Dino7281
Dino7281
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@Colton147147 said:
I 4K all the time when playing as a perkless Clown at high MMR without any difficult.
I also 4K all the time with a unique build on him.
"high" MMR
Yep...
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@ad19970 said:
I do agree with one thing. The gameplay between her and survivors isn't as dynamic as it could be. Her zoning is very strong, and if she has line of sight on survivors while cornering survivors at a loop, she will get a guaranteed hit against that survivor. if a survivor is far enough away from a dire crow though, they can dodge the crows if they predict when she is going to fire her crows properly.
Breaking line of sight against her is very important, as long as she can't see a survivor, she can't know when exactly a survivor crosses the flight path of a dire crow. This gives you the potential to dodge her crows.
Her slowdown is indeed enough in order to try and get to run away from a loop to get to somewhere else as well, but of course this part is somewhat map dependent. Again, line of sight blockers are often your best friend against her.
I myself thought she wouldn't have enough counterplay after the ptb, but up until now, I was proven wrong. She does indeed have some counterplay. I almost feel like she is a killer designed to make the hold w counterplay more interesting.
Also, she can not hit you across maps with no investment. It's actually very hard and unlikely to injure survivors across maps, if they aren't standing still that is. If she uses more than one crow to swarm a survivor far away, the survivor will be able to repel the crows before the cooldown of her ability ends. Her unlimited range is no doubt one of the best aspects of her, because it's one of the aspects that give her such a high skill cap, and that give her some map pressure, which is something killers desperately need.
I do think she could be improved. I wish survivors had a chance to dodge close by dire crows and manage to evade a direct damage hit, even when she has line of sight on the survivor, weakening her anti-loop potential a bit, and instead buff her ranged chase capabilities a bit, to make her a bit stronger against holding w. I'm not fully optimistic the devs will do this, but I do hope we will see changes to her that do exactly this.
Why they can't dodge? (unless they got into corner)
You see exactly where that crow is facing. It's not really hard to bait.
Just most important thing: always repel asap.
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Just repel every time you can.
She is way worse when she is not able to use more than 1 crow...
Maybe just try to play her?
I have played 20 games with her so far and I have already met few teams that knew what to do and it's super annoying.
She is not OP by any means. If you leave loop when she is setting up crows, it wastes a lot of time for her.
If you got damaged on long range, it's 100% on you. That should never happen.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2671051#Comment_2671051
Sure, Boons are somewhat of a counter against it. But it would be ridiculously strong against survivors without boons. Not to mention that solo survivors will have a harder time dealing with this perk than swf survivors.
I understand that you'd want other Hex perks with this perk, but if these conditions are met, this perk would still be beyond busted if you could just rekindle totems again and again. That's not how you balance a perk.
Wait, what?
I have never said it should be possible to do it more than once...
How it works is fine, if they fix bugs with it.
EDIT: oh, I see how it happened
Yeah, it would be broken.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2671050#Comment_2671050
Nope, thrill of the hunt is bugged. Rekindling a totem doesn't give you a token back, and if that rekindled totem is broken you lose an additional token, meaning you have less tokens than the number of totems actually left on the map. Once it gets to 0, it stops working completely, even if its hex totem is still on the map.
I tried this last night with one of my friends. I brought thrill and pentimento, and we went around the entire map and cleansed 4 of the totems (all of them except for thrill), and then I rekindled all of them. After the first rekindled totem was cleansed, thrill ran out of tokens and stopped slowing her down.
That's annoying...
It sounds like a good combo, but not with this bug
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668541#Comment_2668541
Yeah but you could make sure that survivors have a 30% penalty to repair progress pretty much the entire match. That's by far the most impactful effect anyways. It would be ridiculous.
Boon counters it a lot.
It's also 100% useless without other perks. You need to have whole build around it.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668465#Comment_2668465
Fun fact: you actually can’t bless a pentimento totem at all now. You just don’t even get the option - the only thing you can do is cleanse it.
Fun fact #2: If pentimento is cleansed and undying moves it, when the undying (now pentimento) totem is subsequently cleansed, that totem can be rekindled again because it technically wasn’t rekindled before, undying just forced the hex to transfer there.
Do you know if you regain token for thrill of the hunt?
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I have made all adepts (before Pinhead) in red ranks, so yeah some of them are super hard.
but they are really easy with new resets. It is basically just wait for reset and get 4k.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2670230#Comment_2670230
I still think they should create small cavities/alcoves inside trees, boulders, boxes, broken barrels, small holes in some walls or other debris objects and spawn totems inside there.
With that totems would be only mostly visible from one side and the could set way more than 5 possible spawn points with ring and a setting that totems can't spawn too close/the same section of a map.
Or go a bit further and reduce the spawn points but have survivor rummage a little bit at potential spawns like vines blocking the wholes in the tree or debris blocking the entrance so that totems can't be seen from half a mile away.
Yes. Totem just should never be visible from more than 4 meters, so you actually have to go there and check it.
I mean, they know they will have to place totem spawns somewhere, so is it that hard to create a new map with this in mind?
I could understand some ######### totem spawns on older maps, but that is not a case.
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2670233#Comment_2670233
You can't really react to it, it travels at 40m/s so it runs through max range in less than half a second. You can predict when he is going to shoot though, that's why fake ADS had to go. Everything else was unnecessary.
Also cranial nerves are not really related to reflexes lol.
First part was a joke, but on longer range it was definetly possible. You didn't have to really dodge, just side-step was enough to miss if he aimed at center of your body. That projectile is really small.
Dead Hard on reaction was 100% possible.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2670226#Comment_2670226
Is that what those AFK clauds in the middle of a chase are doing?
Yeah, that's also why they can't find my Ruin under a minute...
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2666549#Comment_2666549
I don't know how nerfing a B tier killer was "necessary". His ADS time is still fast enough that you can't really react to his shot. Everything the change did was make Monitor a must on him instead of a strong perk, and make him feel clunky af to play as.
If you can't react to it, then go on cranial nerve examination...
It was possible even before nerf on 10+ meters, but there was that issue that everyone just faked ADS.
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I don't care about size, but those totem spawns are killing me.
It's just a ######### hide and seek for a small object. How hard is it?
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@GhostMaceNotCrusty said:
So many people I play against never repel so it's always a free down
They don't have time to repel. They are creating new post about nerfing her on forum instead.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2670145#Comment_2670145
Well, you could always mess with cooldowns because I think they are currently too punishing. I also saw an idea where he could use his spear gun for map traversal by shooting at objects and just reeling himself to them at high speeds, which would be hilarious. Also just having more impactful and good add-ons would really help, since add-ons like "move 1% faster while ADSing" are laughable.
reeling himself doesn't fit at all to him. He is old guy with screwed leg. That should stay in Attack on Titan.
His core gameplay is clumsy and he is just bad overall, add-on doesn't fix it unless they get super broken, which is just bad idea to do for any killer.
I don't think you understand reasons why everyone stopped playing Deathslinger.
They tried your idea with cooldown, at least when chain break and it's nice, but not really good enough to make him valid again.
So I will just copy-paste from different post:
115% to fix bigger TR
This will nerf hold W against him
Faster projectile speed and slightly bigger hitbox to fix slower ADS
Survivors will still know you are going to shoot them, but if you miss it's on you and not because of slow and small projectile
Increase sensitivity (turning speed) while aiming to fix ADS mechanic
Shooting anything close to you is terrible now and it just feels bad to use
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2666549#Comment_2666549
Let's not just "fix" every slower Killer by making them a 115%, I think there are more creative ways to make him better than just changing his movement speed.
Alright, tell me how?
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@MidNight_KiTTy said:
The problem is the game allow the killer to camp tunnle and whoever the victim is receive -1 pip
But it's not allow for survival to have a perk That stop tunnling
It's not tunneling if you have time to stop and bless a totem...
Survivors should really learn what tunneling means. Just because you were on hook before and killer look to your direction, it's not tunneling.
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Changes I would do to save him, without complete rework:
115% to fix bigger TR
This will nerf hold W against him
Faster projectile speed and slightly bigger hitbox to fix slower ADS
Survivors will still know you are going to shoot them, but if you miss it's on you and not because of slow and small projectile
Increase sensitivity (turning speed) while aiming to fix ADS mechanic
Shooting anything close to you is terrible now and it just feels bad to use
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It wouldn't really help.
It's one of the things I would do, but just 115% wouldn't save anything. He would still feel clumsy to play, that's main issue.
115% would fix TR nerf, but that's all.
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@tenoresax said:
https://forum.deadbydaylight.com/en/discussion/comment/2669893#Comment_2669893
That's what the /s is for, it means I'm being sarcastic.
Alright, my bad...
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Cannibal is must have if you don't have BBQ and he is not really bad killer, so he was quite fun to play.
I don't know what perks you already have, but for Legion to get fun build, you need cannibal and clown.
Build that is decent and mainly fun: BBQ, Pop, Enduring and Bamboozle (Bamboozle could be replaced with Spirit fury)
Spirit you need good headset and Blight will take a while to learn, I really wouldn't start to play killers with those. If you want best and hard killer, just start with Nurse, but it's bad idea imo. You will not have good time.
Oni is really good killer too and quite fun. You would need more DLCs for him tho. Build I love is: BBQ, Pop, Tinkerer, Infectious fright
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RPD is still worse for me.
First thing: you have to break those doors in main. It's like first thing I am doing, don't care about survivors really, you just have to remove them and it's pain doing it during chase.
but I really hate totem spawns there, when will they learn? Have they never played hide and seek?
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@tenoresax said:
Yep, Overcome is definitely one of the more skill-based and interactive survivor perks in the game, top notch work as always!
/s
Skill-based?
It activates when you get injured, what is there about skill?
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Alright:
Boon: Exponential -> good for SWF, bad otherwise. Basically all survivors need to have build for it.
Corrective Action -> bad
Overcome -> good with CoH, or medkit
Grim Embrace -> used for adept and it's just bad. It should be just with tokens per any hook, so you can trigger it faster and maybe don't limit it once.
Scourge Hook: Pain -> quite good, really good combined with pop, you know what is gen with most progress which is valuable info.
Resonance Hex: Pentimento -> got way better with fix that slow-gen is first, useless alone, but strong with Plaything and probably Thrill of the hunt to counter boons. It's kinda full build around thing. I tried just Plaything + Pentimento and boons are just too good against that.
If Pentimento was released before boons, it would be super good.
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@Akumakaji said:
In this case the Adept was especially depressing, because you want to try out this killers potential, but you have to play with THIS three perks, that are all over the place. And yeah, the DC thing is super frustrating. The last player gave up, when I closed the hatch and got him with a Dire Crow and I soooo wanted to give him the exit gate. I basically felt like manure downing and hooking him :(
BTW, do you feel that we got way less hooks and they are further apart? Like now hooking someone seems like a real endeavor.
While playing with that new scourge perk and I know for 100% that survivors should never get an option to see where are scourge hooks.
Sometimes it's really bad and they are all on one side of the map and worst is when 1 of them is on top floor of main building etc. so you basically have only 3 left.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2669845#Comment_2669845
Yeah, there are two things that makes DbD a tough sell right now. Have been trying to get the wife and 4 other chaps from our Dungeons and Dragons group to try it, but I don't want to lie to them and what always puts them off is:
- The grind.
- The ingame community.
Seriously, I don't mind losing, as long as it was somewhat even. I'd honestly rather lose an even game than win a game where I got paired up against newbies.
I can even tolerate the odd sore loser in postgame. I understand.
What always gets under my skin are the smug, gloating anuses that always run stompcomps with fully stacked perks, addons and a map offering - then have the gall to be jerks after, even though you played the game out ridiculously fairly.
Yeah, it's just when you don't camp for last kill and then they are toxic. It's like: I should have camp you so hard...
Grind is huge issue, it's not that big issue for survivors as for killers tho.
If you get full squad and teach them some basics first in KYF, community wouldn't really be any issue.
They said that they are working on grind fix, but I am really worried about how they said it. They are going to "fix" it and also prestige rework and I really hope it's not connected, but if they try to show me that you can get more BP higher prestige you have, I am gonna rage a lot. That would help veteran players, not new players...
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Yeah, her adept was quite hard. Well, I did it in second game...
but you basically play with 1 perk.
It was way more fun when I started to play with my build tho.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2669806#Comment_2669806
Yeah it's a tough one.
This one was a 'wat' moment though, because there is literally no way that I was the closest killer to their MMR at peak.
https://forum.deadbydaylight.com/en/discussion/comment/2669808#Comment_2669808
I've got some suspicions regarding the SBMM.
- The 'floors' and 'ceilings' do not apply when someone dodges a lobby, and it just grabs whoever is available.
- The system doesn't update correctly during some periods (I know if I go on a losing streak at night, I'll generally have a winning streak the next evening.
- People are still finding a way to smurf.
- There's a damn hack that can fiddle with your MMR.
- It has some sort of daily 'maintenance' period, where it's totally offline.
Would really appreciate some more transparency from BHVR on this stuff.
I don't really mind dead squads. If I knew from start it is dead squad would be better tho, so I can prepare on it with, so that is more custom match thing for me.
But I hate survivors that use everything they can to stomp killer and they think it's because they are good and are just toxic shits.
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First of all, she got nerfed quite a lot already. So already wrong here.
You can't injure with idle crows and that she can't use crows around hook is also really annoying. Not really because of camping, but I see someone on BBQ and can't use my power on them in time...
PTB isn't and never was good to see how strong are killers, because matchmaking is most RNG thing I have ever seen there. You need good survivors to evaluate a killer and you just don't get it there.
And how many people actually play more than 10 games on PTB? Very few, most players just go there, try everything in custom and leave.
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Pinhead? Hag? Spirit? Twins? Artist? Blight?
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All the time, no?
Chasing exposed survivor? That might be interesting.
It's weird compare him to Wraith, Wraith has quite massive drawback for that. I doubt you want that on Ghostface.
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@danielmaster87 said:
Y'all act like you don't have perks. BT, DS, and Dead Hard are things. Use them. Or just get better. This is not about MMR being bad at all.
Have you read that post?
His issue is not really tunneling / strong killers etc.
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stomp = 4k, stomped = 0k, so around 2k average = "balanced"
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@dugman said:
Just for reference its area is 9984 m² which is a common size. All the following maps are exactly 9984 m²
- Eyrie of Crows
- Ormond
- both Yamaoka Estate maps
- Temple of Purgation
- Fractured Cowshed
- Groaning Storehouse
Yeah, but this map has way better main building. You can waste a lot of time there with those god pallets.
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It looks good, but you really don't wanna have hex build on that map. It's so easy to find totems there, because there are not really any corners or something to cover them, they are just next to walls.
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@[Deleted User] said:
In my experience, SBMM has no idea how to matchmake for 4 man SWFs. I've been in SWFs where the lowest hrs are 2000 and we get a killer under 100.
It's probably a case of needing to pull killers from outside the intended MMR range to fill open slots. Like maybe once it opens up the range, it casts too wide of a net. It's a similar experience on the survivor side sometimes with teammates.
That happens when high MMR killers stop playing...
or there is not enough of them, but I doubt that unless everyone started to lose on purpose.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2667722#Comment_2667722
That's me having horrible proofreading skills on my posts. I meant to say "which is my bad", but my brain apparently can't handle writing responses at 8 in the morning. Holy crap, no wonder this devolved. See, now I am angry, at myself.
Alright, ######### happens. Good day
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@fogdonkey said:
To all the killers who say tunneling is a strategy and often a must: maybe then you should face weaker survivors who you are able to defeat without tunneling. Didn't you think about that?
Oh, I would love to. Let me go to settings on lower it by 500 MMR...
The #########?
I don't chose who I am playing against. I chose only killer I play, sometimes I enjoy weaker killers but don't get weaker survivors. I almost never camp / tunnel from first hook, that is just something I can do when gens are going too fast, so game last longer.
Alternative is trying to play friendly when they don't and game will end in 6 minutes, no thank you.
What most survivors describe as tunneling, is nothing even close to that. They just don't know what they are talking about and it's their excuse for losing.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2668881#Comment_2668881
..you have my intrest now..
That's all you get, I got into "prison" or how they call it here for less :D
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668874#Comment_2668874
What did you expect? This happens almost every chapter from both sides, lol.
Yeah, but it's always so much fun how survivors were making fun of killers that had issues with boons, but now start crying in first hour :D
Killers do same for sure, it's just funny to me.
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Can't tell, I would be banned so hard...
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This sounds like "your team-mate" issue...
DS is 100% not perk to become basekit, if it would be basekit you would have to nerf it hard and disable locker for it.
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@dictep said:
this is a killer forum. You know it, don’t you?
He got lost. Just give it some time, Sluzzy will take him away.
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I have played 8 games so far.
First was adept -> 2k
Second was adept ->4k
rest is with my build all 4k / hatch.
Well, that is also probably because of lower MMR...
But so far, I really like her, she is really good killer and mainly she is fun to play.
I don't think she is easy, which is good. That's only way for a good killer to survive in this game. It has to be hard, so noobs get statistic lower.
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I love her so far.
She is really good and fun to play.
She replaced that empty space from Deathslinger really well... Let's hope she will not end same.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2668686#Comment_2668686
Okay but your repel bar doesnt reboot isnt it?
Reboot, what? when?
When you vault, or drop pallet? You have to stop doing it...
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2667721#Comment_2667721
Thats false. You literally always had time to react. ADS time used to be .50 seconds. Firing time was .15. Full time to fire as fast as you possibly can with old quick scope was .65 seconds. Average human reaction time is more than half that. Most gamers average reaction time is WELL more than half that.
You could react, but your character would not move in time. I don't think it should be reactable tho.
It's easy now...
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@Kebek said:
No, it's already good enough, the slow is very likely too much and would make her into a clown.
That would be clown on lot of steroids. It would be super broken.
She doesn't need any buffs imo.
I have played few games and she is really fun to play. Her adept was hard tho, basically 1 perk.
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Nah,
she is really good.
I think it is fine that it's possible to remove crows this way. She would be super broken if it took any longer. You can get downs, but you have to use 1 crow. Crows hitbox is huge, so it's not really hard to hit that.
Also survivors can't vault, drop pallet etc. during repel.
It's small but decent hidden slow-down, you use it one gens to check if someone is working there and they have to repel.
She is really good, but I don't think she is broken yet.
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Oh right, because survivors don't use them anyway...