Devil_hit11
Devil_hit11
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I do not think soloq is unplayable. Just that I think that survivors that feel obligated to run perks like kindred/window of opportunity/bond should not feel obligated to run those perks. survivor should be able to see each' other's aura for being on same team at base-kit. that is only thing I would change.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3216604#Comment_3216604
Knowing Box spawns and Franklin's Demise do wonders for Pinhead.
Also, Impaling Wire.
i think franklin demise is overrated because when pinhead pick up box. the box respawns in 10 seconds. so you activate chain hunt and then 10 second later, someone has the box which cancels chain hunt for 3 other survivors. the chain hunt just doesn't last very long for pinhead if he manually pick up the box via franklin demise/finding the box. you really want survivor to pick up box, attempt solve it and interrupt them from solving it because when you do down survivor with the box, pinhead automatically solves the box and chain hunt lasts for a minimum duration of 30 seconds since respawn time is 30 seconds when he automatically solves it from downing a survivor.
Impaling wire is also add-on that i think is overrated. What it does is make chains respawn when a survivor clips the chain on an object. Clipping chain on an object instantly breaks the chain. The issue is that chain that respawn is really slow. Its like circle that spawns and fires out a random direction. The chain is slow-moving. as result, you can easily side-step it even when chained defeating entire purpose of the add-on. I really do not understand the logic behind a killer hitting a survivor with their ability and getting no reward from excessive counter-play. The counter-play is suppose to be dodging initial chain, not tanking chain then breaking out due to terrible designed mechanics.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3216770#Comment_3216770
That’s a good point on Ruin, it would probably either need a cooldown or only activate when a killer damages a gen directly (or have an explicit Ruin exception).
this is another perk that 4 man swf have base-kit. why is this a perk for survivor? No clue. just takes up space. should be base-kit. same for buckle over perk.
Perks like these make you think that the game is not balanced around SWF but clearly SWF exists and yet you have these type of perks...
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3215368#Comment_3215368
That's basically equivalent of "if you can consistently and quickly find, chase and down survivor, that killer will be oppressive".
But agreed, with DMS+chain hunt doing gen is literally impossible, at least DMS is now 30 seconds so required consistency is lot higher.
Well without DMS they can still do gens just fine, chain hunt mostly only helps for information and chase in that case.
how is it unstoppable? Just get good at the chase vs pinhead. you need a lot of game sense to predict the area for where the box spawns as killer so that you can capitalize on it with hoarder. DMS did get nerfed, not as oppressive as before.
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hour played =/ skill. Your skill-level is low, hence lower MMR. Just look at your teammates perks. 2 survivor has yellow perks/no perks. Nurse has no perks. Claudette perks are non-teachables. Only you have custom perks. It's pretty much why nurse has 41% kill-rate. It's games like these that dev get most of their stats from as it is the majority.
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@dugman said:
Continuing a series of threads on the least used perks according to aggregate site Nightlight, next up is Jane’s perk Poised (0.19% usage)
Poised - After a generator is completed, you leave no scratch marks for 6/8/10 seconds.
Leaving no scratches is a decent effect, but Poised is probably too limited a version of it. It only lasts a few seconds at a time, only triggers a few times a match, and you can’t always control when it will trigger (e.g. you could be working on a generator or on a hook or healing or dying on the ground when someone else finishes another generator elsewhere and the perk use is wasted). Compare this to, for instance, Lucky Break which turns off your scratches for up to 60 seconds every time you become injured and you can really see just how much weaker Poised is.
So Poised does probably need a buff or revamp. It could be as simple as significantly extending the duration to 60 seconds to put it more on par with Lucky Break and the like.
didn't you already make a post on poise? just make it give 10 seconds of 7% haste when someone does a gen. 60 seconds of lucky break for doing 1 generators... is crazy... that is way better then lucky break. that might as be no scratch marks the entire game.
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@yauniqua said:
https://forum.deadbydaylight.com/en/discussion/comment/3143030#Comment_3143030
Takes what?
5 seconds?
Good grief!
your asking a survivor perk to award ~15% max generator progression just for killer kicking a gen. Imagine a perk that makes killer do generators for the survivor for kicking gens. that is proper kick in balls as killer.
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@[Deleted User] said:
Pinhead is sneaky good. If you can find the box consistently, you can 12 hook at 4 or 5 gens because survivors straight up can't do anything. It's actually crazy. Especially on a map like Lerys where the box has 2 spawn points. You can find it at the start, interrupt the next box taker, rinse repeat.
if your 12 hooking with 4 or 5 gens, your facing trash-tier level survivor teams as killer.
@Adjatha said:
The box will ALWAYS spawn closer to the survivors than to Pinhead. All it takes is one single survivor to do it.
"We can't expect survivors to do anything other than gens" does not make a killer strong. It means the game caters to very lazy players.
Catering to lazy players... oh man. The reason to play pinhead is that I like getting rewarded for downing the survivor and do not like outplaying the survivor at every loop only to get minimal 1k or 2k rewards. Its also not fun for killer to always need to play defensive, campy and need to tunnel every game. I like actually going for multiple chases, injuring survivors left and right and pressuring the entire team. I like playing him because he gives you opportunity to 12 hook without always needing to remove survivors out of the game asap.
Pinhead chain hunt rewards the killer for downing survivors with the box with 4vs1 gen-defense and understanding 4vs1 map pressure. only problem with pinhead is his 1vs1. His chains break too often on objects and too quickly that you can hit like 75% of your shots with his power but like 40% of them do not reward you with anything. that power design has to be most legendary rage inducing power design ever. Imagine requiring a power that needs complete precision and half of your precision does nothing.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3216347#Comment_3216347
Whether or not you think tunneling or camping in EGC, the point of the match where the killer is supposed to be put on the back-foot and make a comeback happen, is "wrong" or whatever isn't the point of this thread. OTR and DS not working in end game are bad faith arguments. It is not an equivalent comparison to No Way Out.
second chance perks for survivor are anti-comeback perks for killer. The end game perks are comeback perks for killer. they counter-act each other. they're almost same thing with a coin flip.
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@Predated said:
Right now, half the addons of the flashlight are either practically useless, bad or have too many better versions of them. A huge thing with the flashlight was to gain the attention of the killer for chase, and with that gone the addons can no longer be ignored.
Take the flashlight duration addons: You have the Battery, Heavy Duty Battery, Long Life Battery and Low Amp Filament. Low Amp Filament is by far the best for duration followed by Long Life Battery. If either of those run out, you still have Heavy Duty Battery before you would even touch Battery.
Then you have addons that are solely focussed on blindness duration: Power Bulb, 10%(adds about 0.2 seconds), Tir Optic, 15%(0.3 seconds), Intense Halogen, 20%(0.4 seconds), Odd Bulb, 25% AND shorter battery life(0.5 seconds, reduces a purple beamer duration from 12 to 10 seconds, note that a blind takes 1 second at the very least, meaning you gain 2 less blinds). Broken Bulb, 30%(0.6 seconds).
Sure, the broken bulb might be an event addon, but its by far the best of all of them. Making Odd Bulb and Power Bulb basically unused. Tir Optic sounds nice at first, but thats because I only focussed on blindness addons, because we also have Sapphire Lens and Focus Lens, both increasing Blindness duration by 15%. In addition of increasing the range of the flashlight
Then the final one that I havent mentioned yet: Wide Lens. The use of this lens is so niche. Its only really good against killer powers(Hag and Wraith mostly, Nurse only a little bit).
But what about the brightness that is mentioned in the addons? Purely visual. Does practically nothing during the average game. There are some niche instances where you might temporarily remove the vision on a specific area on the screen of the killer, but that is so extremely niche that it might not be mentioned.
Thats not even talking about the fact that all I have stated above, doesnt even matter if the killer uses Lightborn
Flashlights need some loving.
(maps too, half of the map addons is to basically turn the green map into the rainbow map, hence me mentioning an addon pass in general, but mostly flashlights)
Flashlight add-on need no changes. They have 3 main combos each exaggerating the a specific strength of flashlights.
The first is purple utility flashlight with focused len+High-end Sapphire lens. The main statistic to focus on within these two add-on is 25% Increase in range distance on a flashlight. With both add-on, It increases range of flashlight by +10 meters. Killer refers to this type of flashlight as SNIPER flashlights because these flashlight are designed for purposes of flashlight saves.
I am not joking, but you can stand 20+ meters away from killer and if killer picks a survivor up and they are not looking directly at wall, you can flashlight save from 20 METERS away. This is arguably strongest flashlight in the game because it grants teammate decisive strike.
Second flashlight is known as the unlimited flashlight, used with green flashlight. The add-on to use green flashlight are battery+Low amp filament. This is the type of flashlight that clickers use a ton because flashlight litterally lasts forever. Its super powerful vs killer like Hag or Wraith because you can just spam the flashlight to disable traps and stun the wraith in his cloak forever.
Yellow flashlight is for pallet-blinding and window-vaulting. You can use Intense halogen+Tir Optics. With both add-on, you can get 35% blindness duration. Default blind is 2 seconds, so with 35% blindness duration, it becomes 2.7 seconds. Its almost 3 second blind. Its really long blind that you can use it to mindgame loops. You can window tech killers if you blind them during a window vault. You can use it to walk forward when the killer breaks a pallet since many killer will be disoriented on their position since killer normally look down when performing a pallet action. There is advanced technique that lower-skilled killer fall for which is called chain-blinding. This is where when killer is recovering from a blind, you can chain-blind them to extend duration. With chain-blinding you can blind killer for like +6 seconds with these add-on's.
Some killer recommend running lightborn to counter chain-blinding but all you need to do as killer is look down or look up while walking forward when blinded. Flashlight is one of those high-skill cap items to use. its not too useful in soloq because of lack of coordination but you can use it.
They're just weakening flashlights because certain toxic survivor mains couldn't stop flashlight clicking in killer ears which is annoying. Killers typically has their volume a bit higher because they need to hear survivor's moaning sounds when they're injured for mindgame purposes over super loud chase music. I personally wish killer could turn off chase music. Its ultra-annoying having a survivor spam flashlight clicking in their ears.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3215646#Comment_3215646
You mean the perk that only works at the end of the match is equivalent to the perks that are designed to punish tunneling throughout the bulk of the match?
tunneling happens throughout entire match. Why do you think tunneling suddenly stops during the EGC? Survivor used DS for end game because it was best end-game perk for securing your escape. With its only use gone, its play-rate plummets. Even OTR is not in top 10 perks for survivor according to their stats. Borrow time is the perk that helps survivors get to next loop to prevent off-hook tunneling downs and now its base-kit so the other use of the perk resetting the chase in off-hook situations further vanishes.
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/3211967#Comment_3211967
if it was exaggerated then why did he was the most picked across all skill-levels and had the highest kill rates?
i did not say he was not strong. I am just saying that forever freddy was exaggerated in terms of being forever. he was not unbeatable. he had high-kill rate from being accessible and strong at the same time because his add-on allowed him to gain rewards for pressuring survivors while his snares helped him acquire downs. he had tools to pressure the survivor.
Now his dream world is not threatening. Barely ever play against freddy now a days.
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@CornMoss said:
I recently started to play pinhead, I learned how his box spawn works through multiple dbd youtubers about a year or whatever ago. My first game as pinhead I found the box 10+ times, (this includes finding a survivor that picked it up, however that was a large minority of the amount of times I found it).
This made it impossible for survivors to ever do gens because I would consistently be injuring/downing survivors (splitting my pressure) while hunting down the box having a slight idea as to where it is, also since the chain hunt is active the survivors are consistently harassed off gens (paired with DMS it just makes it worse).
Honestly I cannot see a counter to when the pinhead knows how to find the box with ease other than a SWF sweat match, only on one match out of I believe 6 pinhead matches one survivor escaped through the exit gate. Few matches I was paired with people that had over 2000 hours, which is under my total time but still is impressive
shush....the dev tend to not like when killer gets a lot use out of their ability.
the counter is not picking up the box right away as survivor because if you pick up box as pinhead without a survivor carrying it. it respawns in 10 seconds and survivor can see aura for where box is. when you do pick up the box as survivor, you need to 1vs1 pinhead because pinhead does not want you solving the box and resetting the chain hunt. it defeats his slowdown ability.
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@[Deleted User] said:
I've run into it a few times since Pig box logic was updated, and I can't imagine this was playtested at all. Do the devs genuinely thing it's ok for a player to die to pure, 100% RNG? There isn't enough time to search even 4 out of 5 boxes on some maps if you're interrupted at all, let alone 5 out 5.
It feels awful on the survivor end to hold the killer to 2 total hooks through 3 gens and then have the game completely fall apart because two survivors needed 4 searches on a large map with Crate of Gears/Tampered Timer. The killer did absolutely nothing skillful to make that happen. The game rolled some dice in the background and the add ons did the work. It's a PVP game.
the whole point of the traps is to slowdown the game and it does that by self-deterrence. that is why those add-on are powerful for pig. they create self-deterrence for poping generators in fear of doubt that the survivor gets the trap off. that is entire objective of her ability. its anti-gen rush power with mori capacity.
Pig is another one of those killer that is somewhat balanced around SWF and the survivor players understanding how her power works. She is not difficult to counter but survivors are not used to changing their gameplay loop in regards to doing generators. you have pop generators in bursts when playing against pig.
I think people that think pig is worst killer in the game do not understand how her power works and just look at pig as m1 killer with bad stealth/ambush dash. I don't think they understand how strong those reverse bear traps are in term of slowdown and self-deterrence. I have had my share experiences of getting mori by those traps and I do not like playing against pig for that reason because of dumb teammates tend to put you into bad situations where you have close-calls in getting mori'd.
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@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3214218#Comment_3214218
Yeah, I don't like being put into a "lose-lose" situation, as probably most community doesn't. I think that's what they call "no counterplay".
Preventing pallet drop is a suggestion to tackle that specific element of dead hard. I don't really care what they do as long as that specific, unfair mechanic is gone.
And stop exaggerating with "within 5 meters of a pallet/window.". I never said this, and you're outright lying.
dead hard would be way too easy to counter if you could wait out the perk every single time. A killer waiting out dead hard can swing in 0.05 seconds. Human reaction time is around 0.3 seconds. Dead hard would be way too inconsistent of a perk to run. The goal of change in my opinion was to make the perk less consistent at creating lose-lose scenario's so that it is more align with other exhaustion perks. Parrying a 0.05 frame attack relies on extreme amount of intuition. Dead hard would have no consistency as perk. nobody would want to use the perk at that point.
Dead hard is suppose to be second chance towards killer powers and is second chance towards killer lunging. Dead hard fulfills those roles now. I notice dead hard affect my chases as killer a lot less because I can play around dead hard a lot more. personally I think the perk is in a good spot. it rewards survivor for strategic use of the perk without being overly consistent for every survivor that uses it.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3214508#Comment_3214508
that is another mindgame with twins and victor. she was expecting the survivor to drop the pallet. that is why she preemptively charged. its risky for victor to go under a pallet because people will often run forward to make you believe they're going for another loop, but then back-up and pallet stun victor which will kill victor. that missed pounce is another mistake by survivor because you can predict victor trajectory as he misses. it gives opportunity to kick him if you understand where he will land.
Did she or did she not miss that pounce?
He is correct.
Literally in the video, it is proven that he isn't correct. Survivor drops the pallet and Victor jumps over it to down them. He is literally proven incorrect.
She is got high winrate from survivors not understanding her gameplay.
How do you know how survivors played in her previous matches from this video?
the killer downing the survivor repeatedly is not killer playing bad.
It is if she consistently refuses to hook to solidify her advantage. She keeps greeding for the 4-slug.
It makes slugging obsolete and punishes the killer for downing the survivor.
Oh yes, a 4K with no gens getting touched. Very punished!
But this is exactly what I'm talking about. She repeatedly makes mistakes up and down the shop, but there's a five page essay on how the game's supposedly unfair to her, including factually wrong statements like 'she didn't miss a pounce until 4 minutes in' or 'If you pre-drop a pallet, Victor can't get to you', both are observably wrong as evidenced by the video we're talking about.
It's total and complete absolution of any flaws, in complete contrast to reality, paired up with a '4K isn't enough' mentality. It's the same thing that drives both '63% kill rate isn't high enough' chatter and the constant discrediting of that figure too, because no, the 63% kill rate is a meaningless figure and we should stick to the dogmatic belief that killers are super oppressed. Source: 'Just trust me, bro!'
Did she or did she not miss that pounce?
She did miss pounce but she did not consider it a mistake, more of lower risk read that survivor did not bother to punish. she says her first mistake is around 4 minutes in.
Literally in the video, it is proven that he isn't correct. Survivor drops the pallet and Victor jumps over it to down them. He is literally proven incorrect.
most of dead dog saloon pallets are not safe. that map is really good for killer for that reason. victor is very fast and can rotate pallets that are short. Only some pallets when dropped become strong vs victor. twin has good chasing power, your often forced to juke victor out in the open. its not exactly easy but its not impossible either.
It is if she consistently refuses to hook to solidify her advantage. She keeps greeding for the 4-slug.
If she picks someone up, the other survivors get up from unbreakable. she is forced to camp slugs which is why she says in the video that soulguard would be strong in this situation.
Oh yes, a 4K with no gens getting touched. Very punished!
I am just saying she is losing downing pressure from the base-kit unbreakable mechanic. I don't think its quite right for match to last 10 minutes with that type of survivor gameplay.
It's the same thing that drives both '63% kill rate isn't high enough
the kill-rate is 61%.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3214051#Comment_3214051
she misses like 1 victor pounce before survivor finally kicks victor at 4:14. that is first time that she messes up a pounce.
She missed her first pounce on Jane at 48 seconds. This is what I'm talking about.
She says she hasn't made any mistake. Danielmaster says Victor can't get to you if you pre-drop a pallet. You say she hasn't missed any pounces until 4 minutes in.
In reality, she's already like four mistakes in the hole in the first minute of the video. But killer skill is adamantly kept out of any equation. People will consistently refuse to acknowledge that sometimes, it's the killer's fault. It's the problem with the paradigm on these forums: Killer wins? Survivors bad. Survivors win? Game is unfair, QQ, nerf survivors.
Keep in mind that she's playing this poorly and, as she says at the start, she's still won 'the last few'. So she's got a high winrate despite playing really poorly. AND YET, she's decrying the changes as being unfair to her, because 'I didn't make any mistakes!'.
Same goes for the barrage of 'I only camp and tunnel because it's literally impossible to win otherwise!'. Sometimes it's none of that, and the killer just sucks. Deal with it.
https://forum.deadbydaylight.com/en/discussion/comment/3214066#Comment_3214066
Welcome to survivor gameplay the past four years.
https://forum.deadbydaylight.com/en/discussion/comment/3214099#Comment_3214099
No, survivors hardly ever get to say that because they'll be shouted down by 'top MMR killer players' who 'made no mistakes'.
She missed her first pounce on Jane at 48 seconds. This is what I'm talking about.\
that is another mindgame with twins and victor. she was expecting the survivor to drop the pallet. that is why she preemptively charged. its risky for victor to go under a pallet because people will often run forward to make you believe they're going for another loop, but then back-up and pallet stun victor which will kill victor. that missed pounce is another mistake by survivor because you can predict victor trajectory as he misses. it gives opportunity to kick him if you understand where he will land.
Victor goes on cooldown and then Charlotte has to summon him back, you have to run all the way back to Claudette position to continue the chase with victor if the survivor successfully kicks him.
its weird that I am understanding this gameplay because I do not even play twins. I guess its just because I understand the survivor gameplay towards playing vs twins.
Danielmaster says Victor can't get to you if you pre-drop a pallet.
He is correct. certain pallets are infinities when dropped vs victor. Some windows can be strong against victor because victor does not count towards being in the chase. This means that windows do not have entity blockers. you can infinity vault them. Dead dog saloon has those top balcony windows that might be really strong vs victor if you let him walk up to you then vault the window last second.
The sweet spot for twins to pounce with victor is around 2-3 meters. You have to utilize victor slow charge time+slow movement speed to move away from victor. you want to shift-w for first second of his charge time then wiggle in unpredictable manner while still running forward. it makes it hard for twins player to hit you with victor. If you run away from victor, like 5-6 meters, twin player will likely cancel the pounce and will try to walk up to you with victor pointblank where gameplay loop repeats. Its very risky for twin player to go for long-range pounces if the survivor is wiggling in unpredictable fashion from far away. This gameplay loop right here is why Twins players all use Toysword because it reduces victor's charge time and shorten the m/s penalty to run away from victor so its easier to land point-blank pounces that are guaranteed to hit if the survivor does not understand the gameplay.
this is the approach you have to take to try to juke victor out in the open. Bare in mind that counter-play for victor out in the open is not 100% full proof strategy. its relies on your survivor movement being tricky to read in combination of the twins not reading your movement. Nobody was doing that in the video. everyone was just trying face-tank victor. its super easy for skilled twin player to hit pointblank victor pounces.
she's got a high winrate despite playing really poorly.
She is got high winrate from survivors not understanding her gameplay. the killer downing the survivor repeatedly is not killer playing bad. she explains her thought process during gameplay for how she is does not have time to kick boon or pick up the survivors in time to hook them while using victor at the same time. 4 minute bleed out timers with no penalty to pick yourself up really does not work. It makes slugging obsolete and punishes the killer for downing the survivor. Twins does not do too well vs SWF for that reason. Its too difficult to slug when 4 people are alive and hooking for twins is not time efficient if twins wants to use victor for anything more than a radar.
That game only ended because the survivor played so badly to the point... that even with all the second chances from unbreakable, they still died from bleed out. with better survivor player, it is not practical for the killer to kill through bleed out with current system with how many times survivors are able to pick themselves up.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3214280#Comment_3214280
Just FYI Bubba only gains about 2.8 meters total using three charges of his chainsaw in a row versus simply walking without the chainsaw because of the roughly 2 seconds he moves more slowly while revving it up. So using it for map mobility is not gaining you much distance versus just walking normally. (Basically he moves about 4.4 meters first second of revving and 3.45 meters the second second of revving, then moves 5.3 m/s for up to six seconds in the chainsaw sprint using all three charges. When you add that all up it works out to about 39.6 meters versus if he just walked his normal 4.6 m/s for 8 seconds he’d travel 36.8 meters.)
i think he's saying that people do not min-max his burst of speed so they think leatherface is bad. he has mobility in-chase and that is extremely important because it gives window of opportunity to down survivors if he times his chainsaw speed boost perfectly. a good way to describe leatherface chainsaw is a clown a super-yellow bottle that instant downs survivors and breaks pallets super quickly. leatherface has bad stigma for being camper and its hard to take leatherface seriously because he is like joke meme character. most leatherfaces in my experience are not very good.
he is a character that requires a lot of foresight, game sense and map knowledge to do well in a chase. most player just lack foresight, game sense and map knowledge to do well with him in chase which is awesome. you get no complaints on him. its weird because clown is often label as boring killer to face while leatherfaces is stronger pinky finger clown.
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@egg_ said:
No one over reacted and no one said it was a bad perk after the rework, it's just fair. If you get hit by a dead hard now, that's on you
OP does not like getting outplayed by dead hard. He wants dead hard to be disabled when survivor is within 5 meters of a pallet/window.
the successful version of dead hard rework is being useless.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3213549#Comment_3213549
People were generally running silent bell and all seeing before all seeing got nerfed.
I honestly don't have issues marking survivors without Philly.
Silent bell does not change anything. I have to explain this.
Silent bell is another placebo add-on casual survivors complain about but it does not have that huge impact on the game. If wraith is on the other side of the wall and the survivor does not see the wraith ringing the bell. You will get the hit with wraith most of time regardless if you use the silent bell or not.
With silent bell, The survivors reaction time when you ring the bell across the wall is shortened. For example you will ring the bell and the survivor will react late. you notice a -2 second reaction time from the survivor. they will let go of the survivor at last second as your coming across the wall. People would sometimes pair this with the serpent -soot add-on that suppress the killer red glow to get gen grabs.
Without silent bell, you will ring the bell and you will notice that half-way from ringing your bell fully, the survivor will be running away but wraith gets sprint burst after uncloaking so in 99% of the cases, you usually get the opening hit if the survivor does not notice you ringing the bell assuming you took a good position to ring the bell.
in the open, you can see wraith ringing the bell. no add-on value. it only provides value if your going for gen grabs instead of opening hits or your using these add-on like "Blind warrior" -white to consistent apply mangled. that add-on relies on surprise attacks. Silent bell makes surprise attacks have near 100% consistency behind walls.
The reason why wraith were using all-seeing blood was comb the map. it helped wraith transition from chase to chase and it helped him create mindgames at loops where he could use aura-reading in conjunction with extended lunge to sometimes get a hit. ghostface could do the same if he had aura-reading add-on with drop-leg knife steath.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3213548#Comment_3213548
And? She still gets tremendous pressure, she just doesn't get to close the match in under two minutes from a 4-slug. That's the literal only disadvantage she suffers here: She has to actually play the match. And that's with her messing up over and over and over and over and not just going for hooks instead of the 4-slug.
she is getting tremendous pressure because the survivor is not juking/playing properly vs victor. she misses like 1 victor pounce before survivor finally kicks victor at 4:14. that is first time that she messes up a pounce. to give an idea for how bad survivor is playing, when victor downs a survivor, he suffers 5 second which lasts forever and you can kick victor during this time.
the equivalent gameplay for survivor would be killer getting 1 hook in 5 generators. The game realizing the killer did very poorly. As a result, the survivors get to do 2 extra generators, just to extend the game.
this highlight twin's problem vs swf because the strategy behind playing against twins is playing in pairs and splitting up. Charlotte is immobile and victor is mobile but the further he is away from Charlotte, the less Charlotte can capitalize on her downs because of large distance between victor and charlotte. people split up, work in pairs, if victor misses, they kick him, if he does not miss but downs the survivor, you begin healing survivor, after 4.5 second, you kick victor, then you continue healing and by the time charlotte tries to pick up the slug from 30+ meter walking distance, the survivor is already picked up. if victor hits a healthy survivor, you keep him hostage because it turns Charlotte into m1 killer with deadweight time where she cannot use her ability to down survivors and 2 of the other survivor can work on gens while one person is looping m1 Charlotte.
what unbreakable does is remove the need for teamwork and puts the problem in larger spotlight where solo turns into swf towards slugging. you no longer need teamwork to counter slugging and second chances become free. The killer is not getting rewarded for their downs similar to how it works vs swf. so when dev said, The twins are overperforming, its like... looking at the video. it is not hard to see why. solo survivor are playing really poorly against twins while the stronger swf's are able to defeat twins by outplaying victor and using twin's weakness in slugging against them.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3213306#Comment_3213306
I think the reason why All Seeing got complained about was that Wraith got changed to be fully invisible from 20m along with the 150% movement and All Seeing was 12m. The amount of time you had to notice wraith before he saw you with All Seeing was pretty small.
Ghostface would be more similar to pig in that you can easily see both just crouching around with the main difference being that Ghostface doesn't have a longer lunge out of his crouch. If Ghostface got an addon like this I imagine it would be also tied to being in Night Shroud.
he already has add-on that slightly extends his lunge via m/s. its called drop-leg steath. its just that its hard to use ghostface's other add-ons. In his rework. he is still has long restrictive cooldown without using matchbook and marking alert survivors is too difficult without philly. kinda wish those two add-on were base-kit so that the killer has more add-on variety.
wraith has to ring the bell so I didn't see it as problem. wraith bell is long decloak of 2.5 seconds with large m/s penalty. I liked using swift hunt+all-seeing post rework because it allowed me to try to mind game the survivor at loops while giving some information to ebb and flow between chases. now a days, it feels unrewarded to play stealth with wraith's negative changes so I do not bother with it anymore. I just slap on enduring spirit fury and run shadow dance+serpent and play m1 chase wraith.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3213500#Comment_3213500
It takes forever because the killer is actively playing into the unlimited unbreakable to maximise its effect. She's literally stringing together a chain of colossal misplays, playing to the worst available tactic, and she still gets a landslide win.
You want to talk about getting punished for poor play, talk about hers.
she is downing the survivors.... the twins are often forced into actively playing into the unbreakable effect. against these survivor, it does not matter, but against the better survivors, those unbreakables are going to hurt twins a lot. this is why twins has like 1% player-rate and why she is not popular. there is nothing wrong with twins itself in term of the gameplay but the balance of slugging is somewhat unfair for the killer. the survivor has to mess up too much.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3212658#Comment_3212658
I specifically pointed out that the first slug in the match, she was completely unopposed. Everyone that showed up, showed up AFTER she greeded for the next slug.
EDIT: Also worthy of note is that she mentions 'she won the last few ones', despite the slugging nerfs.
EDIT2: The video just gets worse from there. 'See how easy it is to bully the killer?', she says, as she slugs the same survivor for the, what, sixth time in a row? No one has touched a gen in two minutes because they simply can't. She has complete control over the match and is throwing a tantrum that she doesn't get her free win at 2 minutes (Skipping 8 hook states) and instead has to work for it, because she's that adamant about getting the slug victory instead of just taking her W and hooking.
No one touched generators because they're literally playing as bad as possible while getting unlimited second chances until they finally bleed out. why should match be prolonged when the survivor is playing as bad as possible? She's not making any mistakes but she is getting punished by their anti-slug system. unlimited unbreakable with no limitations/drawback is unhealthy. The video is highlighting the problem of having no limits to being pick up, both via teammates and the unlimited breakable. it takes forever to die and it takes forever for survivor to get punished for poor play.
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@Crowman said:
His crouch is already useful though. It makes him smaller and thus harder to see. It's not only useful for sneaking up on survivors who aren't aware of you, but can also help you mindgame loops that normally are impossible to mindgame.
There's also not a killer that has aura reading as a basekit feature and is generally reserved for addons.
i had an idea for purple add-on that makes it that you can see survivor aura's within 12 meters while crouching when in nightshroud. It would be similar to all-seeing blood wraith add-on. he has add-on called Night vision monoculars. it would be more in line with the idea of seeing clearly.
I am not sure, survivor found all-seeing blood too oppressive on wraith enough for them to weaken it... so I am not sure if ghostface could have something like that.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3212861#Comment_3212861
Don't have to accept anything mate. This is a game first and foremost and if only one side gets to have fun, then why should the side that isn't having fun participate?
How do you make one side have fun while losing?
When survivor has too much fun, the killer has no fun.
When killer has too much fun, survivor has no fun.
Its difficult to balance the fun-factor for both sides. You want both sides having fun at the same time. survivors enjoy escaping and being in control outcome. Killer enjoys using their power and being in control of the outcome of the game. The fun collides. DBD is like roller coaster. huges high, big lows.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/3213132#Comment_3213132
How is Sadako supposed to apply condemn basekit if that's supposed to be her win condition? Not very well, that's how. You just drag out matches. You need addons like Iri Tape, Tape Deck or Ring Drawing in order to even have a realistic hope. Good luck finding those Tapes with those prestige webs.
Moris are nice, but they're unreliable and inconsistent. And honestly its kinda boring for both sides to try to force them. I love Iri Tape because the constant Condemnation accumulation puts pressure on the survivors like Bear Traps or the Box and buys a little bit of time. The powerful ability to murder is more of an actual incentive to perhaps get off a generator and go to a TV.
If they wanted make her base-kit mori's more usable without add-on, they could make it that her m1 increase condemn stack by 1 so that she has consistent way to build up condemn without relying long cooldown televisions. It would work similar to freddy's m1 putting you into dream world, Its just that casual player find mori's and instant downs overbearing to play against, so most killer that have a mori in their power often rely on high-rarity add-on for their mori to function properly. those add-on usually get a ton of complaints.
to answer your question, she cannot mori at base-kit. her base-kit balance is disasterious bad from variable and fundamental perceptive. She is one of those exotic luxuries add-on type killers. Without mori add-on, she's m1 killer with highly dysfunctional ability. Her condemn build-up is very fair mori mechanic with ring drawing. VCR+iri tape is unfair version of her condemn build-up mechanic but I do not want to talk about that one but people will play that combo if base-kit unbreakable happens.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3213134#Comment_3213134
Ironically Pig actually has more anti-loop than her. The dash is niche as hell in how and when to use it, but its still more effective than the phase intensity spinning back and forth stuff people have been desperately trying to make work.
well sadako's invisible is 0.5 seconds after manifesting(de-cloaking). I do not understand why they thought that spirit's base passive is good enough chase tool. In order for sadako to have better 1vs1, They would need condense her 3 second duration flicker into 1 long 3 second flicker. Survivors would just complain that sadako is spirit 2.0 with mori's if her chase was good.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/3213061#Comment_3213061
Yeah, that addon should just be destroyed. It should be base kit anyway.
The purpose of Condemn imo is to be slowdown like Pig traps. Since Sadako is primarily a hit and run killer, Condemn is meant to be her passive slowdown much like Legions Deepwounds.
its not to slowdown the game. its to kill people. pig is about slowing down the game. sadako is about mori people out of the game. Pig also mori people out of the game but it is little more luck based. sadako's passive is not some extra feature. its entire her win-condition.
these posts are like nerf pig posts or nerf tombstone myer add-on's. please stop requests unnecessary negative changes to weaker killers. they do not need negative changes.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3208369#Comment_3208369
Not tunneling doesn't mean that you hook each survivor once, then twice, then a third time.
Let's say you hook Survivor A, chase survivor B, and in the time it's taken Survivor A to be rescued and potentially healed up, you've hooked Survivor B. Survivor A is now fair game. This is not tunneling.
Now, let's say you hook Survivor A and then Survivor B unhooks Survivor A shortly after you've left the hook. If you come back and deliberately choose to go after Survivor A, that is tunneling.
the action of tunneling refers to tunnel-vision and for dbd specifically, it refers to tunnel visioning hook states.
Suppose following situation:
Survivor A: Has 2 hook-states loss
Survivor B: has 1 hook-state loss
Survivor C: has not been hooked
Survivor D: has not been hooked.
you just hooked survivor B. you see everyone on BBQ. you have choice to walk to survivor A, survivor C or survivor D. from killer-point view and strategic point of view, the killer will be poised to go for survivor A because survivor A is on death hook while survivor C and D have not been hooked. that is what tunneling is, its tunnel visioning hook-states on specific player, in this case, survivor A.
What survivors want is the killer to not use strategy for some crazy reason and to just hook survivors randomly. In many ways, they want killer to spread hooks among survivor team when there is clearly no reward for doing so and in fact is highly detrimental to the killer because its waste of time to chase survivor C and D because survivor A gets to do generator for free.
What your post is describing is most common to tunnel which is tunneling off hook. Why would killer tunnel off hook? For one, to prevent survivor from healing on hook because that is super time efficient for the survivor. The second reason being that survivors that have just been unhooked are injured and will go down in 1 hit. You will also generally get free injured pressure from finding another member of the survivor team since 50% of the team is at the hook.
its strange for survivor to complain about camping and tunneling because the system very much encourages going after the same person over and over again. the system is anti-chase and anti-spreading pressure. In any case, you have to just accept these gameplay mechanic as they are regardless if you find these tactics fun, unfun or boring.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3211530#Comment_3211530
They played tournament. There are special rules for those. Also survivors go to the game specifically prepared for exactly this with knowledge of map that they will play and everything. That is vastly different from anything you can get in public match. You can take killer with X-hundreds killer streaks on public and get him to play in tournament and there is good chance of loosing - that should just point how different the 2 things are.
Also this has absolutely nothing. Nada. Zilch to do with your nonsensical balancing around 2 kills = killer loose. And as I stated before. There are only 2 logical outcomes with better argument then "it should be like this". And those are:
a, 2 out = draw (give everyone fair chance).
b, 3 out is survivor lost (emotional answer - you can't say you won the trial if your friend died in it)
I am still voting for a, and you still didn't give me any argument why a, and b, are both wrong. Because "It should be a, or b," and not your stuff. And now I gave you same argument as you gave.
that video is not tournament, its just ohtofu hosting kill your friends. that is all. I am just using the video to showcase what i mean by killer's relying on shortcuts to win matches which is trying to address why you dislike efficient killer play(tunneling/camping and slugging). Ohtofu also says there is no rules. You can see ending screen of 4 purple med-kits with gel dressing/iri add-on instant heals in end game screen. Everyone has the perks and add-on of their choosing.
That is vastly different from anything you can get in public match.
its not different then anything you will see public matches. all the gameplay shown in the video can happen in soloq matches and does happen in soloq matches.
As for A. and B. I already explained my position on that in the earlier posts. I am just saying that balancing off kill-rate is like balancing off KDA in league of legends. games do not balance off KDA. they balance off win-rate and dbd should do the same.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3211649#Comment_3211649
You mean like supaalf with nurse? Or many other killers? :) For skilled players streaks are not that hard. Last time I heared there is already larger killer main streamer that is sad how weak survivors have become - making the game boring.
escape streak, not kill-streak. escape streak is survivor consecutively escape the killer. the thread is talking about SWF and survivor.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3211956#Comment_3211956
Just like how impossible skill check doctor is not really impossible
The add ons simply hurt solo qs more than anything, and barely affected actual high level play. Also games are meant to be fun, nothing was fun about being forced into a lose-lose situation which at the end of the day simply made you hold M1 for even longer.
Freddy has been boring and uninspiring the moment he got his rework in 2019, he needs to be looked at again
but you weren't in a lose/lose situation, you just had to wake up to remove effectiveness of add-on's and his snares. freddy has no power in when your not in dream world like his lore suggests. his add-on did slowdown generator at higher-level play, that is why it got nerfed/removed like every other killer change. Its just that people exaggerated its strength like it always is for killer.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3211932#Comment_3211932
Id rather not have to deal with Forever Freddy again
forever freddy was not forever. it was just bad players not being efficient at objective and failing loops. He was beatable and completely balanced unlike current f-tier freddy. current freddy is balanced for low-level play, old one was balanced for high-level play.
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@Raccoon said:
and incentivise waking up?
-buff snares - remove movement reduction when placing snares
-rework swinging chains and jump rope to reduce healing action speed and repair speed per survivor asleep.
-increase dream tokens of snare to 8(10)
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3211862#Comment_3211862
Then how about Artist? Or Cenobite? Artist is very strong and Cenobite is pretty decent.
cenobite power is unrewarding to use and Artist is traping based killer with range capacity but is not good at ranged gameplay and suffers from hold-w. Sadako is mori-gimmick killer. Dredge is bad stealth killer, its better to play wraith since undetectable and mobility is more consistent then dredge.
Wesker after his hitbox change has gameplay vs holding-w. just his pallet play is lacking, so dropping pallet is super effective against him. after playing him a lot more, I used to think he was around billy-level in term of strength(lower bottom of roaster) but I think he is a lot better at anti-shift w then I originally gave him credit for, so my opinion changed that he is indeed on upper-part of the roster. Not a perfect killer by any means but far beyond the last 4 killer releases.
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@Aven_Fallen said:
I think that people who really think that the strength of SWF is communication dont understand the game at all, but are asking for Nerfs...
SWF will never be nerfed. There will never be an option to opt out of SWF-Games. Stop blaming your losses on SWFs.
did you read his post? he is complaining that he is playing undetectable killer but he is unable to stealth because of communication of swf. so his power is dysfunctional.
I don't think swf needs any changes though, just solo could use slight buff to be as strong as swf so its easier to balance the game... you know.. not have 15% escape difference...though looking at some swf... it does not look like 15% difference given the escape streaks...
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3211081#Comment_3211081
Heal tech is stupid, and that is an insanely niche situation that requires someone to go down extremely close to the gate and have someone there to do that.
Hyper niche and situational.
Refer to above.
Refer to above.
Refer to above.
Refer to above.
in close situations, the killer in niche situations can get more kills then on live server. in most games, like 98% of them the survivor got unlimited base-kit unbreakable. every survivor now has 6 perks. 4 perks of their choosing and base-kit bt+base-kit unbreakable. the unbreakable is stronger then live version unbreakable. unbreakable perk itself is even stronger.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3211431#Comment_3211431
I have to agree with you. "they skip objective by camping and slugging" . This is actually 100% precise. They SKIP there objective to get ahead. And they do so until they get players that are so much better, that they can't win even when SKIPPING their objective. If they did not SKIP their objective, they would not win as much, but they would have fair matches (and who knows - maybe they will actually learn to chase and get to even higher MMR without skipping anything). And if the behavior caves and buffs killer even more, then they will have another week of fiesta kills and suddenly survivors will be too OP once again. Because killer would be still able to SKIP part of the game.
They SKIP there objective to get ahead. And they do so until they get players that are so much better, that they can't win even when SKIPPING their objective. If they did not SKIP their objective, they would not win as much, but they would have fair matches
the game is horrible imbalanced for the killer for going for 12 hooks. The killer not skipping their objective will 100% lose if the team is equally skilled at the game as the killer. There is not enough time for killer to go for 12 hooks vs the survivor doing 5 generators. Even if survivor goes down on every loop, the game is still close/survivor-sided.
they would have fair matches (and who knows - maybe they will actually learn to chase and get to even higher MMR without skipping anything
I think you have misconception that killer that tunnel, camp and slug are bad at the game. this is not true. Being good at the chase for killer is BASELINE. That is bare minimum to even be high mmr as killer. Its that being good at the chase is not GOOD ENOUGH to win players that are as consistent good as survivor as you are as killer.
https://www.youtube.com/watch?v=lhjpvW701CE&t=1020sdo you think this blight is low-level? This gameplay for blight is not low-level. this guy, just watching his gameplay is top 5% killer in whatever region he plays. 100%. A top 5% blight still needs to ... skip the objective to stay competitive. The games are close even when the killer is SKIPPING the objective to win. The blight is not camping because he think he is bad at the game. He is camping because he knows he needs to camp to stay competitive with his competition. If you look towards end of the video, The survivors are at 1 generator. 1 GENERATOR. with camping and during 1 generator, he is also slugging. 3 man slugging. you see killer is forced to use these strategies to stay competitive. the game is still very close and can go either way. Not skipping objective like slugging and camping will result in 3 survivors escaping thereby killer losing.
The idea that bad killers tunnel/camp/slug is casual belief. Bad killers try to utilize these strategies and do not understand how to use them correctly while good killers are forced to these strategies to beat stronger survivor players. perhaps now you understand why kill-rate are not that accurate and that team-based MMR of 0-1-2 kills is win for survivor and 3/4 kill is win for killer. Games balance around win-rates, not kill/death/assist ratio(KDA).
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3211302#Comment_3211302
"if you want killer camp less, they need to have confidence to not need camp"
It doesn't work. Right after 6.1 (few days to first weak) I have never seen so many 4K (no matter which side). And yet... I have never seen so many campers as right after 6.1. I will admit, that I saw much more "standard M1" killers, but still too many campers. 6.2 with reassurence balanced it into "regular" camp fiesta. And I call facecamping never leaving 8m radius around hooked person. Proxy camping staying within standart TR or just outside it (say 36m) - but not patroling generators or doing anything - just waiting to intercept or until unhook (most probably so that tunnel can start quicker). Killers use these "tactics" or "goal" to climb high against survivors with much more XP. And suddenly survs are OP and camp is mandatory.
"Killers do not have skillchecks and normal skilchecks in dbd are pretty easy"
That was just an example. Powers are problematic, because you would need to do it individually for each and every killer. That can create problems of doing it wrong. If you give skill expression to "standard M1" killers, then you buff them all. And suddenly they are move viable in high elo.
I will admit, that I saw much more "standard M1" killers, but still too many campers.
well the killer power did not improve. the m1 killer are still bad because their power is garbage hence there is no confidence in the killer to win by not camping.
Proxy camping staying within standart TR or just outside it (say 36m) - but not patroling generators or doing anything - just waiting to intercept or until unhook (most probably so that tunnel can start quicker).
yes and this is the case even for stronger killers. Look at blight in that video between 17:00 - 18:16. He was patrol hook using his lethal rushes and going back to the hook until the Claudette went to second state. Camping is all about intercepting the unhooker and pushing survivors to 2nd state because it reduces the number of chases required for the killer to win.
Killers do not have time to go for 12 chases per match, so they skip objective by camping and slugging. Its like shortcut to winning the match. Killer also tunnel because eliminating a survivor early is best gen slowdown they can get and less people in a trial, the more time they have to go for chases.
BVHR approach in regards to tunneling, camping and slugging is to punish the killer for doing those things instead of rewarding the killer for NOT doing those strategies. the result is that the survivor perks related to punishing the killer become meta if the perk is effective and the killer gets punished because he is still forced to do all those actions to have any competitive chance at winning. that is why i said they would need change win-condition such that killer does not need tunnel to win and the rewards of camping(regressing hook) are not there, so killer are less likely to utilize these strategies because it will make them lose the match instead of win the match.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3210105#Comment_3210105
Nurse is killer. Not a technique. She is hard to learn mechanically, but is quite easy otherwise. You don't need macro. You just find a survivor and down him quickly and hook. Rinse & repeat and the game is won.
What I am talking about is something like (and I make this as an example to illustrate the point - not as a specific idea) if you lounge and hit great skillcheck, your lounge gets longer. This is something that would benefit all the killers without exception and would reward killers that are able to hit hard skillchecks (even if this specific idea is stupid + this is also only mechanical thing)
Also. What is hard about staying at one spot and waiting for survivors to come at you? How is that hard thing? Just waiting?
Killers do not have skillchecks and normal skilchecks in dbd are pretty easy. A perk that increases lunge distance is coup the grace and it is based off generator completion i.e you have lose the game to use the perk. Killers gain skill expression through their power. Not their perks but perks can have skill-expression elements within them.
If you want to buff skill-expression, buff their power, not perks though perks can help create a theme for killer/remove drawbacks from their ability.
in regards camping, if you want killer camp less, they need to have confidence to not need camp to win however a killer can still camp even if their power is strong because each of killer strategies provide inherent advantage in different situations. buff killer powers and they may camp less.
Camping does not neccassary have to be the killer standing at hook. it can be but it does not have to be. It relies on killer prevents survivors from unhooking to push the survivor in 2nd and 3rd hook-states. I am not sure how to explain this in words. a lot of the times, camping is often just intercepting the survivor that is going for the hook. https://youtu.be/lhjpvW701CE?t=1020
I think only video explanation can be used to try explain camping. Ohtofu is doing some scrim nights with killers and here's an example of blight and how you can strategically camp with him. in 17:00, blight downs a survivor, he is carrying a survivor to a hook on suffocation pit and 2 generator pop. he can intercepts the person going for the unhook and claudette goes second stage as nobody was able to save her. Blight is using his power to patrol hook and intercepts people going for unhook to push claudette to 2nd state which is successful camp. The blight is using his lethal rushes to patrol hook and return back to the hook, in moments, he is proxy camping and in other cases, he is directly facecamping near hook.
This is what I mean by camping is not just standing at hook, it can be that but its main goal prevent survivors from unhooking the survivor. Camping will be rewarding during the game as long as hook regress and its just part of the game. proxy camping is more common for mobile killers like blight while facecamping(being in 24 meter of a hook) is more common for immobile killers... like Myer's with instant EV3. All that proxy and face is referring to is distance of the killer between hook, nothing more.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3210475#Comment_3210475
"you said problem yourself:"
You still don't know which gen will be Blast Mined, so you have to memorize where to go for every single gen you kick. Also, memorizing where to go doesn't completely counter blind as you still don't see where you are going and can be incorrect about the path you are taking. You could just be walking right into a wall. You don't know. This would be most problematic in areas with many walls or doors.
"You can memorize where survivor is going so blind does nothing. "
A survivor blinds you with a flash light then starts moving. You cannot memorize something that has not occurred yet. You may predict where they are going if there is only 1 path but most of the time, the survivor can take several paths. If blind was truly useless, no survivor would ever use a flash light and every survivor using one at a pallet would get hit.
well maybe now you understand what is strong about the perk. you have assume every generator could have blast mine, that's part of the reason why i dislike re nemesis update as killer because I have now worry about every generator that i kick having blast mine. survivor generally hold-w in general direction when they're running away from generators, the blind is not slowing the killer down.
removing the stun kills the purpose of the perk. You would give another powerful to compensate the loss of the stun.
Examples:
-Kicking a generator that activates blast mine will increase the max generator progression by 10%(t3).
-Killer is suffers from incapacitated and hindered status(15%) for 15 seconds. Incapaciated prevents killer from activating the ability.
personally, i rather suffer the stun over auto-complete gens for the survivor or have highly detrimental status effects that hamper my ability to kill.
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they look stats and stats say 61% kill-rate. so no changes to sadako. i hope they improve her base-kit condemn build-up by giving allowing her m1 add 1 condemn stack so the mechanic is more useful. it appears they do think she is fine, no changes since her addition to live servers.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3210455#Comment_3210455
The killer still gets blinded from the Blast Mine, which wastes their time. As I said, if the killer doesn't memorize where to go, they basically have to stand still until it expires. It's like getting Flashlight blinded at a pallet. The killer usually doesn't know where to go until the blind is over unless the survivor is injured.
you said problem yourself:
This adds counter play to Blast Mine since it allows the killer to prepare for Blast Mine by memorizing where to go beforehand so they can still move
You can memorize where survivor is going so blind does nothing. It kills the perk. The perk is designed to waste your time as killer and punish you for kicking generators and the stun integral part of doing that.
I agree that the perk obnoxious to play against as killer. I have played against that. Its not fun to play against but its not overpowered. Mostly just annoying. punishes you for using gen-kicking perks.
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blast mine already got nerfed with their change. I said its strong perk but there are better perks for survivor, so there is no reason to use it. Removing the stun defeats the purpose of the perk. the perk is intended to punish the killer for kicking gens which wastes killer's time.
Its obnoxious perk to go against if 4 people are using it. you get spammed by stuns if your using gen-kicking perks as killer.
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- Visualize the distances that your chainsaw can cover before using the chainsaw. You should know if you are in distance to hit the chainsaw before utilizing the chainsaw.
- Time each individual chainsaw token charge to maximize the distance of the chainsaw. Chili add-on extend duration of his chainsaw, while beast marks increases his speed.
- Understand your hitboxes of each individual object in the game and how to best curve the object.
- Avoid window loops whenever possible. know when to use an m1 over your chainsaw. It is possible to hit chainsaw even when a survivor uses a window, but failure to predict whether the survivor vaults the window will result in a long cooldown. Bamboozle is excellent perk on Leatherface to mitigate his short-comings.
- Avoiding breaking consecutive amount of pallets with leatherface. Utilizing his fast pallet to zone the survivor into bad positions especially in the corner of maps. Leatherface pallet break is among fastest pallet breaks in the game allowing him to zone pallets to set up instant downs.
He's not that easy to pick up and play if your new to him. Practice makes perfect.
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@DBDVulture said:
This update would only make sense if it came with the abandoned idea where you could only be fully healed once or twice a game.
agree. they would have limit healing. for their slug idea to work, they'd have to make recovery be around 90 seconds, but that is super boring for survivor to be slugged on the floor for 90 seconds, so its better for them to just limit pick-ups through bleed out timer to reduce the boring aspect of slugging(for survivor).
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@supersonic853 said:
I assume someone popularized this so now people are trying it. Using ring drawing and the iri to cycle tps as much as possible to fill peoples bars up. Then proceed to repeatedly slug them to force the spread through ring drawing slug heals. Then just mori people when they get full. It makes sadako very scary I'll give it that considering the 2 matches ive faced against it today were 3ks. Personally i don't endorse slug as a playstyle but sadako can apparently do it well. Anyone else try/face this build?
bvhr is already nerfing it by next patch. all survivors will have free base-kit unlimited unbreakable. I wonder if there will be buffs to compensate killing killers that rely on slugging for their power to work properly. Its like they only want killers playing high-end killers like blight 24/7 with how they changed things. anti-fun dev's.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3210105#Comment_3210105
No, what Patrick is saying in that video is that kills and escape are a good proxy for matching people up to have close matches. Which is totally true. The hockey analogy he gave was actually accurate and a bunch of people just misread it or took it out of context. All he was saying is that, with hockey for instance, teams that score a lot of goals tend to be better teams so goals is a good proxy for team skill. Same with MMR in DbD. On average killers that get a lot of kills tend to be high skill players, so kills are a good proxy for skill because it's an easily measured objective parameter with a correlation for what you're trying to match again for a matchmaking algorithm.
And mind you, I'm not critiquing the system you are proposing for wins or losses as good or bad here. I'm just saying DbD not making the game have a crystal clear win/loss objective for both the killer and the survivors as a group is a design flaw that causes a bit of trouble for them. It's why the official boardgame for instance went the other direction and made it so the killer or the survivors have a clear win/loss condition. (The boardgame also got rid of mid-game player elimination which is another problem in DbD, but that's another story.)
Honestly I would be really very happy if the devs at some point just buckled down and made the game actually declare which side wins or loses at the end. No silly pip system, no worrying about how many bloodpoints other players earned, just have a screen that says "You Win" or "You Lose" at the end. Heck, if they want ties, "You Draw" is good too, as long as it's really obvious who won and who lost and why.
he is describing what constitutes as win in dbd. In other words, he is explaining how the MMR works in DBD. I do not know anything about the board game.
Honestly I would be really very happy if the devs at some point just buckled down and made the game actually declare which side wins or loses at the end. No silly pip system, no worrying about how many bloodpoints other players earned, just have a screen that says "You Win" or "You Lose" at the end. Heck, if they want ties, "You Draw" is good too, as long as it's really obvious who won and who lost and why.
they did show whether you won or loss. its just people got discouraged to play if the game kept telling them they're losing so we hide it. This is what victory cube looked like. it show cases how many survivors you killed and how much your rank progressed. Very similar to what we have now as MMR. Its just that MMR is hidden. I was trying explain this in my previous post. This is what DBD looked like in 2017. Similar what @Gandor is complaining about, casual player often complained about camping, tunneling and... well slugging. nothing really changes so it seems.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3209927#Comment_3209927
Balancing the game for 1% of player base (even if it's best players) sounds really elitist. Most of the player base would never experience balanced game under those conditions.
If that is the case why 61% is good idea, then I have much better idea. Nerf killer's noob tactics and buff killer's mechanically/tactically hard things. Create something like killer's version of hyperfocus (very hard to pull off, but gives you best reward if you do). Make the game easier for starting survivors. Basically... Make the game balanced for everyone (this includes swf vs solo gap closing).
i think killer should be like blight where their base-kit is strong vs weaker players but end up being balanced vs high-level players. Blight for low-level plays is overpowered because nobody understand how to loop 115% m/s killers, so looping 230 m/s is out of the question. Alchemist ring vs low-level is a power with 0 cooldown which is why it gets complaints. Blight vs middle-level is very strong. The killer is favoured to win. Blight vs high-level is challenging match for the killer, but it is not impossible to win. The survivors also have opportunity to win.
Create something like killer's version of hyperfocus (very hard to pull off, but gives you best reward if you do)
Nurse? Performs terribly at low-level, Does ok at middle-level and gives greatest reward for mastery. in term of perks? Hex:Ruin and Pain res. Gives highest amount of regression for hooking a survivor automatically and pressuring the map with passive regression.
Nerf killer's noob tactics and buff killer's mechanically/tactically hard things.
They are not noob-tactics. They're simply how the killer win conditions are right now. you can disagree for how the killer wins but this is just how the game is at current moment. You can give killer incentives to hook other survivors but the killer will use the perks to hook survivors to reap rewards of the perks and do those strategies simultaneously. So unless you change how the killer wins, nothing is changing on that front.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3209927#Comment_3209927
No, going up in MMR is not "literally winning the match". The devs have never said that and wouldn't ever say that because that's not the purpose of MMR in this game. What you're saying makes no sense for a variety of reasons.
- Killers go up or down for every survivor that is killed or escaped in the match. The devs clearly are not saying "The killer wins twice and loses twice if two survivors escape", that's preposterous.
- MMR doesn't change when someone uses a hatch or disconnects. So at best a hatch is apparently a draw, even though earlier you kept insisting that DbD doesn't have draws.
- Even if you believe that the killer wins the match if their net MMR goes up after the match is over and all the calculations are done, it's pointless because MMR is totally hidden so that would mean the killer would have no idea if they actually won or lost a match. They could even hypothetically kill 3 weak players and a single weak player escapes and the killer's MMR might go down simply because MMR goes down a lot more when escaping opponents have lower MMR than yourself than it goes up when you kill lower MMR opponents.
So again, you're trying to claim simultaneously that MMR is how the devs "define winning or losing a match", but also trying to claim that for some reason the devs don't actually want to explicitly say that anywhere in any dev chat or blog, that they're totally ok with players not actually being told if they won or lost a match when the game could easily report it, and that killers can simultaneously win and lose the same match because every single kill or escape is its own win and loss.
Sorry, but this is all nonsense. Just because MMR is good for matchmaking doesn't mean it's at all intended as the definitive way to declare one side of the other the winner. MMR is no more a definitely declaration of a winner than bloodpoints or pips or grades are, the devs literally have no official position on who wins or loses a match, period. Which, as I mentioned earlier, is I think a core flaw in the game design.
Yes all of your 3 point is true. You can have 3 weak players, kill all 3, but if high mmr killer escapes, the survivor will gain a lot of MMR. This is very very unlikely because the matchmaking system is design to find player close to your skill-level so this almost never happens for 1-1600, but it can happen for higher-level due to smaller player pool.
MMR doesn't change when someone uses a hatch or disconnects. So at best a hatch is apparently a draw, even though earlier you kept insisting that DbD doesn't have draws.
They never explain what happens on disconnects. Likely a null for all players or a loss. Patrick does not go in detail in the video on that.
Killers go up or down for every survivor that is killed or escaped in the match. The devs clearly are not saying "The killer wins twice and loses twice if two survivors escape", that's preposterous.
This is exactly what patrick is saying in the video. Win is the survivor escaping through exit gate. A kill through 3 hooks, bleed out for 4 minutes or mori is consider a win for the killer. That's it, there is nothing more. I have been trying explain that in my previous posts. this is where some people criticized Patrick with hockey = DBD because he made a system that works like battle royal mmr in a team-based game for survivor. Its not too far off though. Just needs few refinements. Survivors should not get punishing if they're last survivor to be chased in the game and their team leaves them behind. Killers should lose when they fail to kill the majority of the team so it will be harder for killer to rank then in current system. Overall there is no draws in killer system, but there are draws in the survivor system in my proposed system to refine their battle royal system into team-based MMR system.
To me, it just looks common sense. Hopefully when their team MMR happens, we'll have less meaningless kill-rates and more meaningful win-rates.
