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DeKillerKiller

DeKillerKiller

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DeKillerKiller
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  • @Biggles1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/822234#Comment_822234

    The problem is she is both predictive and reactive, but survivors can only predict, not react. That needs to be more balanced.

    She can react to scratch marks, grass movements, and pain sounds while phasing. Her initial movement is a prediction, but after that she can use those sounds and indications to correct for any prediction errors. Survivors don’t have that.

    Even if survivors could better hear her, it wouldn’t allow them to correct their course if the made a bad prediction. They need something clear, but also vague enough that they are not 100% sure where she is

    Scratch Marks take a small bit of time to appear, and they cover a large distance, large enough that you don’t know exactly where someone is (as any Spirit player will tell you). The same would be true for spirit. They would allow some counterplay by survivors, but Spirit could also use it for mind gaming, which will add some different play capabilities to her style.

    Also, I love the suggestion of Icey blue scratch marks. That would be amazing.

    Heck. You could even made it so that if survivors run over the scratch marks, they scream like the new addon for nurse.(Not sure if they have existing coding for that.

    That's why I said we should know more about when she is using her power. Nothing too obvious that would make her power a detriment to her, but something that gives survivors a clear clue at where she is and whether or not she is using hher power.

    I still think scratch marks would completely destroy her power, she should be predictive and reactive to survivors. But survivors should not have a clear indication on where she is at. The Spirit should but survivors shouldn't. Because this game is not a 1v1, it's a 4v1.

  • If I can get out of Red Ranks for a couple of weeks it would be heaven. Red Ranks is just hellish to go through.

  • @bendermac said:

    RUIN IS NOT A REQUIREMENT!!!

    Seriously this a false look at the game. I play to 99% without Ruin and yet I get my 3K or 4K a lot. I'm not a godlike Killer, but I must do something right ;)

    Run Corrupt Intervention, Pop,DL or whatever perk to slowdown gens instead of Ruin.

    I'm Rank 1 btw :)

    Ruin is not a requirement, yes. But some killers, especially mid to low tier killers feel like it's a requirement because their power can be time consuming to pull off optimally.

  • I do like the Spirit, I like how she encourages a differnet style of gameplay. To be more predictive rather than reactive.

    But I also think she can be a little bit (not completely) obvious with her power. I've said it before and I'll say it again, her glass breaking sound effect when she powers up, a semi-directional phasing sound, louder footprints. Stuff like this.

    It won't break her but it also won't make her a complete nightmare to face if you don't know how to completely counter her. Because lets face it, this community will just cut off anything they dislike because Rank doesn't matter.

  • I actually think this is a reasonable change for her. It would allow for easier counterplay, relies on survivors paying attention, and gives Spirit an edge on something other than just her power.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/821614#Comment_821614

    true but In my opinion EGC should just activate when all gens are finished instead of opening the exit gate

    Honestly? Prefer this. As this would make that EGC Challenge in Tome 4 more possible.

  • @Pleebean said:

    https://forum.deadbydaylight.com/en/discussion/comment/821910#Comment_821910

    Considering the fact that scratch marks slowly fade in behind someone half a second after they've been in that spot, I'd say it could be a good change. Obviously there's no way to tell if this would make her completely underpowered without actually seeing it in game, but I think it's a solid idea to make her gameplay less guess work and more prediction based.

    Spirit is a killer that is designed to be more predictive rather than reactive. This would absolutely kill her power.

    She needs subtle and non obvious telltales, not literally scratch marks on where she is.

    Stuff like the glass cracking if she starts phasing, or a directional phasing sound, stuff like that is what she needs. Not something so blatantly obvious that any survivor worth their salt would just walk on the scratch marks to avoid colliding with her.

  • @se05239 said:

    Behavior's code is the technical equivalent of spaghetti. Whenever they update something, something else breaks horrendously.

    I don't think SFM is as buggy as Dead by Daylight in all honestly, Unreal is a great engine how the hell did they make Unreal Spaghetti?

  • @Bleediss said:

    https://forum.deadbydaylight.com/en/discussion/comment/822176#Comment_822176

    Understandable. Most boring and uninspired things I want changed are because I feel it would just provide a better experience for both sides by having something more interesting in the game to shake up gameplay.

    This can of course be done with the base concept still there, like Freddy's being that his add-ons slow the game down.

    I will admit there are times when I feel like I am forced to bring ruin on other killers other than Freddy. Freddy just has more flexibility because he comes with a built in ruin with his Dream World. Meaning I can be more flexible with his build.

  • @Bleediss said:

    https://forum.deadbydaylight.com/en/discussion/comment/822157#Comment_822157

    Walking across the entire map to the alarm clock isn't wasting that much time? Not sure how you can reach that conclusion.

    Failing a skill check still means a generator getting regressed and also alerting him about where you are.

    Also I didn't even say he was unfair, or unbalanced, like if you actually read you would see me say "but I don't think it deserves a nerf or anything." but hey putting words in my mouth and talking about "but killer is hard!!" is easier than understanding that I just find the add-ons and build in general very boring and uninspired.

    Sorry, but thanks to this forum my brain now thinks "Boring and Uninspired" is synonym for Unbalanced and Unfair.

  • I agree that slowdown perks/addons should not become a necessity but with how slow the game is being changed by BHVR and how massive of an undertaking that would be for them to balance around, I doubt it will be a thing anytime soon.

    I would gladly trade every slowdown perk/addon a killer has if they tripled the gen time speed. Or they require you to get a second objective like fuel cans to repair the generators faster. Or something like that.

  • And that's time the killer needs to use effectively. Playing killer, especially in high ranks is a game of seconds. You can't afford to make that many mistakes. One critical mistake can cause you to lose all of your pressure in one go.

    Plus it's not really that much wasting time. If the killer doesn't have Red Paintbrush, just fail a skillcheck like old Freddy. If they do, then go find an alarm clock to wake up.

    Are you telling me he is unfair and unbalanced and "unfun" when you have a lot of ways to turn him into a complete M1 killer with no powers during a chase?

  • @Bleediss said:

    https://forum.deadbydaylight.com/en/discussion/comment/822073#Comment_822073

    I'd rather just the actual game be addressed if this much slowdown is needed to play the game for some people.

    Also, Freddy slowdown add-ons make me think add-ons in general need to be looked at.

    I say this because the best add-ons to me are ones like Scratched Mirror, where it completely changes the killer in such a way you feel like you're getting another killer out of using the add-on as it opens up using different builds and playstyles just to compliment the add-on.

    And then there's Freddy's slowdown add-ons, woah, so interesting, I slow down the game passively with nothing else changed, very inspired.

    Really, though, I'd love for Freddy to have slowdown add-ons that slow down the game in a unique way because they throw something different into his kit for him to use.

    I mean you're only slowed if you're in his Dream World. You don't want to be in his Dream World. The longer you're in there the more you're penalized. That's why you need to wake up. To negate 2/3rds of his power.

  • @Ksoni said:

    Everyone was complaining that the rift is too much grind and 90% are casuals, but here we are, everyone's progres is above 17.5 witch is 1/4 of a tome. And every 2 weeks new set of challenges will be released, and (if you will concistently get 17,5 tiers completing these chalenges) everyone will complete the pass. So stop complaining about anything so early.

    Keep in mind you have to play the game for the entirity of the day to get one tier a day at least.

    Most people can't do that. I am still wary about the battle pass' grind.

  • I always tell myself this everytime I hear the obsession ding at the start of the match:

    "I'm going to get stabbed."

    I always just assume the person who is the obsession has Decisive Strike. So ignoring them in favour of others is what I typically would do as a killer. So I think this would be a nice change for Solo survivors.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/821923#Comment_821923

    IKR

    It's like no one ever tries to be stealthy. And some act like it's impossible. It's really not. Dodging BBQ/Nurse's is so easy for me at this point I don't even think about it anymore. Discordance is easy to avoid once you realize the killer has it. Spine Chill beats every aura read add-on killers have, including SM Myers now. But no one wants to acknowledge that stealth is indeed effective. Maybe they just aren't good at doing it, which is fine, but just because you aren't good at it doesn't mean it's not a good tactic. I've lost games as killer (Spirit too) specifically because of super stealthy players.

    I think the reasoning behind it is because "Stealth is not fun".

  • @thesuicidefox said:

    My favorite part about the "perks are not counter play" argument is that they ignore the absolute devastation Iron Will and Spine Chill can have on the Spirit. Like sure, without perks it is significantly harder to counter her, but WITH these perks it is actually super easy to counter her. To the point it's almost a joke. These perks crush her so hard, I don't see how you can just ignore this. Not to mention, both Iron Will and Spine Chill are strong perks against ANY killer. So anyone making the claim "I shouldn't have to use 1 of 60 perks to counter a killer" again ignore the fact these perks are great against any killer. The only killers where Iron Will won't help are Plague (because you cry in pain when sick regardless) and Doc (because you will scream revealing your position anyway). If these perks weren't strong against nearly the entire killer roster they might have a point, but since they are and since they dominate killers like the Spirit so much I find it intellectually dishonest to just dismiss them as counter play options.

    Know what I do when I run across a lot of Docs or killers using Infectious Fright? Yep I put on Calm Spirit. I have no issue with this at all because of how hard this perk counters Doc too. If it can sway the game that hard, it is indeed a valid counter play option.

    Lets not forget that sometimes Killers also has to bring perks and addons themselves to counter certain groups of survivors (I'm looking at you, Object of Obsession).

    But apparently when killers have to do it it's "fair and balanced"

    Now don't get me wrong, I want her to be a little more obvious for the survivors. Mainly because in my opinion, you need to pay attention to outsmart her during a chase. But she also shouldn't be gutted the same way Legion was.

    I still don't think bringing perks, addons or offerings should be a valid counter though. As a killer I don't want to bring blindness addons or perks to an OoO group. Or bring a mori if I don't feel like going up against a group that I suspect are playing an optimal SWF.

    You should be able to counter them in-game, not with stuff you prepared outside the match.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/821914#Comment_821914

    Do you have a VOD of this - I would genuinely be interested in seeing how any survivor can pull that off. I know Hawkins can be a pain with BL but as for pallets I honestly cant see a complaint for it.

    Sadly I didn't record my gameplay but it was of a Claudette chaining a middle room pallet with the pallets outside in the corridors. The room was one of the storage areas.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/817750#Comment_817750

    you had me until the mori part... Even I can acknowledge how OP and unfair moris are. At most the ebony one should do what the ivory one does. Theres no logical reason why we should be able to just remove someone from the match after just one hook - let alone remove all 4 after they've been hooked once. I dont understand the fun in that. Even with sweaty SWFs I like to win fairly.

    As for Hawkins - it has pallets but only one of them is actually safe. Any other pallet is an instant hit.

    Uh no, I've played killer in Hawkins against Red Rank survivors multiple times. There is a way to evade the killer by using multiple unsafe pallets as one continuous loop.

  • No, this would absolutely kill her power. If they know EXACTLY where she is and she doesn't then we have a problem.

    This means the survivors would have a very clear advantage over her.

  • @Rydog said:

    I, too, think the arbitrary sorting/coloring of perks is really odd. Having a "favorites" system (which is basically what you are suggesting here) would be a nice, small QoL change.

    Payday 2 has a "favourite builds" menu. Why can't DBD? I would love this to be added.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/821652#Comment_821652

    Scratch marks are delayed, remember? It just helps the survivor know if she's phasing, and a hint to where she's at.

    Spirit could also use her own scratch marks to go back. :)

    It is delayed but you still know where she is at and whether or not she is phasing.

    A part of why Spirit can be actually scary if her making the survivors require to accurately predict whether or not she is phasing. Which is why I want her to have some telltales of whens he's using her phase. Like the glass cracking she hears but survivors don't. Or a slightly directional to omni directional phasing sound. Anything that isn't too obvious but enough for a survivor who pays attention to play around.

    Scratch marks just breaks that.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/819201#Comment_819201

    I made a video too. It's an interesting situation to a person such as myself who predicts rather than reacts.

    https://youtu.be/_cmjR53TZ7g

    Pretty good video. I was honestly more on giving Spirit minor nerfs like having her phase make the glass cracking sound but you did remind me why I like going against Spirit as a Survivor.

    Out of every killer she is probably the only one who I personally actually fear. In a horror game there is a killer I am actually afraid of, who knew? And I really like that. I know when I go up against her I shouldn't act how I normally would as a Survivor but I already don't anyways.

    I play stealthy when I need to, go on routes that some survivors might think is absolutely bonkers and insane and play in a way that will most likely just end up with me being the only one to escape.

    With that said, even though you've convinced me that she is a different kind of killer, not one to be chased around with the usual tactics, I can't say it's 100% fair that the survivors can give her stuff to react to. Like their breathing, scratch marks and grunting when injured. While yes, I agree that the Spirit is fun and great to play against. I also have to disagree that she's a killer that requires you to just predict when she can react to what you do.

    I don't want her to have things like Scratch Marks like NMCKE is proposing. Even with the decreased cooldown and increased phase movement that would kill her. Survivors need to react to the Spirit the same way she reacts to them. By sound and purely by sound.

    Sure she still requires a little bit of prediction from both sides, but Spirit has the advantage of sound while the survivors don't. And no I'm not trying to argue a 1v1 scenario, I am arguing it under a 4v1 scenario. If she can react to Survivors then they should be able to do the same. Not as effectively, but still enough for them to accurately guess where she is without exactly knowing where she is. She is powerful, and I want her to stay powerful. But I also want to give survivors that little bit of chance they have to go against her. All 4 of them. Not just 1. Because this game shouldn't revolve around one survivor being able to go up against the killer.

  • @Mister_Holdout said:

    The devs seem pretty concerned about nerfing the high tier killers.

    But I haven't seen the same level of concern about nerfing SWF or survivor-sided maps.

    Because Survive With Friends groups "Just want to have fun" playing the game.

    I mean they are 4 players and killer is just 1. Who do you think they'd rather listen to?

  • @InfinyMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/821840#Comment_821840

    Apologies. I was asking Dekillerkiller about farming xp for fragments. Lol not sure why you replied about the tome missions to that.

    That being said. I do think killer ones are easier but thats only because I've played killer since this game has been out.

    Survivor I started playing only when the archives were added. So im having to learn that and do these missions as a solo player with no friends.

    I find myself getting into matches quicker and ending matches even faster as a survivor.

    With Killer I feel like matches can go for far too long and I can't just jump into another match right away.

    With Survivor I can get a new Rift Tier in 12-15 games.

    With Killer I can theoretically get a new Rift Tier in the same amount of games, but it's much longer.

  • Best way to handle these sorts of people is to just say gg with a smile :)

    Usually that infuriates them more than they will infuriate you.

  • Level 26, just found out it's much more easier to farm XP as a Survivor than a killer so I'm snowballing at least 1 or 2 tiers a day. All challenges are also done.

  • Stopping the last survivor from escaping with the exit gate using Old Remember Me.

    I will always remember that moment as my best moment in Dead by Daylight.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/820697#Comment_820697

    Nobody ever did gens and most everyone just suicided on the hook to go to the next game. Que times were awful throughout part of it.

    And now killers are AFKing with Wraith to get Rift XP.

    It's the same but for Killers. I even saw someone with a macro swinging the killer around just so the survivors can still gain Bloodpoints while he is farming XP.

  • As a Freddy main, this perk is perfect the way it is :)

    Keep using Borrowed Time my friends.

  • I tend to do that everytime I see someone play a killer and have yet to learn how to use their powers optimally.

    I try to tell them how to make more effective use of their time and power to get more consistent downs and kills in their next games.

    Sometimes people will just insult me for trying to tell them how to play the game though :/

    There's no winning in this game.

  • @ArrowTheGreat11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/819314#Comment_819314

    And you’re using the jump rope and outdoor rope, so you just proved my point ???????

    Your argument is that every Freddy main is running the Forever Freddy Build.

    I only run PGTW because I do need some generator repairs to be halted, and I am not running Paintbrush meaning they can wake each other up whenever they want.

    Care to tell me how that is the Forever Freddy Build again? Oh wait, you can't. Because it isn't.

  • Optimal survivor teams tend to run with a plan.

    If that plan is screwed up, they will start to falter as a team and panic.

    I know this is the case because everytime I play against an OoO Optimal team and I bring a blindness addon, when they cant see me and their teammate that runs OoO is in danger. NONE of them will be doing generators and instead start to try and bodyblock me from hitting them or hooking them.

    If you find a sweaty SWF group, try to make them change their plans or make them panic. Usually it ends with them biting the dust.

  • @LintyScorpion said:

    Probably Freddy, as his rework gave him so many abilities. As a killer main, I agree that he is really powerful. And think that I get more kills than I normally would. To get the ability to teleport as well as snares or pallets, and his insane lunge, he is very powerful and hard to play against. I'm not saying get rid of it all, I'm saying maybe just reduce lunge a little bitor remove the ability to get rid of teleportating to gens. As a person who would not know the full effects of this nerf, I would suggest this.

    His lunge is the same as any other killer and his teleportation ability has a long cooldown. That's already pretty balanced.

  • With how many people I see DC when I play Freddy, he seems to be next

  • @TheRoyalOwl said:

    Until they figure out how to change legion's power, that doesn't make him completely broken.

    So... never?

  • I've never seen a single Jeff be toxic.

    Mainly because I have never seen Jeffs. He is a rare breed.

  • I think this might be interesting. Will let you know how this works out.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/819729#Comment_819729

    One of three things. First is they don’t even wait to see if it’s Forever Freddy, they just DC as soon as they log in and see the dream countdown starting.

    Second they may feel just the Rope is enough slowdown to annoy them.

    Third, they see other people and even streamers complain and DC so they see Freddyb and think it’s the cool thing to do.

    So basically none of those reasons are valid reasons to disconnect. Gotcha.

  • Because of this I now know Legion masks has eyeholes.

    Isn't that wonderful?

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/819713#Comment_819713

    I think my build is pretty well balanced. Has abit of tracking, and abit of chase potential.

    Yeah, it is pretty balanced. Which is why I wonder why they DCed.

  • Object of Obsession kill squads.

  • Rank 1 and I'm getting matched with White and Yellow rank survivors ._.

    Maybe they're veterans or an SWF team but I have not had a single game where everyone was in Red Ranks.

    I'm in the SEA Region.

  • *forgive me as I am tired.*

    Rereading it yeah that is exactly what you're saying.

  • @Fibijean said:

    I'd just like to say that I agree with almost everything you said.

    The only thing I can think to say in defense of this year's event is that I suspect that the fact that this year's event is just a "sad, empty husk" of last year's might be the entire point, from a lore perspective. Hallowed Blight was all about that pumping serum; Withered Blight is all about the collapse and decay of all that. Which isn't really backed up by anything, it's just an idea I had based on the graphical style you're describing and the name of the event itself.

    Having said that, I firmly believe that there were ways they could have gotten that across, in the visuals and in the lore, that made this event seem thematically and mechanically complete in its own right, rather than something that was cobbled together at the last minute with a few pumpkins and some reused assets. They might have been trying to do something different from last year, but the execution was too sloppy to make it meaningful or memorable in any way and it just came across rushed and halfhearted.

    You can make something thematically appropriate and still fun.

  • @SpaceCoconut said:

    I've been using an endgame build with Wraith.

    Blood Warden - NoED - Knockout - Deerstalker

    Wait for the gens to get done and then down one survivor.

    Open a gate.

    Everyone wants points so they hang out and try to rescue and such.

    I keep slugging and they keep rescuing or trying to take out the totem.

    Then when the time is right I hook one and wait for the timer to end.

    500 player xp in about 5-7 minutes and on to the next match.

    Deranking like crazy and not as much BP but the rift fragments are adding up.

    Now that sounds cruel.

    Mind if I use it?

  • The first thing I learned is that you can lunge attack as a Killer. I think I spent a whole month playing killer not knowing you could lunge attack.

  • @JawsIsTheNextKiller said:

    I'd start balancing by looking at what everyone is and is not running.

    Why does nobody play Legion? Why do so many play Spirit?

    What perks are everyone running? Which perks are they not running.

    All these things need tweaking quickly. We had killers that were "overperforming" for too long and killers that have been trash for too long. Plenty on the forums have offered easily changed suggestions to rebalance some of these things but realistically, minor changes need to be easy to do and happen quickly. The devs should not be afraid to make changes to numbers here and there and by ready to revert them if they do not work out.

    Is DS overpowered? If so tweak the numbers (the stun time or the active time). Is NoEd overpowered? if so find something about that perk and tweak it (the movement speed for example)

    Nobody should be saying, if you want to win, you need to run killer x with these perks or a survivor with these perks.

    The fact I have to consider running Blindness addons or perks everytime I play Red Ranks should tell you how often I run into that specific perk.

    I don't normally come into the game expecting to win, but I also don't expect to just lose and give the survivors a victory lap into the exit gates.

    But when I know there's going to be perks like that one I tend to just accept I won't win unless some miracle happens.

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