Devil_hit11
Devil_hit11
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@GiveMeBoops said:
They don't want to give kindred basekit, so there is not that much info for new survivors and you would want Bond?
I can get behind survivor aura Kindred, but definetly not Bond. Mainly because that would be buff for SWF too.
Location sharing between SWF is not that easy. You usually don't do this during chase. Bond for everyone would make protection hits so easy and you would never bring killer to your friends unless you want to.
what do you mean not that easy? every map has hallmark buildings and generalized layouts that calling your position is super easy even in a chase.
Example I'll use Growning store house.
-Shack
-Main building, running infinity window
-MB top left T-L
-MB Top-right T-L
-MB Bottom-right T-L
-Far bottom Jungle gym
-Center long-wall
-Far right T-L
-T-L by shack.
some swf might use different systems, like instead of using hallmarks, they'll use clock system instead. they'll know what places are... because they understand how the map looks like.
So when people say base-kit bond buffs 4 man swf, it does not because they already can communications thanks to Discord. Kindred can be base-kit but it need to be nerfed. the consistent 16 meter aura reading around hook would need to be 5 second aura reading. This again speaks to again some of advantages of SWF. When a killer hooks a survivor, suppose they see a person on generator from BBQ. A solo player wouldn't know that killer is approaching their location but SWF can tell the general direction that a killer is moving after performing a hook action. This gives survivor who is on generator the ability to hide or make large distances and have pre-planned routing for loops. This is why kindred gives some aura reading after a hook though consistent aura reading in 16 meters is unrealistic amount of information.
I would say that information perks for survivor are like Solo-Q tax perk slot tax perks. SWF get it for free, solo-queue survivors get -1 perk slot. Its not that you cannot play without these perks, its that your at heavy disadvantage in term of time efficiency by not using them. Some players do not equip them so they end up playing a lot worse as a result.
A killer comparison to this is pre-buffed Wraith. Wraith always had purple windstorm, it made wraith a lot stronger. People that played wraith always used purple windstorm, but not everyone used it. Those that did not use it were at heavy disadvantage when using wraith's power. Now purple windstorm is base-kit ability to Wraith, So wraith in general performs better and get played more as a result of purple windstorm being base-kit.
Its similar type of logic when it comes to information perks and whole swf aspect. there can be still information perks that enhance information aspect, but part of should be base-kit. Wraith still has windstorm, he can go even faster, but for most part, its base-kit in comparison to its old version. Kindred can still be a perk, It will give permanent 16 meter aura reading around hook, but global aura reading can be base-kit with 5 second aura reading of the killer would be base-kit if kindred was used as the perk to bridge gap in regards to information
you can have base-kit bond, but equipping bond itself gives global aura reading for example. Obviously a perk like Empathy would need to be reworked than there is a bunch of other information perks that nobody uses like blood pact ever since its PTB nerf, Jeff Aftercare, Nancy's better together because bond and kindred far surpass those perks.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2761721#Comment_2761721
It's because the stats they are sharing with us are only the overview.
Twins is getting nerfed because too high kill rate in high mmr.
Clown is getting nerfed because his good addons get used and he's killing a lot more with them than his other addons. Maybe he's performing too well in low mmr.
Like the devs seem to be looking for reasons to nerf killers rather than trying to balance them.
https://forum.deadbydaylight.com/en/discussion/comment/2761950#Comment_2761950
Fun fact, Deathslinger's kill rate is higher (53% vs 52%) than the last time they showed us stats. Although the last stats they showed us also didn't show us pick rate so no way to judge whether or not he's being picked more or less. I'm pretty sure my survivor MMR is fairly high just based on running into a few big streamers every once in a while and I haven't seen a Deathslinger in forever, I can only imagine most of his kills are coming from low mmr where you don't need to be good at using his power since you can just fake ADS which was the only thing really left untouched from his previous changes.
I
I was referencing these two charts as the one that was given previously was very incomplete. Don't bother blight because he was new killer when this was shown. notice how plague and demogorgon are more popular and higher in kill charts and notice how freddy, spirit and deathslinger all have mostly halved pick-rate and much lower killrate from their negative changes. Wraith got some positive changes and he get played more.
at least one thing is true, buffs = increase killer pick rate, nerfs=decrease pick rate.
That is why I wished there was high MMR to compare to Old red rank chart
Kill-rate just feel very meaningless for all rank section, like what are we suppose learn from this chart? that new player nurses and trickster lose a lot and that new survivors struggle vs pinhead & freddy the most? pointless information.
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@Predated said:
Thing is, there is a very good argument to be made that a specific killer is capable of camping so well because those addons give them a slight edge. They said they didnt want to nerf Twins, because they feel Twins would be too weak otherwise. There are some adjustments to be made to maps themselves(like, consider the entirety of the basement, including it's staircase as a hook, so Twins cant stand on the stairs and camp), but changing Twins' basekit is only gonna be bad.
Yeah its like saying that bubba using his best add-ons influences his ability to camp hooks. Reality is that even before or after his changes, he is same at defending hooks in past & present. so your argument is completed flawed. Killers that are stronger tend camp hooks less because they can actually have confidence in taking chases and winning chases.
Awhile back, they made change that increased recovery time of victor when downing a survivor. Did that do anything regards to camping hook and slugging for twins? Nope. It just encourages and pigeonhole twins to do it more because they now they're even worse at main game by not doing so. BVHR being clueless as usual. At least they're honest in their explanation for why they're changing.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2761415#Comment_2761415
4 seconds is a lot of time. That's 18 meters of movement for killers. So if you see someone heal with Nurses Calling, you can stop them before they finish. That's quite a big difference.
I mean, I agree that having boon area be based on map size(or perk tiers in general, like they said, they arent gonna get rid of 3 tiers, but they CAN dedicate perk tiers to mapsize), but dont make 4 seconds in this game seem like nothing.
It changes nothing about what makes perk good which is that as long single boon totem is on the map, everyone has 5th perk and infinity med-kit. Other boon totems like shadowstep and expotencial have limited 24 meter area effectiveness. COH is global perk for survivors. Boons would be more balanced overall if they just worked only for user globally instead of affecting entire team. Don't think the number change will impact the perk that much.
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Wow... I predicted that Artist would be next to Hag in kill-rate. I nailed it. Poor deathslinger, He lost like over 50% of his player-base/pick rate compare to last chart, also trending to being one of average lowest kill-rates.
I wish a chart for... high MMR was shown.
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I am so glad that Patrick explained MMR that you can cut out middle of man to figure how good someone is. His description of hooks in DBD being like goals is good analogy. For the killer MMR works as intended.
For survivor, it almost works as intended. the only problem with survivor is that survivor is team game so it needs some team grading. I think if they just made it that if 3 out of 4 survivor escape, the survivor who died to the killer camping the survivor in EGC should get a draw instead of loss.
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Ghostface:
-M1 survivors does not regress stalk meter
-Make leaning stalk faster - it is currently impractical to stalk in outdoor maps, It is too slow down compare how fast survivors can reveal him.
-Lean no longer requires you see at least 50% of ghostface's chest body to reveal him. Many survivors get confused with reveal mechanic for why they're not revealing him claiming his reveal mechanic is broken. It is not. Its related to them not understanding this mechanic.
Legion
-Allow Legion to damage deep wound timers but give survivor's the ability to continuously i-frame(Dead hard) his attack so that his ability has counter-play.
-Double the effectiveness of Cold dirt, Joey's mixtape and Julie's mixtape. 4 second fatique is way too long and these add-on are not very effective in gameplay.
-Remove M1 penalty for losing 50% of his power gauge.
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@ActualPainedFrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2758170#Comment_2758170
You think Blight is easier? Personally I struggle more with him than with Nurse, although once you get the muscle memory and experience I see how it can be easier.
from my experience, it took me about 5 days to be average at him when he first came out which is around 15 games. Nurse, Deathslinger and Trickster are way harder mechanically intensive killers that need pinpoint precision on their abilities
Blight is 115% m/s killer that by default has normal m1 game unlike say nurse that moves at 96 m/s. Few tips if your struggling with Blight would be:
-Start by only using 2 dash tokens until your consistent at landing his blighted rush, Don't go for over ambitious dashes at start
-Attack with Blight rush early, Don't use his lunge as if your playing against dead hard.
-Don't use his power at loops at the start, Use his power between loops. After blight breaks pallets, Blight's movement speed is so fast that he often hits survivors before they make it to next pallet. His greatest strength is his ability to counter chaining tiles together and undermine survivor's sprint burst after a health state loss.
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Once you've learned his basics. Advance tips
-Start using 3, than 4, than 5 dashes more regularly in chases. Try to predict survivor's movement as you bounce.
-Learn hug tech, Recommend watching Otzdarva blight 50 killstreak. It shows various use cases for using blight's ability at loops, Hug tech is what separates mediocre blights from the best blights. Using blight's ability at loops is essential to mastering blight as it drastically lowers his chase time.
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In the end, Blight is all about timing. Once you know when and where to use his ability, Blight becomes more like playing musical instrument. He does not very much mechanic execution, Its bounce, bounce, hit. Flicking his camera angle into blighted rush(a lunge that slides along walls) is about as mechanical as he gets.
With Oni, Oni needs to understand tile strength in the game. Your m1 game is crucial important at Oni, more so than any other killer in the game. By the nature of his m2 being an instant down, Oni's power heavily excels in deadzones and having strong m1 game ensures you remove powerful resources from the map quickly to empower your power to clean up afterwards.
As previous post on thread, Oni has a lot of macro management in regards to survivors. Every m1 hit is 40% of your ability, so two m1 hits is 80% of your ability. You need to memorize the paths you walk as Oni as you create blood orb trails around the map in which you need remember so that you can fill remainder of his power gauge. Finding survivors quickly through process of eliminating is very important skill for Oni because he needs keep the momentum flowing. Every second your not in a chase as him is time that survivors can utilize to heal and finish remaining generators.
Getting to his power in timely efficient is only half the battle. Using his ability effectively is just as important. He has 45 second window in his ability. When Oni is his demon form, Survivors that are injured no longer drop blood orbs meaning that the longer Oni is in his ability, the more detrimental it is for him to get his next demon form. Demon form dash has 2.5 second start-up as opposed to blight's 0.5 second on hitting collision and unlike blight, Oni's looking/viewing angle while dashing is far more restricted. Experienced survivors can dead angle Oni's kambo making it far more difficulty to down them while Oni's demon strike requires surgical precision to curve properly around corners during fast speeds without hitting solid objects. Using demon form is race against time to do most damage as possible in shortest time span. This often results in slugging which forces Oni to manage risk vs reward in term of getting hook states vs disrupting survivor team.
As you can see, Oni is very deep and complex character to learn in order to optimize his kit. At the end of the day, why bother learning the complex hulk that is Oni when you can just press blight's ability every 15 seconds and move at ultra-fast speeds with similar levels of chase potential.
So my advice. Learn blight. Do not bother with Oni.
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I stopped playing him and I just play easy mode version of him which is blight. As survivor, I can semi-consistently 1vs1 his entire ability. Oni ability is probably the most over-estimated killer power in the game. With some base-kit tweaks, he could be a lot stronger. Changing iridescent family crest does not move needle for him.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2755365#Comment_2755365
This is very true, and it's things we've seen with previous streams as well. We're also very clear that we cannot talk about upcoming stuff with much certainty, but yet still we get asked these questions and of course they're the most upvoted.
It does feel like we can't win at times for sure.
I hope one of questions in Q&A is related to hackers.
what will do DBD will do to minimize hacking?
I've heard rumors that in asia, people use that pig add-on(video tape) that puts traps on survivors to instant kill all 4 survivors at the start of the trial. sounds like very crazy hack. I've also seen some speed-hacking. I do not think hacking is healthy for any game. It should priority to remove to insure healthy gameplay experience for player base.
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wow clown unfair post. that is new one. His blindness is ineffective because bright red glow that killer have in front of them. The map layouts are always the same, so map familiarity renders blindness ineffective as you do not need see clearly to not bump into objects if you understand layout of map/loops. Hindered is not effective vs safe pallets as survivors are able fast slide long side of pallets and hug tightly around loops, nor does it give enough slowdown in most cases for clown to hit between pallets assuming he actually hits bottles and does not miss.
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@MandyTalk I think decaying MMR is just invitation to purposely lower MMR to face easier players. I can definately see players playing dbd for 1 week than not playing for 4 weeks so that their MMR goes lower. It was like that before with old rank system resets. decaying MMR silly concept because your skill doesn't degrade that quickly for one and MMR itself always punts you back down if the matches are too difficult for the player or brings you up rapidly If you beat higher MMR opponenents than you. Its self-correcting system. Decay is just another way to mess with matchmaking. MMR did not exist before 2021 so I am not sure why 2016 is being used as beach mark year.
As for hour played. It ultimately depends if the player is competitive or casual. Casual players have a lot of hours in the game but do not actively look to improve. they just play the game for fun. competitive players use the hours to get better at the game, so they're typically at highest rank because they play everyday to up their game. hour played =/ skill, Its just correlating factor to towards skill partly because hour played increases knowledge of the player and knowledge can help improve the player's game.
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I only want two changes on Oni
1) Scalp Top Knot nerf to be reverted to 1 second.
2) Removal losing Oni meter upon successfully downing putting a survivor in dying state.
As OP states, Oni's ability takes a lot of time to get and the fun part of using Oni's ability is using his demon dash at loops. Scalp top knot makes his dash much more fluid at using it at loops. Its not really fun to play Oni as M1 instant down because your dash wind-up is too slow to make plays at loops. Also, being M1 and just walking around is not time efficient for Oni's ability. Just wastes a lot of Oni meter which is precious gold.
Against very highest calibur of players, I would say that my average hook count(performing hooking action) is around 5 hooks and that is largely in part because at highest level, I only get to use his ability twice per game. This is only when I am playing against absolute strongest survivors. Twice per game in 5 generator window is not a lot. In total, its about 4 times in total because of end game. For how little Oni gets to use his ability during the match, Getting punished for downing a survivor using his ability is just awful. It also punishes Oni for slugging when Oni sometimes has to rely on slugging to get most out of his limited duration power. It just sucks being kicked out of your ability in good moments. Any other games that aren't highest level are really easy for Oni because survivors that are not very good at looping m1 killer which feeds your ability very quickly. It allows you to just spam your ability relentlessly and I win all my games that are not those ultra-high level games.
I think Oni's biggest pitfalls is his inability to recycle his ability over and over and that is largely because a lot of abilities to recycle his ability is locked behind add-ons like his purple add-on Splintered Hull(Increase blood dropping frequency), Tear Soaked Tenugui(Reduces penalty of downing survivors) and Lion fang(Increases his total power duration to mitigate negatives of downing survivor penalty). if any of one of these add-ons were just made base-kit, Oni would be so much more threatening and would see a lot more play. I understand its possible use any of these add-ons but I dislike not using scalp top knot and Akito's crutch/Kanai-Anzen Talisman because those add-ons make it so much more fun to use his dash at loops. Using add-ons to fix critical pitfalls in killer's base-kit just is not too enjoyable.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2735921#Comment_2735921
Please, everyone try and not focus on expert badass gameplay in DBD, the so-called high level play. They've proven time and again their intention to consider all players of all skills in proposed changes, not just how it would affect the best players.
Whatever changes you have in mind, please always tag onto it "How would this affect a brand-new player? Or one with less than 200hrs?" Because that's the biggest portion of the playerbase.
What chance do we have of keeping players longer if changes immediately become frustratingly noob-stomping? The grind is already rough, the tutorials (imo) still unsatisfactory. Now add on something only aimed at the top 5,000 or so best players we have? No one would stick around to "git gud".
The post is talking about top end skill-levels. how are we suppose ignore what the post is talking about? If your good at killer, you will be facing these teams as killer. Their goal for survivor is to bridge gap between solo survivor and SWF survivor at high MMR because this is where there is largest difference. Why is the killer getting punished for being good at the game such that he faces SWF when the killer is not balanced around playing vs SWF?
Why would new players be affected by the changes. First of all, new players are not playing the game properly. They should spent time learning the game first. Due to large amount of grind, It will take around 2000 hours to acquire perks on both sides and many killer games & survivor games to become acquainted all the killers powers and survivors in regards to maps. Balancing around players that play the game poorly in short term might be good but in long-term, when you play the game long enough, you will end up playing an imbalanced version of the game. Secondly, players of lower MMR will face weaker opponents that do not optimize their gameplay so their skill-levels naturally balance themselves out. Lastly, players of lower mmr skill-level are typically casual players meaning they play the game for fun and do not care to improve their gameplay therefore do not care about outcome of winning a match. they are not competitive. It is like playing League of legends and being silver rank for 3 years. Do you think they care to improve? Obviously not if they've been playing for long time, they're just looking to have fun in the game.
so when you get statement like "We should balance around 200 hour players", its like saying we should balance league of legends around silver rank. DBD logic.
"What chance do we have of keeping players longer if changes immediately become frustratingly noob-stomping"
they end up playing vs weaker players and if they win a bunch, they go up and if the level becomes too high, they lose. This is often refer to as Elo-hell where the player is consistently sea-sawing backforth. there is no noob-stomping unless smurfing is possible which could be possible in the future if they implement that change where MMR degrades over-time. you might have some player that decide to make 20 DBD accounts like Epicgames where the game was free, and they play on 20 accounts to purposely degrade their MMR so they face weaker survivor/killer players on purpose and than they don't play and let degrade happen. as of now, there is no such thing as noob-stomping. Your either good or not good.
If new player dislike playing DBD, than they'll leave regardless of the games state.
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I like the part where dev state that coup the grace was too strong.
The perk will not get used until token system is removed/drastically altered. 5 tokens is absolute atrocious. that perk will see zero use until then.
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@Peanits Don't let negative comments ever put you down.
I just wonder how these negative killer changes bridge the gap for the killer player facing SWF? Awhile back, It was said that there would be improvements for survivor to bridge gap between solo survivors and SWF survivors between killer.
It was said that when survivors would become as strong as SWF. Killers would become too weak as result. Will killer ever be changed to be able to go against SWF at higher-levels of play?
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@Iliketoplaykiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2732319#Comment_2732319
Have you not played the clown and realized with a lot of practice it’s really not that hard?
I play him and have used add-on with great accuracy to down one survivor with 4 bottles every time. The point is that clown is still beatable with add-on therefore it is not unfair. I have escaped vs pinky finger clowns, even had long game winning chases vs them. As long as you utilize loops properly, clown is not really a threat.
well good job at weakening low-tier killer did not deserve negative changes.
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@Iliketoplaykiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2732283#Comment_2732283
You are high if you think clowns pinky finger wasn’t busted. You could train a monkey to throw bottles at people and still get downs.
it wasn't busted. the clown needed to land bottles and an m1 hit consecutively. saying add-on is busted is saying every killer that has base-kit instant down is unfair and that is simply not true.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2731133#Comment_2731133
So, for the strategy to work properly than the terror radius reduction needs to be up to 32 meters, that way as you said these stealth killers which have a 32 meter terror radius can retain their stealth while in a chase.
I think the perk is intentionally weakened in its designing phase. Ghostface is stealth killer. His perk is suppose to make other killers gradually become more stealthy as trial progresses similar to how Myers is an instant down and his perk STBFL increases lethality of other killers by reducing their cooldown.
Its just that dev think that lower terror radius perks are unfair. so they just changed condition to be in chase only. Many killer perks are made to be very safe. The changes seem like they're not ready to pull trigger on this perk.
M&A+Furtive just seems obvious intended synergy that is being sabotage on purpose to make the perk ineffective.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2732130#Comment_2732130
Huh. Usually people realize the biggest content creators leaving a game (Otz, tru3) is generally not good for the game's health. Weird thing to celebrate but to each their own.
well tru3 believes that DBD will be dead in a year. He plans to quit DBD in 1 year if killer does not improve.
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@MyNamePete I mean whole point is that you have 1 less add-on for variety for clown.
they weakened 3 killer's most popular and arguably strongest add-ons of their respective this patch. clown's flask and pinky finger, twin's toysword and scarf and nemesis marvin blood and zombie speed add-on. The pattern for killer patches these days always seems to just be best add-ons get weakened. Intentionally worthless add-ons are selected on killers to be improved to add filler patch notes to put false impressions that killers are improving when they are not.
There almost seems to be this false impression that killers need all 20 of their add-ons to be effective but in reality, only really 2 add-ons to be playable. only 4 effective add-ons are needed to sustain bloodweb if you choose to main a killer. bloodweb system for killer is largely parasitic system in the game that age is showing its problem in regards to grind. Add-on diversity is silly concept in pvp game that is largely fairely competitive. killer player always going choose the best add-ons to maximize their winning chances so weakened the killer best add-ons just hurts killer overall and will not encourage add-on diversity. Only lower killer diversity.
I find hard to believe that these killers add-ons were game-breaking that they needed changing. what Is their end game goal? At high MMR, Blight feels like he is most selected killer in the entire game. At the rate they're going, we might only see blight 24/7 and nothing else.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2730468#Comment_2730468
At that point it just becomes a derivative of M&A. I like what it is and just feel that it needs to be better overall to overcome the downside of it only applying in a chase.
M&A works at the start the match for full effect and it does not need obesssion hooks to operate. what it does right now is nearly worthless. The current changes are not significant to help the perk.
reducing the TR outside of chase would help the perk a lot.
Right now its derivative of a worse beast of prey.
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it seems like patch notes is clown nerf(clown now loses an add-on slot to use Cheap gin bottle add-on) and dead man switch going into meta-level killer builds further cementing gen defense blocking builds into complete meta. The rest of changes are filler. I'm curious if Boil over will see any use, it could be get used but likely its more of troll perk than a serious perk.
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The way I read this perk was, If you hook 4 times, your 5th hook is free since 5th chase does not put gen pressure on the killer. It has same problem that devour hope has without the rewards for devour hope. DH when it hits 5 stacks entirely will close out the game. This just helps you close out the game but you do not win the game outright. you often need pair it with BBQ itself to ease burden finding all 4 survivor individually back to back.
The other aspect of the perk is that the perk intentionally gives the killer reverse corrupt intervention. CI is a perk that gives best possible early game for killer. This perk gives you the worst possible early game for killer as your killing survivors in slowest possible way. so in order get any value from this perk, you need run corrupt intervention mitigate your intentional bad early game in order to get mid-game reward. I'd say your rework suggests to just combine deadlock+grim embrace into one perk which might make killers tunnel less, but this would only occur if the perk is rewarding enough to win by not tunneling. If its not rewarding enough, than nobody will use it as alternative is superior tactical choice.
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Its interesting that 5 years later, not_queen statement about obsession mechanic is about to being fulfilled in like next 5 days? Matchmaking was fulfilled few months ago. They also technically fulfilled by giving small game a totem counter.... but I almost never see anyone use small game where as 4 man swf have totem counter.
Kindred on other hand gets used quite a bit after its changes. you could almost say that kindred is now perk tax for solo. as for buffing killers.... well that I think went other direction.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2727539#Comment_2727539
And what I am saying is that this "advantage" isn't that big of a deal when you think about the fact that in reality even when you are in a SWF team, there is virtually no possible way of seeing the killer's every move. Meaning that at best someone can give you a "ballpark" of where the killer might be headed. Your FOV isn't magically larger simply because you have comms. You can just as easy open your eyes in solo queue too.
In most cases you'll be able to detect the killer from a mile away. So it isn't like this is a constant issue in solo queue.
Solo queue has bigger issues anyway. An icon moving telling me someone is in a chase isn't going to change the incompetency that is found in solo trials.
it is time efficiency. Its pretty big deal. a lot of games can be won or lost through time efficiency. you can add loads of extra time to each chase and the difference between m1 killer getting first hit in a good start position in a chase and getting no hits with bad start position in a chase can be detrimental. I do recon that the change will improve solo by a little bit. As Madjula states, SWF can very much neutralize stealth killers.
Icon moving when someone is chase is not even new mechanic. Its just update to what is obsession system already is but now it applies to everyone instead of just obsession . I assume they'll be gen icon. I wonder if they'll be locker icon. This might be a very interesting PTB for survivor.
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@[Deleted User] said:
It's not particularly interesting. Its basically a streamer that plays the game as a job going "hey, I'm actually great! Just get on my level easy!" Hyperbole of course, but that's literally the message of the video, the game isn't survivor sided because I do really well in my games with my Insane amount of hours playing the game and intricate knowledge of all the maps/perks/meta that the average player has no time for.
Cool Otz, how nice that you don't work a 9-5 job or go to school and are unable to just play the game 6 hours a day. The games balanced just be Pro, easy.
its not just that he is saying get on his level. he is effectively claiming that he is #1 killer player in the entire world indirectly. his video is a mockery to every other killer that loses with 4 perks and add-ons. Many of killers that I face in soloq are like getting 1-3 hooks with like 1 kill or 0 kill. He is also mocking survivors in humiliation in saying that they can't beat him.
Massive brainwashing video.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2727296#Comment_2727296
Again, and I never denied that. But the notion that solo queue survivors are boundaries away from knowing the killer is coming to them is ridiculous.
As I said before if the survivor is good they would have already pre-made plans for what their next move is going to be. SWF or not.
latuzi's description is describing leap and bounds the advantage of solo vs swf. Denying it is a bit strange.
Survivors can have pre-planned routes in a chase, but for killer, its not just about chase itself, its about getting into the chase in favorable position. Sometimes getting into a chase can take upwards to 30 seconds or so before the chase even begins and it comes from that informational gap. 0 TR killers are easy to counter, you can just follow them as SWF and give basic directions for where killer is coming from, denying them of their first hit.
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yeah it just seems like they want encourage smurfing by deranking MMR. The other part i got from it was that they want improved solo to swf level but not really. apparently this will somehow improve killer....
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2719583#Comment_2719583
Like it or not. Hook trading is part of the game. Not everything needs/and or has counter play(looking at you dead harding for distance)
Define camping vs proxy camping anyways ? Is there a difference between face camping and proxy ?
What if a group majorly messes up and I get 2 in the basement...Is the hook going to move from basement because I'm there defending it ?
Can you give me a LEGITIMATE reason. Other then "your fun" on why I should leave a situation where I have 2 in the basement ? Why should I be punished for YOUR mistakes by the hooks moving ?
Sometimes there's a 3 gen you want to defend and you get a hook there..Why should my pressure be taken away by a hook moving ?
I've had 2 hooks right near a gen that was 80 % done and I made it regress. Why should my pressure be taken away by hooks moving ?
you don't understand the context for this. when killers camp this heavily and are this close to the hook, a single survivor is not really able to go for a save because survivors have this animation where the survivor looks around as they unhook meaning that the killer can grab you. in order to counter this situation during mid-game, you need bring multiple survivors to do unhook but in this situation, who exactly is winning? technically, killer is pressuring 3 survivors at once.
one of the solution to this is hook trading with borrow time where you cycle hook timers until you complete generators to escape. issue is that killers can pick killers with instant down/low recovery that prevent single hook trading which leads to above problem with additional problem where no matter how many survivors you bring, someone will always land up on the hook. The other solution is what patrick says in Q&A that you trade all 3 of your teammate hook states to rush generators and escape as 3 man.
none of your situations will really change. you'll still just be able to proxy camp 6 meters away from the hook which is like a killer's lunge distance. they're not removing camping. if they were, you'd just remove hook regression from hooks, though i don't think killers in current iteration of balance can do 12 chases and win by 3 hook condition. there's not enough time for that and part of reason is this problem right here. survivor's need to able to do generators quickly to counter-act this behavior. long story short, camping punishes killers that go for many chases and the game is overall balanced around survivors being 1 hooked and 2 hooked. gen defense perks such as old hex:ruin and well corrupt/deadlock, further just strength this type of gameplay.
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@Yatol said:
>That doesn't solve the problem, a default kindred us VERY good, but still doesn't fix the problem for Bubba, Myers perma tier 3, insta huntress, Billy, Pinky Finger.
actually it does, the dev have stated in the video the problem with facecamping is that others will not realize that the killer is facecamping until its too late, it solve the problem of feeding too much on the lack of information, there isnt much they can do without making it intrusive to strategic camping
it makes no sense for a perma t3 myers face camp, because he has to spend a lot of time chargind his power
Huntress can use one insta down hatchet and then needs to find another, leaving time for survivor to go for the unhook, again makes no sense
Pinky finger has to hit you directly with the bottle, you have to be some kind of special masochist to facecamp with clown
Billy is a bit tricky but he can be jucked and if he uses the chainsaw he's forced to move and since his nerf he can't just hold the chainsaw indefinitely.
the only real problem is bubba since he can go true any anticamp tactic with little effort
they all can consistently hook trade into 1 kill and more if survivor play it badly. Leo's post is on point. Trickster is another killer on list that is good at facecamping which isn't mentioned. If your having trouble hitting pointblank billy chainsaws, than he probably shouldn't play billy, same for rest.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2719552#Comment_2719552
https://forum.deadbydaylight.com/en/discussion/comment/2719570#Comment_2719570
That would be absolutely terrible and bullshit. A bad "fix"
what's bullshit about it? it fixes a problem for survivors having little to no counter-play(other than hook trading) on instant down/low recovery characters and eliminates facecamping. Dev said proxy camping is fine and you can still proxy camp with this change. in fact many players that play pyramid head still do for when they're tunneling the guy out of the cage.
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@Pulsar said:
Afaik, they've always wanted to fix facecamping.
The issue is that there really isn't a way that doesn't punish innocent players.
I mean they already implemented one for pyramid head's cages where standing near the cage teleports the cage. they just never implemented it on other killers.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2718974#Comment_2718974
Theoretically, in a devs perfect match of 10 minutes~, each survivor will have been able to use dead hard 15 times each. 600s/40s.
Don't you know, killer perks have double standards. token system for coup the grace is bad on many fundamental levels. for one, the killer never knows whether he's in distance to hit a survivor with his extra distance in fear of losing out from miscalculating distances. coup is the type of perk that is based off trial and error.
The idea of preserving stacks is stupid on basic level. the killer does way too many swings per game to even have this at back of his mind. The perk encourages you to always be on brink of defeat to get value out of it which might make you play intentionally worse.
perks should just give simple positive reward for equipping the perk. dead hard and most survivor perks are like this. Coup and many other killer perks are only made complicated to make them strict worse. most of the time, they make perk virtually worthless such as this one.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2715302#Comment_2715302
Well, that's good! I have fun occasionally myself, but it doesn't change the facts about the game for me... 😛 It could just be so much more.
I think scott makes videos based off forum posts. basically he looks at your post and than makes a video about it, just like he made a video on lightborn.......
I think your post title does not match what your post is talking about. The title makes you think that the post is about BVHR having no creative process for killers while your post is talking about killer's being unfun to play with list of reasons.
I would say that the survivors desire for challenge in current dbd is at an all time low and survivors currently control for how challenging the killers are to win. As such, all the killers are either watered down on release and the ones from past releases are being watered down slowly. Their killer ideas are not awful from gameplay stand-point but they're watered down too much for killers to notice their actions with their ability to have any impact on outcome of the match.
My advice is to wait for mid-chapter updates in 2022 and see if the game for killer is more fun for you by the end of the year. If it is not, you can take Matt's advice to play civ 5.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2712538#Comment_2712538
He can do another ADS because you expect the survivor to try to dodge. Then you do another a split second shot at his attempt at dodging because it's impossible to dodge. Not even Huntress can do that. Even then there's a lot of situations where it's just a guessing game because again it's a split second shot. It's nothing like Huntress who actually loses distance by the way longer she holds her Hatchet up and if she misses.
Ah console lmao. That explains it.
The game is based off split second decisions that largely impact hit from misses. he cannot do another ADS because putting down the gun has animation itself. you cannot put down his gun and fire at exact same time. survivors do not need respect his shot. that is literally entire mindgame of his gun at longer distances is that he is not shooting where you are on screen, he is shooting where you will "be" on screen. This principal is known as leading shots. Its used in many games where your using non-hitscan weapons such as bow &arrow, crossbow etc.
reacting to killer powers is not mindgames, they're reactions. reactionary powers are bad killer power design. killer powers are either suppose to be so fast that human eye cannot react to it or killer power has to give zero information. deathslinger was an example of zero information mindgame power. blight is an example of "too fast for human eye" to react power. Deathslinger's gun being reactable is bad design and your post has not convinced me that his changes were justified.
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@Myla said:
Nah the ADS nerf is perfectly justified. I do think they should have gotten more buffs instead to compensate for the ads nerf though.
nope, deathslinger's change are complete bs and unjustified. yes he will remain garbage for long time until someone reverts his changes. Just look at billy, he's been in same for boat for about 1.5 years now.
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/comment/2711557#Comment_2711557
It is very strong, but don't forget that its a purple addon. I modeled it after Billy's old Carburetor tuning guide, which is just a slight stat increase for every aspect of the kit.
https://forum.deadbydaylight.com/en/discussion/comment/2711666#Comment_2711666
I think I just explained this part poorly. If we look at Huntress for an example, if you charge her hatchet but let go too early before it reaches the minimum charging threshold, increase of sheathing the axe, you will automatically do the minimum charge required and throw it immediately.
I want the same thing for demo, if you press m1 too quickly while holding shred, instead of just doing a basic attack, you will instead queue up a minimum charge shred for 0.65 seconds.
Iri add-on is too complicated. I think it would just better if it had a simple effect such as
"Survivors who are hit by shred are put into dying state"
Its more simple and it has powerful effect of instant down without any downsides.
Another aspect I'd like to point out is your "Mew guts" add-on would I imagine would be very complicated to code. If I had take a guess for how demo's shred works.
For every 0.1 second after 0.65 seconds you charge shred, you go further in distance by increasing duration that shred works for, let's just say for example that a fully charged shred is 1 second shred time. Shred is like 460%, which is static number. your only going further with shred the more you charge because dash duration of shred is getting longer. basically it would be very hard to increase movement speed but not increase shred distance.
Calculating a formula that reduce shred distance(duration) equal to amount of movement speed gain wouldn't be worth effort for making the add-on.
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"[Purple] Severed Deer Head - A large, severed deer head that reminds the Demogorgon of its past victims. Severed Deer Head Provides the following benefits:
- Reduces the cooldown of missed shred attacks by 10%
- Decreases Shred pallet break cooldown by 10%
- Decreases Shred hit cooldown by 10%
- Decreases Shred door break cooldown by 10."
Another comment I have about this add-on is that shred missed cooldown is not relevant stats for demogorgon and I would say it would be better to split add-on functionality between your ultra-rare and other add-ons. I would probably rework it to something like this. Reduce number of add-ons because 30% range and speed combine together is a bit nutty.
- Decreases Shred pallet break cooldown by 20%
- Increases Shred range(Distance) by 10%.
- Increases Shred movement speed by 10%
- Decreases Shred hit cooldown by 15%.
-----------------
Likely speaking with these add-ons. Severed deer head+Iridescent Claws would be strongest combination for demogorgon, though your average demo match would probably be Severed deer head+Elven Soda.
i'd like to dream of positive changes for killer but I feel like there isn't too much positivity to go on for killer lately and I doubt dev will really improve killer to a good level for higher-level dbd killer.
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for survivor, hyper facecamping killers.
for killer, I would say holding W from health states.
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@DBDVulture said:
I suspect the developers do not care.
It is essentially a high mmr problem so it's not something they devote a lot of time or resources to address.
FIlters are completely different from seeing more screen. Anybody who has been revealed over a wall as ghostface knows this. You can actually tease out if someone is using stretched res by the way they move. If someone is easiest to catch by following their path exactly then they are most likely a stretch resolution user. If you use every mind game possible and no matter what they do not fall for it then that's a pretty clear indication they can see more than they should.
There is a guy who works for the ATF who can recognize more than 200 distinct shades of green. He can identify plants containing THC by just looking at their color while flying overhead. This is a crazy example but it goes to show that there is a great deal of difference between how good your eyes might be when compared to mine.
One of the things filters do is equalize how well you see certain colors vs how well I see certain colors. In other words filters allow the user to customize the experience so the scene is easy on the eyes and allows them to stay competitive with people who otherwise have a natural sight advantage.
Imagine for example if you wanted to play a new basketball game that looked up your information from a registry. Imagine being limited in height by your real world max height. In a sense having variable color filters allows users to equalize their height so our eyes can all be seven feet tall and on an equal playing field.
What would be the difference then if everyone had stretch resolution by default? Many killers cant really make use of stretched resolution. It would benefit all survivors and only a few select few killers. That does not create a level playing field.
you can detect stres res in survivor specator mode if the survivor looks down on a floor while looping. They're doing that because stret res increases vertical field of view. Red glows filters also big problem for killers because it gives too much precise information for where killer is in a loop without vision of the killer. It reduces a lot of possible mindgames that killer can employ.
You can't really tell if survivor is using filters or stret res as killer. only as survivor spectator mode.
stret res and red glow filters make me question if survivor had perks like shadowborn and perks to enhance red glow or give minor amount of reliable aura reading in chase, would these perk be extremely meta?
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2706056#Comment_2706056
Yeah... here's the thing. 80% of the time Survivors just would never heal against Legion before CoH came out. The only time you're going to get that 40 second delay is if you've stacked your perk loadout with obvious perks that heavily punish staying injured. I'm talking something nutty like my old main Legion build with Thanatophobia, Trail of Torment, and Monitor and Abuse. With that build? Yeah I could pretty reliably convince Survivors to heal or punish them if they didn't... so much so that my 4th perk in that loadout was Nurse's Calling and it was 100% worth running that.
How many Legion players are going all in on getting Survivors to heal in spite of it being a terrible idea? I don't know exactly because I don't end up against Legion all that often, but I'm going to go out on a short limb and say very few do that.
To be honest, I would argue that Legion handles CoH better than the majority of killers. The only ones who handle it better are insta down killers who don't let survivors hold W after the first hit or hyper mobility killers who can catch up so fast to someone holding W that it doesn't matter much.
currently, hitting a healthy survivor, a killer suffers 3.2 second cooldown. Legion's cooldown for going out of his ability is 4 seconds fatique.
1vs1 wise, Legion's has longer cooldown going in and out of his ability than just hitting a single survivor without his ability. To say he is better at countering hold-w than others is illogical fallacy.
Secondly, When legion goes out his way stab multiple survivors, Legion goes to 0% killing efficiency for doing this because he cannot down survivors in his ability. A big reason why COH boon is powerful is that when survivors boon, Survivors only lose 1 survivor on gens out of 3 possible survivors doing gens assuming that one survivor is getting chased by killer. COH is active, survivor's action speed in healing surpasses amount of time legion takes to injure survivors. so if anything, Legion is the killer that gets most hard countered by COH boon because he never gets his payoff for his ability which is instant downing injured survivors.
"Why doesn't that happen with Legion? Sure they do have to in fact land the M1 for the down. But there are perks that can absolutely help with that. End Fury, Coup De Grace, Bamboozle, Play with your food, Brutal Strength and numerous others."
Its because these perks are rubbish anti-loop. part of the reason why killer like blight and nurse are good is because their chase power is worth 15 perk slots. Legion is m1 killer and m1 killers can still have long chases with these perks in play. they're ineffective at their job. The other information perks on other hand are pretty good at finding survivors and only empower their strong chases further.
So when people say, Legion is the worst killer. It is not too far off the mark considering that legion has no lethality 1vs1 or 4vs1 lethality mathematically, no real stall and no chase ability. His only redeeming quality information from killer instinct. Not an impressive ability.
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@Percival_nxs said:
Honestly, whatching this makes me very sad about the game. Litterally a bully simulator, be honest, why would a person play killer? Personally, i have 2500 hours, i play both sides at mid/ high mmr, and be honest, why would a person play killer? The purpose of the MMR was to find you more and more difficult games with the accumulation of victories, but this apply only on killers matches, because on the survivor side is quite the opposite, the real challenging matches as a survivor are those at the low mmr, because it puts you in a team with low skill people which will most likely be the cause of your death in game, while at the high mmr you find capable Survivors who abuse the broken mechanics of the game and the game is easier and chill, with the result in which the killer makes 4 hooks and everyone escapes more easily.
Personally, I rarely die when I play Survivor, at most they can only kill me if they tunnel and camp, but then everyone else would run away.
MMR isn't the problem. MMR just exposes bad killer-balance. dev have entire 2022 and many mid-chapter patches to improve killer gameplay. unfortunately, most of resources as tru3 states in the video are spent on weakening killers like deathslinger, freddy etc. 2022 holds many possible mid-chapter patches so hopefully its better than 2021 for killer.
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@Veinslay Well they're changing both ghostface and Legion. both of them are true bottom of barrel. I hope they play unsafe killer changes with these two killers for once.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2704946#Comment_2704946
Idea number three would require that ALL boon perks would be limited to a single use, that's what I'm suggesting. It would also deter people from stacking their effects.
idea 4: Make boon perks only affect the survivor who lit the totem but make effect global. At least than, entire team does not acquire self-care/fast healing for boon being alive. only survivor with boon totem lit. It might also make other boon perks more competitively useful as opposed this one being over-tuned and other ones being ineffective.
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@PlayTwink said:
https://forum.deadbydaylight.com/en/discussion/comment/2704782#Comment_2704782
The main problem with possessed chains are not with aiming. The PROBLEM is: his chains breaks way too quick when survivors use the environment and thanks to this his reward for that effort is...repulsive. Also chain hust is supposed to be something similiar with Pig: A slowdown mechanic, not to meant to do his purpose since survivors are aware of the placement spot of the box, but if you manage to get constant chain hunt then props for you, but it rarely triggers and only for a second.
Pinhead is perfect representation of what survivor deem as fair ability. His possession chain effectiveness is entirely controlled by survivor. Its like that with Ghostface as well. His ability to stalk is entirely controlled by survivor's ability to utilize 3rd person camera to break him out of night shroud. From looking at these two modern killers(modern compare to killers like wraith, nurse etc.), It seems like new approach to killers is that survivors are meant to 100% control effectiveness of killer power from start to finish. That seems to be new balance model.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2704783#Comment_2704783
Maybe for Demogorgon, Blight and Oni but I don't see this happening on Billy or Bubba
I think nemesis should be able to break pallets and hit survivors. I do not know how many times I have broken pallet when i meant to hit survivor or vice verse. Its funny how billy, bubba and blight(With add-on) have faster pallet breaks than nemesis & demo.
shouldn't nemesis and demo have some sort of niche advantage over other three that have advantage in base-kit instant down or extremely fast movement speed? What's funny about demo is that he even has add-on to break pallet faster and yet its still slower than blight... even killers like wraith who do not even have base-pallet break can break pallets faster than those two.
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@BadLooperQ said:
Is It though? I only see killers tunneling and proxycamping hooks and getting 3K with no problem.
only high MMR killers will understand his post. Just gotta wait for next years mid-chapter patches in hopes that killer becomes more dynamic and fun to play. first post was most amusing comment for survivor ignorance. It must be a different world at low MMR.
I am not sure how I could describe it. With killer, its like your actions have no meaning of outcome of the match and you have nothing to improve on with 90% of the killers. With survivor, none of your mistakes matter because you escape regardless of how bad you play in many cases so there is no incentive to ever improve further.
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@UnknownKiller said:
Title they need to fix the distance it loses by using his power.It remembers me old clown that get a slow down while throwing bottles and that make his power basically useless.
Devs make him to put portals and chains go automatically to the survivor or make chains far more restrictives for surv.
Pinhead's gateway opening is based off nurse's blinks. Nurses blinks slower her movement when charging so it seems normal for Pinhead to do same. Difference is that Nurse physically dashes to location after releasing blink. Pinhead does not dash to location and relies on his chain durability to get distance reward which is currently non-existed. Too little durability and he still breaks his owns chains as to do all objects which is really bad.
I think I'd like to just see chains not break on objects and see if they're any better.
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@Phasmamain said:
Myers is actually very accurate to the film
Tier 1 is the first act. He plays passive and stalks his prey
Tier 2 is the second act. Plays a bit more aggressive but still sticks to the shadows
Tier 3 is act three. Brute force and no stealth.
Pretty accurate if you ask me
in DBD, tier 1 is useless and a total waste of time. Tier 2 is normal killer with half TR with half bamboozle vault speed with no other redeeming qualities. tier 3 is less intimating than a nurse. as OP in post states, most licensed killers are laughable in DBD, so when trailer came out saying another licensed killer was coming out. it was like sigh. Another 6 months until a possible killer with threat comes out. Hope perks do something I guess.
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@Mandy said:
32m is also the Terror Radius of most killers (without additional perks etc), so it sort of makes sense that MYC is set for 32m as well - at least in my head it does. I think making it a smaller distance would make it too strong also tbh, at least at 32m the survivors have a chance to get away (ok harder if it's a nurse etc but there's still a decent chance), 24m the killer will be back to the hook really fast.
i think 32 meter is far too excessive. most of good exposed perks are locked behind totem perks (Haunted ground/Devour hope) and I wish there was just one, reliable expose perk without complete survivor control. Last expose perk that was released at 60 second duration was Dragon grip and I'll be honest, I have never seen the perk get used as survivor.




