good Map Presence and Chase Potentials, but to use these you have to be very skilled with her!However, The Spirit is a weird cookie as well! Not only because she's pretty hard to master, but her power can be a detriment to herself more than it could be assistance, depending on what kind of Survivors she deal against! You can still make her hard and make her effective, but the problem is you don't get very much for playing her the best you can!
The Pig

The Pig has some really good things for her! Her Ambush can turn a safe loops into a free hit, and if they don't abandon that loop, then that's a free-down as well! The Pig's Ambush is ascended! Like The Spirit, her mind game potential is crazy, plus she's shorter than most of the Killers so she gets even more Mind Game Potential! She can crouch as well and get stealth to Generators, which means you can get an initial hit! She won't get yanks but she will get an initial hit for free, which means chases overall shorter.Her Reverse Bear Traps can force the Survivors do nothing but to search for Jigsaw Boxes, allow her to insanely slow the game down better than any other Killers! Mix out the pallet changes and the big maps are actually good for the sake of getting the Bear Traps off in The Pig's eyes, the Survivors have to waste even more time traversing!
The Shape (Michael Myers)

What Myers excels in chase and Map Presence! Although he's a slow Killer, but his Terror Radius makes him far more frightening!Not only you can make Jumpscare Myers pull the Survivors off the Generators like it's nobody's business which is always terrifying, but the main thing he's great at is appearing at the Survivors just completely out of nowhere! If you run "Monitor & Abuse" and Add-Ons that lower his Terror Radius in Evil Within II, you will just appear, making it far more difficult for Survivors to find any kind of pallets or windows before you get to them! Not only that, you can save up Evil Within II, and then you Pop Evil Within III, and then BOOM! GONE! INSTA-DOWN!! And nobody dares saving the others from the hook if you're anywhere nearby, because Evil Within III is very terrifying!
The Myer's game is interesting! You will still get looped, stunned by pallet, but you can turn chases into a very powerful thing in arsenal! You can create a scary Myers player by working on his power correctly and with all of his cool Add-Ons and Perk combinations, which is why he's on S Tier!
A Tier
The Huntress

The Huntress quasi breaks the game! Windows and Pallets are no longer safe havens, if the Survivors do it wrong, it ends up being a "dead sentence" for them! So naturally The Huntress has far fewer issues when it comes to loops and jungle gyms!
She could be higher Tier depending on the Ranks! But at higher Rank, she Can be a bit difficult to deal against high Rank Survivors, mainly because Survivors can juke her Hatchets pretty easily if they're good, but it depends on skills! But overall, The Huntress still provides insane chase potential and becomes really good!
The Clown

The Clown doesn't really have any ways to slow the game down and lack of Map Pressure! What he has is VERY Good in the chase, and some tracking! Occasionally he'll be able to herd the Survivors away or at least throw a bottle in the area he think a Survivor is in an attempt to find out if they're there or not, it helps a little bit like mediocre tracking, but mainly he's Chase Potential is VERY GOOD!You can throw bottles in a certain area to make it difficult for the Survivors to get through your toxic area, and by doing so, unless they dropped the pallet immediately every time you get to it, you will probably wouldn't get looped if at all! You can generally trade hits for stun and really do a pretty damn good job as The Clown!
The downside is you'll see Survivors very often get Generators done while you're doing your chasing, with his lack of Map Pressure, The Clown really can't deal a bunch of Survivors at once! And because of that, the Game may end rather soon, especially if he don't have Ruin, but when you get into that chase, OH YEAH!! You can do well!
B Tier
The Doctor

The Doctor is the best tracker in the entire game, nobody can find the Survivors better than him. Not only that, but he also can stall the game a bit! Madness Level III will force the Survivors do a challenge in order to get snapped out of it, also making Skill Checks go everywhere makes it harder to heal and to repair, which also helps delay the game even longer!He also has a bit of Map Presence, because you can buff his Terror Radius to become super large, causing those same issues to the Survivors. He even kind of good in the chase sometimes if you're able to shock the Survivors pretty harm!
The bad thing is, even with his powerful tracking, everything else he did is a kind of benefit! His tracking is insanely strong, but everything else about The Doctor is...okay. So instead of a Killer being great in two areas, bad in others, The Doctor is great in one, but the rest of him is okay! So while he has his obvious strength, but overall if you can't shock correctly or more importantly if there's a loop you're gonna deal with, you're gonna have to end up being looped and having to deal with the standard problems most Killers have!
Messing with a Survivor only works if the Survivors isn't used to it, and high Ranks, they just won't care about the weird Skill Checks , they're wouldn't care about snapping out of it, and it won't make a difference for you or the Survivors.
The Wraith

The Wraith did get an update and some of his Add-Ons are pretty dang nice! However, it really did not change much about him! Giving him a built-in Windstorm and such were a very good changes. However, because of the built-in changes, it basically just turned him into a high Add-On Wraith!The Wraith now The Wraith back in the day with some good Add-Ons now, he does have some really solid changes to his kit that can be pretty good and certain Add-On combinations can make him pretty strong at times, but overall everything that was rough about The Wraith still remains.
What he did get is slightly better Chase Potential even though he still eat Pallets like crazy, and if you run the new Windstorm he does have much higher Map Presence! However, he still has no form of way to slow the game down, so even though you can still move a lot faster, The Wraith at the end of the day still have the same problems he did before!
The Trapper

The Trapper is a very feast or famine Killer! At times The Trapper can seem godly, but it's only if The Trapper knows how to place his Bear Traps and the Survivors aren't very diligent in their vision. If you can place your Bear Traps correctly and get them all step on them, you can do insane damage, and it is very impressive when you do!The downside is that with The Trapper, you just don't got much if they see your Bear Traps! Once they just look at the ground and see your Traps, they walk around them or disable them, and then you become a basic Killer that can really do nothing! The only time The Trapper can do things perfectly is when he baits the Survivor into doing a loop with a Trap in it, and that is a lot harder than it appears! Some God-Tier Trapper players can do it correctly, but not a ton, which is why The Trapper while having some Map Presence with his Traps, has poor game stalling, poor tracking, and not great chase potential, putting him at B Tier!
C Tier
The Cannibal (Leatherface)

Leatherface does have some good things for him, mainly the ability to insta-down multiple Survivors. But the problem is, with the exception of the insta-down, he has absolutely nothing going for him. He has no way to slow the game down in any sense, no tracking power, and lacks of map pressure either!Leatherface can insta-down Survivors more ease than The Hillbilly, because it's harder to dodge. Unfortunately, it really only shines against groups of Survivors or it only works when they're in the open area! His power is not good in loops, near windows, it'll only work if you can get the drop on the Survivors or they simply have nowhere to go in terms of pallets and windows, but that is very rare in the game!
The only time you probably gonna get any good chainsaw off as if they grouped up, unhooking, you can body-block them or perhaps they're trying to be stealth full, and you eventually pop up next to them and then you find them and then you maybe get them before they get to a spot!
The Nightmare (Freddy)

Freddy is my main, but unfortunately he's very...very...terrible...Well like with any Killers you can play them well if you are good in the game, Freddy lacks in terms of a Killer.He does have a lot of issues mainly the fact Survivors can pop out of the Dream State very easily by Self Care or Generator Explosions. This combine with his Dream Transition Time to put the Survivors into the Dream State, allowing them to get into the safety before he even gets to them. He has no way to help him in the chase, meaning his chase potential is very bad and the fact his power sometimes more of a detriment, where you occasionally you may be able to secure a kill against Survivors running out of the Exit Gate or through a Hatch You were completely unable to because you have to wait for the Dream Transition State.
Overall, Freddy is just naturally a very poor Killer. While he CAN slow the game down slightly thanks to his power, and he is somewhat good at Tracking, he does not do very well in either the Map Presence or the Chase Potential parts for the game.
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Knock out is fine, not everything should be changed for swf as knock out can still be used against swf as I've used it before against them to great effect. It works wonders against solos. So leave it lol. Maybe make that new perk it's own perk
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Someone who knows this, my brotha we are alone thinking like this.Zarathos said:Sprint burst is ridiclously overrated. I regard it as the most new player friendly exhaustion perk as it allows weak survivours to last longer. The dead hards and balanced landing exhaustion perks are better as you often you have better control of when you use it and you dont have to walk around the map in case the killer starts a chase with you. You often don't see it coming as killer or it forces the killer to play in a sub optimum way. -
Sprint burst is fine how it is now. It's a burst of speed when you sprint, let's keep it that way lolDabrownman1812 said:
That's also a huge buff however, so no lol. It is not worth giving it that just so it can be hit with exhaustion. The buff will allow you to vault or pallet, and then choose direction once you're safe.TigerKirby215 said:The situation for Decisive Strike is being downed. Giving it a hook requirement would be interesting, but I'd rather just nerf its core so that it's less cancerous as a whole.
As for Sprint Burst: the lack of any activation requirement is a mixed blessing for it specifically. You're forced to either walk normally as to not waste it or spend it and potentially not have it when the killer arrives.
The issue with Sprint Burst really lies with the recent Exaustion nerfs and how Exaustion killers (Clown and Huntress) apply Exaustion with on-hit effects, which means that SB (which allows you to avoid being hit the fastest) is the most reliable choice against those killers.A suggestion I once saw for Sprint Burst was to have it activate after sprinting for 3 seconds. That would allow players to save it while still running between generators, and would also give ranged exaustion killers a chance to hit the survivor before they can get their "running start" and escape.
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That's also a huge buff however, so no lol. It is not worth giving it that just so it can be hit with exhaustion. The buff will allow you to vault or pallet, and then choose direction once you're safe.TigerKirby215 said:The situation for Decisive Strike is being downed. Giving it a hook requirement would be interesting, but I'd rather just nerf its core so that it's less cancerous as a whole.
As for Sprint Burst: the lack of any activation requirement is a mixed blessing for it specifically. You're forced to either walk normally as to not waste it or spend it and potentially not have it when the killer arrives.
The issue with Sprint Burst really lies with the recent Exaustion nerfs and how Exaustion killers (Clown and Huntress) apply Exaustion with on-hit effects, which means that SB (which allows you to avoid being hit the fastest) is the most reliable choice against those killers.A suggestion I once saw for Sprint Burst was to have it activate after sprinting for 3 seconds. That would allow players to save it while still running between generators, and would also give ranged exaustion killers a chance to hit the survivor before they can get their "running start" and escape.
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No killer should be rewarded by camping, killers not interacting should not be punished with few points. Sometimes it is because it goes so fast, sometimes because of someone got looped and tunneled, sometimes because there is a skilled survivor who doesn't just loop but knows how to handle himself. The game does need to be longer, but camping should never be rewarded. The one chase is up to the killer if the killer wasn't camping. Even when I get genrushed, I'm getting multiple downs.Rebel_Raven said:If the killer only chased, hooked, and face camped one survivor in the entire match, something has gone terribly wrong in the game, imo.
Largely it went by too fast.
The survivors got the gens done, and are ready to eacape in the time span of a chase, 1 or 2 hits, a hooking, and a sacrifice.
Which means the match was short as hell, and no doubt the killer had zero fun aside from watching the survivors squirm.
Anyone else think that's sort of screwed up?
Anyone have any thoughts on how an entire match can go by with only one chase, and one sacrifice?
Maybe i missed something? -
Best to do solo gens, it gaurantees 3 gens pop if any survivor gets in a chase by the first hook for most killers, that's 3 out of 6 objectives gone. If 4 works on a gen at once they have a higher chance of getting slugged, actually not progressing the game, and possibly leaving the killer with a 3 gen strat.CallMeRusty420 said:@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Ah gotcha. I was confused with how you worded it but now I learned something new and damn now I wish i hadn't because Killer now feels even more UP than before. Damn...
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A killer can keep disrupting a gen and everyone will move and waste even more time by not working on gens, by going solo in the beginning you break up the three gen cluster and get no matter what, 3 gens done by most first hookDeadByFlashlight said:@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
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Are you new or something? 2 minuted to die on hook gauranteed if they get face camped by leather face, if not it isn't two minutes. It's whatever time it takes to find, eat a loop, and hook. Optimally people will work on separate gens as if it takes a killer over 90 seconds to find and down one survivor 3 gens would have popped. 10-15 seconds to find survivor, maybe 60 seconds at least in chase unless survivor is a noob, then hook 78 seconds, then find another survivor which is at least 5 to 15 seconds. You gotta be a troll or survivor main.DeadByFlashlight said:@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
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Yeh, I feel the pain guy.TigerKirby215 said:@Dabrownman1812 said:
@DeadByFlashlight Should study pip conditions. Survivors should not gain points towards emblems for being camped however. @TigerKirby215 players should be rewarded for work, not because a player camps.And remember: no one wants to be a Squidward.
But my point is that it's really dumb that you only safety (or sometimes even depip) because the killer didn't play well. Can you imagine any other game that worked like that? "The enemy team never scored a goal therefor the game's a tie even though you scored like 5 goals on them."
It seems like a very simple change to make it so that Survivors don't lose Benevolent points if a killer camps. Either have survivors gain points if the killer is by a hook while not in a chase or simply don't have them lose points if a similar situation is met. -
Yo what's up team! For rin, it said she inherited something from her ancestors. What was inherited and how did she get her powers? Was it granted by the entity or from her family.
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If survivors are always asleep during the trial as the trial is a nightmare, would be cool but that means no slowdown penalty as they cant wake up
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Yup as they run perks that synergize and has built in bond and kindred due to chat party.Blood_Coil_Viper said:
SWF exists. Against them it is 16 perks total. And as an Xbox player SWF is very very common. You did realize that right? SWF breaks the 4 perk rules technically.powerbats said: li@Blood_Coil_Viper said:
spiritmeiner said:think how it would be implemented by some standard build ruin,dh,bbq,enduring,noed is impossible 5 perk slots if u do 5 slots for killers, then for survivors >_<
You realize survivors get 16 perks total right?
You do realize survivors get 4 perks slots each individually not 16 perk slots even though ti adds up to 16 it's not 16 each individually. Also isn't it you killer mains that complain that all survivors run SC/DS/SB/AD etc anyways which if true would mean you're only facing 4 perks.
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If the buff comes good, a rework will be good for possibly bad. A fun killer is a weak killerGeorge_Soros said:Call me a weirdo, but I'm having much more success with Freddy on rank 3 than Billy, let alone the Nurse. Been struggling against skilled SWF with Billy boy, while with Sweater Creep I can usually secure at least 1 pip. (Dress addons are a godsend, you don't need to down them right away.)
If the buff coming to him is gonna be the real deal, he'll be unstoppable
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The clown demands higher iq as you have to think ahead as he can also secure window and pallet hits but you think ahead. You can miss a bottle and still have it result in a hit, the same cannot be said with huntressSnakeSound222 said:I don't agree with Leatherface, Spirit, Pig, Clown, and Myers.
Clown should be behind Huntress because while his bottles slow the Survivor, they don't damage them. He still has to hit the Survivor.
Myers should be in A tier and behind Doctor. He suffers from the same weakness that every Killer except Nurse has, which is that it's easy to loop him. It's harder when he's at EW3, but still easy. If you stay out of his LoS, you can starve him of his Evil Within.
Pig should be at B tier and behind Myers. It is really easy to not have your RBT activate and simply looking around will help you when she's crouched.
I'd place Spirit somewhere in A tier (not sure where exactly, probably somewhere around Doc or Myers). The fact that you can hear her when she's phase walking makes it harder for her to sneak up on a Survivor and it's easier to mindgame her (run toward her husk in order to make her think that you're hiding somewhere). If she could see blood while phase walking I'd be more inclined to put her at high A tier or low S tier.
Leatherface can actually hit people without having to wait 3-9.5 seconds, so I would put him above Freddy (still in C tier).
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The magic of clown vs hundress is that due to how is power hits he is more capable of securing hits and isn't useless without his projectiles.SnakeSound222 said:I don't agree with Leatherface, Spirit, Pig, Clown, and Myers.
Clown should be behind Huntress because while his bottles slow the Survivor, they don't damage them. He still has to hit the Survivor.
Myers should be in A tier and behind Doctor. He suffers from the same weakness that every Killer except Nurse has, which is that it's easy to loop him. It's harder when he's at EW3, but still easy. If you stay out of his LoS, you can starve him of his Evil Within.
Pig should be at B tier and behind Myers. It is really easy to not have your RBT activate and simply looking around will help you when she's crouched.
I'd place Spirit somewhere in A tier (not sure where exactly, probably somewhere around Doc or Myers). The fact that you can hear her when she's phase walking makes it harder for her to sneak up on a Survivor and it's easier to mindgame her (run toward her husk in order to make her think that you're hiding somewhere). If she could see blood while phase walking I'd be more inclined to put her at high A tier or low S tier.
Leatherface can actually hit people without having to wait 3-9.5 seconds, so I would put him above Freddy (still in C tier).
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Rank or tiers is about potential and power balanced out with counterplay, not how most players use a character. Like there's bad bayo players in smash or bad dragonov players in tekkenSteveyHooves said:Hmm for me everyone would be A besides nurse shed be B. Though low rank survivor and killer I've never come across an amazing nurse -
It's actually a good business idea as that's money coming in. I don't like bill being console only, as long as perks are universal and so are killers as survivors are just skins. A console only character would be cool too.DeadByFlashlight said:Is there a single reason why the devs should make exclusive characters on purpose?
Its the same work as a normal platform, but they can only sell it on specific platforms.Seems like a really stupid buisness idea
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Ranked affecting perk effects is iffy, and weird. Perks and abilities should be universal.grtf47 said:I actually find it harder to ge great skill checks at all and it sounds like you are talking about the best survivors who can hit great skill checks all day. I can’t and many others can’t either so how about this. Ranking system should be changed, DS works differently in different ranks. That way lower leveled players don’t have to deal with the changes made because of the higher level players. The problem is people will de rank possibly but they do anyways to play with more in inexperienced players
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Sprint burst isn't better than dead hard, just braindead and easier to use.TheLegendDyl4n1 said:@akbays35 said:
Most perks have a trigger to them except for these two perks. I think DS needs a Deliverance treatment where it can only be activated if saving another survivor, and Sprint Burst can only activate if a killer uses his power near the survivor.i dont run DS and if sprint burst went from an A perk to a F perk then i would just run dead hard
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He can't run at base movement speed though lol gotta be 96.avvisare78 said:As for pc console also there should be an exclusive character. Maybe a guy fat, with bigger physique! -
Gotta see how the 4% boost goes, with map changes or more of them anyway it wont be that bad. The 4% boost would also effect the boost from getting hit, so it makes a lot of room. Most people run sprint burst so meta wise would ne exhausted anyway. So it makes a huge gap and secures another loop. Maybe when survivors have more mandatory objectives cause let's be honest, they can buff sabo but the best way to live is to just go do gens and get out asap. And survivors will take the more secure route.kate_best_girl said:@TigerKirby215 said:
Would never happen because of copyright and #Fukonami, and let's be honest the killer would be Pyramid Head.All that being said:
Survivor perk 1: I'm surprised we don't have a bleeding reduction perk, especially with the buffs to Sloppy Butcher. This is probably going to be added someday.
Survivor perk 2: The fact that it causes Exaustion makes it #########. You're already injured so Hope movement speed isn't going to help you unless it's Scratched Mirror Myers or something. That being said this could be fun for a No Mither build if it didn't cause Exaustion.
Survivor perk 3: This is what Left Behind should do. Change Left Behind first.Killer perk 1: Very interesting and promotes hooking multiple survivors, but the increase is too weak for one. It also sorta encourages camping as to not lose the tokens.
Killer perk 2: Very simple perk that I could see some uses for. Not many, but it's not a bad perk. Solid C tier.
Killer perk 3: An interesting concept but it's a real kick in the nads when playing against a Nurse or Hillbilly with BBQ. Having what essentially amounts to Pop Goes the Weasel but for downing survivors is honestly rather unfun in my opinion. Even if it's just for the obession this perk would be an auto include in any Remember Me / Dying Light build. And while I'd love for Black Box Freddy to be less ######### giving him on demand instadowns is not the way to go.The only reason they wouldn't make it Pyramid Head is because his head and weapon are to large.
But Perk 2 was made with exhaustion for the sole fact of how powerful it can be with looping at a max tier.
Perk 3 was also made to couple with left behind and to demonstrate how alone Angela is.Killer perk 1 was an anti camping perk encouraging killers to seek out survivors.
Killer perk 2 was made as a way to see whether or not to stay at the hook or to leave it
Killer perk 3 was also made as an anti camping perk and it only can effect one survivor for a short time. -
With ruin so core for many killers while being a hex, killers are pretty much running three perks.
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Word, not for survivors thoughMilo said:Maybe we'll get more perk slots when more perks come in? We never know
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Would be cool if I could see the reasoning on it. You got any insight?DeadByFlashlight said:Hag S+?

Nurse needs an extra category because she is the only killer that can stand a chance against everything the survivors throw against her
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Or what if it was one of their not so good perksHime said:I was thinkinh about something similar in the past, but as the passive abilities it would be cooler, if they could use their specific ability without the need to use it as a perk. For example, if Claudette would be able to heal herself without using Self Care, Jake would be able to sabotage without using Saboteur etc... As a balance they could do the same for the killer, Nurse would have Nurse's calling without the need to use the perk etc..
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Nah, extra perks would be crazy. I love the idea, but I see where this would go lol. Will be nothing but claudettes. Claudette sitting on the throne eating souls. Only a killer should have an extra slot because a killer only has 4 perks alone.Hime said:I was thinkinh about something similar in the past, but as the passive abilities it would be cooler, if they could use their specific ability without the need to use it as a perk. For example, if Claudette would be able to heal herself without using Self Care, Jake would be able to sabotage without using Saboteur etc... As a balance they could do the same for the killer, Nurse would have Nurse's calling without the need to use the perk etc..
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No prob, no need to be defensive, that keeps the bitterness in the forums going.
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It's also not really loops, its lack of objectived and time it takes to finish them for survivors. It's quicker for them to so their objectives no matter what as it is now. Skilled survivors with jukes n such will waste time even with less loops and pallets. Loops are getting hit, some loop spots needs to be there since survivors cannot do anything directly to the killer. Not supposed to be free kills either, it's a time issue. Too few objectives, 6 survivor objectives to 12 killer objectives. The killer solos his objectives and survivors don't, you can keep one busy but the other three are still on half of the objectives for survivors.se05239 said:@Tsulan said:
So, you nerf the only 2 viable killers and expect the other killers to suddenly be competitive on high ranks?Go ahead. See how that turns out.
My prediction: a "matchmaking error" for survivors above rank 10. Estimated time to find a match = 45+ minutesThat's not how you do balance.
If you want more killers to be viable at the higher ranks, you need to look at why they aren't.As it stands, the two main reasons are either that their chase game aren't as good as the Nurse's or that their map pressure aren't on par with the Hillbilly's.
The first one of the two reasons is actually the easiest to fix. Simply, make the maps less looping friendly. If maps become more accessible for killers who's chase game ain't top tier, we'd see far less Hillbillys and Nurses dominating the high ranks. -
Yeh, he didn't get you wasnt with the nerf. The issue is time, some people dont get itTsulan said:@se05239 said:
@Tsulan said:
So, you nerf the only 2 viable killers and expect the other killers to suddenly be competitive on high ranks?Go ahead. See how that turns out.
My prediction: a "matchmaking error" for survivors above rank 10. Estimated time to find a match = 45+ minutesThat's not how you do balance.
If you want more killers to be viable at the higher ranks, you need to look at why they aren't.As it stands, the two main reasons are either that their chase game aren't as good as the Nurse's or that their map pressure aren't on par with the Hillbilly's.
The first one of the two reasons is actually the easiest to fix. Simply, make the maps less looping friendly. If maps become more accessible for killers who's chase game ain't top tier, we'd see far less Hillbillys and Nurses dominating the high ranks.I know that.
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I understand, not saying change your list, I'm asking for your opinion. Normally with tier lists people explain their thinking. It's not about attacking you, it's about intellect. Maybe you see something I don't, no one sees everything.GhostrickSpecter said:@Dabrownman1812 said:
Hag s+ tier? Lol hag is overhyped I feel since her update. Why is the doc up there with the clown? Just a list with no reasoning given, would like to know what you think.Well, these are my opinion!
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You lose points (all survivors) when anyone is hooked, so you can depip from camping since survivors get minus benevolence and very few evader if killer is camping and across the map since evader when not in chase gives more points the closer you are to the killer I believe. @DeadByFlashlight Should study pip conditions. Survivors should not gain points towards emblems for being camped however. @TigerKirby215 players should be rewarded for work, not because a player camps.DeadByFlashlight said:Excuse me?
You dont lose benevolent points if the killer is camping, you only lose them if you are farming yiour survivor mates and that is completely your fault
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Nurse and billy doesn't need to be explained
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Hag s+ tier? Lol hag is overhyped I feel since her update. Why is the doc up there with the clown? Just a list with no reasoning given, would like to know what you think.
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Also, nerfing billy and nurse won't help, the billy is good but not overwhelming, he just saves time, same for the nurse. Billy is overrated, look at why the are effective vs what makes them strong. They move fast, that's the key
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Smh the problem is lack of survivor objectives, is no one thinking deep about this?
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Ds getting reworked, devs fault for making a free perk. If the issue is how hard the skillcheck make it bigger and stun in place without drop. They had this perk in the pool how it is for too long and anything besides a free get off is going to leave my fellow survivors dissatisfied. The devs are gonna have to deal with a negative review due to giving survivors so many tools. I don't fear killers in dbd, not even the nurse due to how fast the win condition can be reached for survivors.Blood_Coil_Viper said:
Survivors think way too many killer perks are op.. This one would be about equal to DS but of course we can't have perks that powerful.Wolf74 said:I suggest "Brutal Strike" for killer.
Every survivor starts the match "exposed" until he got downed once.
After that the exposed status is gone.THAT would be exactly like DS. DS causes one more successful chase to get someone on the hook and this would cause one less.
But survivor think DS is fine and the other would be "op af", right?
Starting off exposed isnt the answer. No perk is an answer, the gameplay, end game, objectives need updating. Doors should have a stay open timer, killers should be able to close hatch and the exit gates will be powered, not opened. The survivor would have their aura read (ignores sole survivor), the doors will take 5 seconds longer to open in this case and the final hunt is on.
Maybe have the kick action relevant. As it is, not worth it unless it's for points, after kicking a generator the gen will not make progress for x amount of time or let there be a once per match circut the killers can break which stops gen progress for 60 seconds and creates a notification as it blows up in the face of any survivor on the gen. The killer can only stall the game for one player at a time unless they go for a potentially time wasting slug. -
People wouldn't camp like that in high ranks anyway due to meta and map layout they would dep pip each game unless it's a leatherface. Camping to some isn't about the pip, it's about the kill. The new system is a trade off, punishing killers who sweep too late or too early lol. As a killer my job is to kill. As a survivor my job is to survive. Plenty of people still camp though. I got camped 6 times yesterday lol half of my games. Also the quality of survivors have gone down and changes to the game and survivor nerfs, so it's not the pip system, it just got easier for killers to not rely on noob strategies and is making it worth their while to hunt.Mringasa said:@Dabrownman1812 said:
kate_best_girl said:@Wolf74 said:
@kate_best_girl said:
godlike? Literally you dont even have to kill anyone to pip or earn a ######### ton of points so i dont see the point in hating SWF groups.
Ok, we found the issue. You like playing the partyclown.
I actually want to play the KILLER.
Pips are punishment, since ranking up only make matches worse for killer.
And bloodpoints are just a sideproduct to keep up with all the stuff I need to use.
If you can't kill, you are a pointpiniata for the survivor and not a threat.
No I just wanna have fun and play the game for fun.
Also, if you kill everyone quickly now you don't double pip, there is a disparity between the roll you play as killer and the pip conditions. Pipping isn't winning, it is pipping. Pipping used to be based off of hooks and kills, but not anymore.
Glad it's not based on hooks and kills anymore. So many newbie trash Killers would camp just so they could pip. Not sure how bad it is in the lower ranks, but I haven't hit many camping Killers lately, so maybe that change was a good thing.
Killers should be able to choose what lobbies they want to play. I'd much rather this than having them DC at the start of a match or mid-match because some toxic buttholes want to play laser tag with them instead of playing the game. Too much selfishness and ego at times.
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Also, if you kill everyone quickly now you don't double pip, there is a disparity between the roll you play as killer and the pip conditions. Pipping isn't winning, it is pipping. Pipping used to be based off of hooks and kills, but not anymore.kate_best_girl said:@Wolf74 said:
@kate_best_girl said:
godlike? Literally you dont even have to kill anyone to pip or earn a ######### ton of points so i dont see the point in hating SWF groups.
Ok, we found the issue. You like playing the partyclown.
I actually want to play the KILLER.
Pips are punishment, since ranking up only make matches worse for killer.
And bloodpoints are just a sideproduct to keep up with all the stuff I need to use.
If you can't kill, you are a pointpiniata for the survivor and not a threat.No I just wanna have fun and play the game for fun.
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Lol did you play before emblems? The game ends when survivors leave or they die, a survivor wins by surviving or letting others survive, killers win by getting kills. Pipping now is a joke. It's a horror game, I don't win when I pip, I win when I survive or kill more than 2 survivors. If my team has two dead, that's a draw. Swf gives unfair advantage and devs know this, if the devs acknowledge swf strengths, then it must be there because they are working on balancing for killers now and making great strides.kate_best_girl said:@Wolf74 said:
@kate_best_girl said:
@Wolf74 said:
@kate_best_girl said:
@Wolf74 said:
@kate_best_girl said:
@Wolf74 said:
Please quote me where I said that.
Stop putting words into my mouth.
I want "balance" and that is fair game without the "weak" side being able to bully the "strong" side.
Without the ""weak" side being able to 1 on 1 the "strong" side, but still play in a team.Then how do you suggest we do that? Survivors can bully killers and yeah some killer buffs are needed but you can't just remove an entire feature and call it 'Balance'
Now the question for you? Do you see SWF on voice com as "fair" and "balanced"?
IMO:
SWF is the worst thing in terms of balance.
So something needs to be done.
I would like to see it split into different queues.
Ranked = solo only
Casual = with SWF (plus anybody joining casual solo will get a BP bonus)I Don't think there is enough players to have that plus killers would never play it thats the problem
Do some math. Less than 50% of all survivor player are joining via SWF.
How many of them would stop playing just because SWF gets split into separate queues?
A lot of people will claim to quit, but not even half will make it true and stick instead.
Because there is still a queue to play.
And instead we could attract new or bring back old player, because the game is more balanced to make up for the lost player.And if you think about your own statement "killer would never play it", what does it say about the balance of the gamemode that you are defending?
That's why I said BP bonus for all player that join the SWF queue SOLO. That includes killer! Killer are always solo.
So you still get the player that want the challenge and the greedy ones.I guess but it doesn't say much about the game mode im defending other then killers are over dramatic
Sounds like you are either some godlike killer player or you aren't playing a lot of killer.
godlike? Literally you dont even have to kill anyone to pip or earn a ######### ton of points so i dont see the point in hating SWF groups.
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Casual unranked I mean
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It's not bout an swf only crew, casual ranked could be a mix of swf and solo, and ranked could be solo onlyCymer said:well it is easier for the survivors to play in a SWF and a lot harder and frustrating for a killer to face a SWF.
A SWF only queue would only split the community and as it is right now 70% of the games have SWF in them in any combination.
The result would be, a SWF queue with incredible long waiting times for SWF due to lack of killers and a legacy queue with incredible long waiting time for the Killers because to many killers. -
I can tell from the thought you put in for the perks. Great job yo!kate_best_girl said:@Dabrownman1812 said:
You play both killer and survivor I take it?Correct!
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Nothing wrong with the nerf, balanced out by exhaustion resetting when you get hooked. These changes are made to help shorten chases as the game is survivor sided and finally having some tools taken away from them. I play both killer and survivor, use exhaustion perks or just no mither. Survivors have it too good.DexyIV said:@Dabrownman1812 said:
DexyIV said:SB needs to be more situational imo I'll admit, but I'm not sure if making it based on powers is the right thing to do. Logically it makes sense. It would make it useful against killers like Billy and Nurse, and the range you'd get the sprint burst would determine if it would be useful against Myers. Would also be weird to use in some cases against killers Trapper and Hag. Would it activate if you spring a Hag's trap? Or only when they place one?
It's not a bad idea, but I'm not sure if BHVR would be willing to make such a change with so many interactions. Seems like it would introduce a lot of inconsistency and bugs along with it.
Sprint burst is fine, really overhyped. I do fine at high ranks even as freddy when everyone has sprint burst. Sprint burst isn't what's damning to me. I know it is braindead but it is elevated due to the amount of people eho use it. It isn't the strongest exhaustion perk, just overrused and more prevalent.
I just have a problem with how the other exhaustion perks received a nerf because Sprint Burst was so reliable to use. Granted it was a good nerf overall, but it's bad design to nerf a mechanic because one aspect of it was overperforming. And this is coming from someone who doesn't use exhaustion perks.