DoomedMind
DoomedMind
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2000359#Comment_2000359
Honestly I’ve always found sprint burst more annoying
It's the best exhaustion perk :p you always get value from Sprint Burst, this is by far my favourite exhaustion perk. And yeah it could be annoying if the surv has a lot of distance, the Hold W is strong.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1999194#Comment_1999194
It extends chases like any other exhaustion perk but people hate it more for some reason
People hate it because this is the only exhaustion perk that robs you a hit just in front of you after catching up to the surv.
Sprint burst, well you'll immediately see he has it, he's looking at you, but doesn't run.
Lithe, if you vault too late the window, you'll get the hit, it's just for transition between loops/gaining distance.
Head on, seriously, Head on never permit to avoid a hit.
Balance Landing, this is different, it's the only perk with Dead Hard that can allow you to avoid being hit. But it's so rare and situational so it's not a problem.
But Dead Hard, you'll being looped for 25 seconds, FINALLY YOU'LL END THE CHASE AND dead hard, you're done for another health state chase.
To be honest, even as a Nurse main, I don't think Dead Hard is OP, sure it's frustrating, but the perk can be used only 3 times per game, and you won't be able to have value from it every time.
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"Play smart unless you're the killer"
You play it perfectly, Trapper has to select a 3 gen and set his trap on them. If you down a surv, and there is a hook near your gen, it's the better play to hook him there. You defend a kill, and your gen, perfect situation that survivors have to avoid whatever the cost is.
Oh and, about BT, if the player is dead on hook, doesn't have DS, and body block to force the hit, it's their fault to be tunnelled. Just laugh to how pitiful it is to DC after that, it makes my day when I see that.
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It's true sometimes killers abuse of bloodlust, but when they do that, it means you already wasted a lot of their time, and they are probably on a safe loop, meaning you're wasting AGAIN a lot of their time. You technically won the chase. The bloodlust abuse is a really bad play for the killer. So it's not an issue.
Then, there are some loops that are reaaally strong, I'm thinking of the Campbell chapel main building for example. If you get the strong windows, you're done for a very long chase, and pure M1 killers like GhostFace, Wraith or Pig are big victims there. That are loops where M1 killers, I'm sorry, but need Bloodlust if they are chasing a good survivor. Just play M1 killers for a week in red ranks, you'll see sometimes BloodLust is needed.
That's why I think Bloodlust should not be removed.
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@HighwayCatalyst said:
https://us.v-cdn.net/6030815/uploads/JNA2OB1XHVHV/20210305184618-1.jpg
got a picture of what it looks like
Thanks mate :)
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/1999559#Comment_1999559
I think making the ambush faster would be a better approach, rather than removing entirely the sound.
When I think about it, yes, it would give an alert to the survivor without making it useless.
I just... Never understood why does she roar like a lion :x
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@Gay_Police_Dept said:
"have her ambush instantly put healthy survivors into the dying state"
That would be broken as hell. Just remove the sound or make her ambush faster by default.
Yeah, I read this immediately I was like "wwooooow".
But yeah, the sound doesn't make any sense, why does she... roar ??? Definitely they have to remove the sound.
I don't know her add-ons, are they good ?
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Every Nurse main while seeing the charge miss :
Oof, what a tragedy.
I have this when I did several games with recharge add-ons, it mess with my memory, I prefer the double range add-ons.
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To be honest, sometimes while playing Nurse, I miss surv because I don't see them, it's so dark
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Sometimes yes, hexes spawns are a bit... Obvious. Sometimes they are pretty well hidden, but luck is as a survivor randomly walked in it, that happens. "High Risk, High Reward" as they say.
So, let's imagine if EVERY spawn locations on EACH map are reworked so they are super well hidden spots :
- When you're looking at map design, you'll immediately see that there are not a lot of "good" spots. So the possibility would be restricted and it would be super easy to learn the spots, then they would be cleansed at least as fast as now.
- (We suppose the point 1 doesn't exist) Well hidden ? Hexes would last so damn long that attempting to find them would be a real pain and a huge loss of time. You would see only hexes in games. And again, spots would be learned, and some spots would become "obvious", and some not.
After this (I hope) objective analysis, I'd like to give my opinion :
I'm a BIG user of hexes, my builds look like Haunted Grounds/Retribution/Ruin/Undying, or BBQ/Haunted Grounds/Devour Hope/Undying (this last is my favourite, if you're seriously playing, and not messing around, you will have a 4k 80% of your games).
Often in the middle/end game, I have only one perk (often BBQ) or nothing. But until I get to that situation, I'm at least with 4 hooks/5 gens, so I have a big start in the game. And that is the worst scenario, that happens I'd say 10-15% of my games ! Now that Undying is working perfectly with any hexes, these are absolute evil builds, but yes, you have to perform very well !
I'm convinced that hexes builds are nut currently, not OP because there is a lot of counters, but they are strong !
And yeah, sometimes you will have all of your totems cleansed in a blink, but this is rare.
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@AlxPilk95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1994932#Comment_1994932
Gotcha, I try to split my time evenly among roles but have tended to play more killer because it’s been much easier to win with than as survivor. But yeah, this is my first season actually paying attention to rank and learning perks/load outs
You'll see at red ranks that it is not so simple. But yes, in the lower ranks, killers tend to win the absolute majority of their games.
Then come red ranks, and that is another story. Or you're a big master of mindgaming, or you're using a good tiered killer, or both at the same time. Unless, if survivors are not potatoes, you'll get gen rushed. You'll have to end your chases super fast, and/or to get regression perks.
I admit I'm playing Nurse or Pyramid Head, I hate to be looped :/
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@Dasher_102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1980116#Comment_1980116
Funny thing is I use that same build. I just don't think ruin undying is viable anymore after the nerf, devour would probably be better now. Thanks anyways tho, I'll try again when I go back home in 2 weeks lol
I think it's still viable, like, Ruin was already viable before Undying. It's just less powerful than before, sure ! Currently I'm with Chili/Haunted Grounds/Undying/Devour, that's my main build as Nurse, terrifying build on her. Replacing Chili or Undying with Retribution, super fun build too.
But these builds are not great to actually learn Nurse. Use regression and sloppy builds, and I'm not a big fan of ShadowBorn, you use it, you're addicted to it, worst than sugar and drugs.
And play to lose. Until you're comfortable with Nurse, play with the mindset "I'm gonna lose terrible" and assume it, play to learn, not to win, and when you meet a**holes, do your game, and get through the next game. Playing like that will make your game a little bit better (or less worse ?).
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@albarty123 said:
Excuse me, what the *** were you doing with clown when trying to rework him to come up with such useless lame lazy rework?
Freddy:
- Slowing survivors stronger than default clown slow and does not need to recharge his power
- Sends survivors to the dream world where borrowed time does not work and makes it harder for survivors too see him coming and to see his red stain while looping
- Able to teleport to any generator on the map
- Has addons to slow the game
Clown:
- Slows survivors
- Needs to recharge his power which slows him down and takes some time
- Has no mobility whatsoever
- Has useless yellow bottles which also accelerate survivors
- Has only one reliable addon: flask of bleach (the only playable on red ranks vs good survivors)
Now let me ask you something:
How do you balance killers? What is wrong with you. Clown was weak and ######### and now you gave him an insane second ability. He is the only killer now who can also help survivors, thank you, devs.
Can you already fire your balance department for releasing ######### perks, ######### addons and giving us ######### reworks?
It's the same thing concerning Legion
They stab people. And that's all.
And there is Oni, built-in tracker, power that insta down + fast movement, kind of cool add-ons.
You have some killers that have sooo much tools, and some others that have just basic things... It's sad
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@kyogul said:
BBQ is pretty much a BP perk. It's terrible for tracking. Half the time I use it there are no auras because survivors get in the terror radius/hide in lockers.
Something being easily counterable such as BBQ does not mean it is counterable in every single instance. Just because you can't reach a locker in one instance doesn't mean you can't three other times in a match.
You basically always have something available to hide your aura and/or make your aura reading useless.
However survivors screaming instead of auras shown would be better though, but only in certain circumstances like if they were injured
Terrible for tracking, my bad, that's an incredible thinking imo. I'm running BBQ for tracking, I absolutely don't care about the BP bonus (the counter helps me to know if I didn't chase every survivor, I don't like tunnelling, not fun for everyone).
BBQ helps me to save sooo much time dude, it's true you often have an idea of where to go after hooking someone, but BBQ can help to make a fast decision, and a good decision, plus giving the state of the overall game.
Absolutely fan of this perk, and when I play survivor, I never found myself thinking "My bad, he's on me thanks to BBQ, such a crutch perk, it's OP". I'm always playing like the killer is using BBQ unless there is evidence showing that he isn't.
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The first thing I'm thinking about is to get the pallet stun, and then to get the exhaustion perk stun, that would be just terrible and super annoying for killers. Even if the idea is kind of cool, in games that would be awful.
And in 4SWF, pallet stun + stun + stun + stun + stun. A thing you can't do with Head On because of the 3 seconds you have to wait in a locker.
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@Phasmamain said:
I’m more annoyed at his tunnelling ability rather than his anti loop
"Oh no I can't use DS / Unbreakable"
Anyway.
It's not like there are PH players everyday and good PH players AND tunnelling. My second favourite killer is him, and I do everything to not tunnel survivors. But if you dare running at me like an idiot, or selfcaring in front of me, I won't respect the good ol' survivor rules book for killers.
And if your ally does unhook you in front of him, blame them, not the PH killer.
It's the same thing that the surv that will unhook you behind the killer without BT and without taking a protection hit.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1983994#Comment_1983994
That's why I added the "not in a chase" requirement. How could they abuse this? By breaking somehow the chases, how is it possible?
Sometimes as a killer you have to call the hook because there is one of two survivors attempting to fast/instant unhook. Even without being in chase, survivors abused that when tested in game. Not a good idea. Every killer that camp has a counter UNLESS the killer is Leatherface.
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If survivor adept is just escaping, killer adept has to be just 4K, it's just logic..
Or you made it hard for survivors too, like, adding a third state of endgame for survivors like Merciless, and they too have to get it to get the adept (yeah, I think getting 8000 everywhere as a survivor is almost impossible, if not totally impossible). I don't know why it has to be waaay harder for one side concerning the success.
(And, I don't know how much time I could get the adept as a killer but hey... They bring key + map + map offering + hatch location offering.....)
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Man, just look how he picks up survivors, just grabs you by the butt with one hand without making a pause to lift you, and he throws you on hook like a little piece of s*** xD
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@linancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1982849#Comment_1982849
That's cool and yeah.. probably too many situations in game made me feel upset.
It's hell sure the game is frustrating sometimes, and like you said, it's more frustrating when you see the overall toxicity of a big part of the community yeah. Just take a break, relativise that these people are just big idiots and as******.
No one will change them, and they're everywhere, in every online game. If you're the killer, just wait the occasion, the mistake to kill them, if you're the survivor, being facecamped + "gg ez", click continue and think to other things. Don't give too much importance to them.
Be that survivor that will never t-bag or clicky spam, always saying "gg wp man", and if you 5 gen the killer, at the gate, drop your item as a sign of respect and left the game
Be that killer that will never face camp (plus it's the worst strat to kill the man on hook so... x) ), not hard tunnel, sometimes slugging for the 4K because you think you deserve it, sometimes giving the hatch, saying "gg wp mates". etc etc, even if it's more complicated imo for the killer playstyle, sometimes you have to play ""scummy"" in order to win (play nice, but play smart).
Respect other players, some will thank you for that, some will spit on your face, but that's how it works. :)
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1982794#Comment_1982794
That's an idealistic scenario that isn't playing out like that in most cases.
It also doesn't negate my point about Exhaustion perks in general.
I think exhaustion perks are fine, it adds gameplay, I never found myself saying "damn, that exhaustion perk is broken, it should be deleted or hard nerfed", when I play survivor, I'm happy to have that, and as a killer, well, that's the game, and it makes more chase interactions and twists and turns, like "okay he has Balance, I'll have to chase him when he can't use it", "he has SB, I have to zone out or not early lunge", "he has DH, I have to be careful and not giving him a situation when he can gain distance with it", it makes the game less brain dead for killers, and more interesting and diversified for survivors. :)
(But Exhaustion perks balance is not the topic here)
Why not anti exhaustion perks add-ons, but not lasting 90 seconds... It should be 15 seconds for green add-on, and 20 seconds for purple add-on.
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@linancy said:
Lately i feel less excited to play. The uncertainty of knowing who I'm going to play with and how it will go is quite worrying to me.
That feels like one day every player will refuse to play seriously and will try to harm the other (with words and actions.)
If i put the community aside and paying attention to the game itself, I'm not happy with the game wholeheartedly.
The game is pretty empty of content, there is nothing interesting about it except cosmetics..
The game is unbalanced and in every game i have to deal with annoying or unfun perks from killers and survivors.
It feels that something is missing from the game and at the same time positivity and kindness among the community.
I'm not gonna lie but this is the only game where i don't have friends and not adding them. and they do the same, like they are so anti to even try.
I love the game but slowly the game is "dead" in my heart and I'm very sad..
I'm curious about you and i wanted to ask how you feel and what makes you come back and play?
Tbh, when I play killer, I play Nurse, or Pyramid Head.
With the Nurse, you can always improve your gameplay, and that's why I play her again and again, until I stomp on ever survivor on every situation (I wanna be the very best......); Concerning Pyramid Head, the fact he can hit through walls allows you to do a lot of different plays (with range add-ons in particular), and that's more satisfying when you combine that with Keep the Best for Last. I had a game last week when, in ten seconds in AutoHeaven, I...
- Downed a survivor with the range attack while he was opening the gate,
- Injured a survivor hiding behind the "Fun bus",
- Hit and downed the third and last survivor trying to finish opening the gate.
Then I Final Judgement'd both downed survivors, and manage to kill the last that was running in the open.
That's what I'm looking for when playing killer, go for big prediction play when I don't see people, or do a lot of things in a short period of time.
And as a survivor, looping, tricking and outsmarting the killer is what I seek.
But hey, maybe you should take a break for a week ? :/
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I thought about a way to rework or nerfing keys. And I came with an idea that could be cool, more of rework, that is :
- Keys can only open hatch when found during the game (only Iri and purple, keeping the same function).
- When you leave the game with a key (through hatch or gates or White Ward), the key keep it's rarity, but can no longer open hatches when you brought it in game, and now it's only ability is an aura reader. For example, the green key would have 8 seconds, and nothing else, purple key would have 16 seconds, plus you see survivors aura in a 16 meters, iri key would have 16 seconds, plus you see killer's aura in a 16 meters. These are example, it could be any other effect, or they last longer depending on rarity, but you don't have the base aura reading.
So, what do you think ? :)
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1982814#Comment_1982814
Well if you run Vigil and come against Clown, base Intoxication will be reduced from 2 seconds to 1.6 seconds, and if he uses Ether 15% then Intoxication will be reduced from 3 seconds to 2.4 seconds.
Okay okay, that is the out of gas hindered effect duration, isn't it ?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1982667#Comment_1982667
I’m pretty sure Vigil does reduce Clown and Freddy’s Hindered. It’s just that 20% of such a small time frame is never going to be noticeable.
Sure, but at some moment you want that slight and little "boost", like the +15% fast vault build that allows you to avoid being hit ! That's that type of build I'm looking for, useful, more or less non meta without being a meme :)
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/1982752#Comment_1982752
Ok you convince me Clown is top tier. I shall look forward to seeing players dominate with him in the next tournaments.
I'm not saying he's top tier because he lacks some tools that would make him top tier, but he's a great anti loop killer, that's all, and he does nothing else :p
I mean, top tier killers are killers with great anti-loop potential, and great mobility, and/or basekit tools. Like Spirit and Nurse are god tier anti-loop killers, plus mobility thanks to their power, making them S tier killers.
And you have Pyramid Head, that is almost as good as Spirit or Nurse in chases (as a PH and Nurse Main, I'm convinced he's as strong as them imo), and his power offers survivors meta perk denying tools (Anti DS, etc, everyone knows PH), but he has basic mobility, so he's A Tier killer.
And here we are with the Clown, that is just, and only ultra good on chased if mastered. Making him a B tier imo.
Don't know if you know what I mean, I'm not here to impose my point of view, just putting what I think are solid arguments, that are a reality in solid games.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1982764#Comment_1982764
But if you normally play chill you'll get matched with worse players. If you sweat 24/7 you'll climb enough to fight sweater survivors. Unless there's not enough of a player base.
I disagree, I'm not sweaty as a survivor, and rank up little by little. Even while playing chill, you still want to win, but you won't tryhard to get the longest chase in the world or be on gen during the time you aren't chased.
I'm often at the start of a game searching for middle map gen, when I'm supposed to do the first gen I see, or running in the open trying to get the killer's attention because I want chase interactions (plus I almost never bring an item, and I don't think SB/Fixated/Vigil/Spine Chill is a big meta sweaty build). And sometimes I escape, sometimes not. But hell most of the time I pip, and in MMR system I would "rank up" in the ladder until a moment when I would get the sweatier killers and only top tier killers, with team Prove Thyself, BT, DS, Unbreakable, etc etc and in end game chat "gg ez" "why you did not that" etc, you know what I mean ?
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@ArchFox said:
This is absolutely miserable. I can hold my own as a red rank survivor, but killer is a ######### dumpster fire. Sweaty, toxic SWFs as far as the eye can see, flashlight clicking Neas everywhere.
I am nowhere near skilled enough to play as red rank killer, yet somehow I've ended up here anyway. I just play casually. I don't want to spend hours of my life memorizing every variation of every map to know how to end every possible loop, or spend my time scrutinizing YouTube videos to learn PRO MOVES or whatever, nor do I want to record myself and go over how I could improve. The hell is this, an exam?
I just want to play the damn game but at this rank it's impossible to enjoy as killer. Like I said, I'm not good enough at the game to be here, yet here I am. Rank 3, and I don't even know how. This is such hot garbage.
Imagine when they'll put MMR system, you'll get the sweatier games possible if you're good at the game, even when you're chilling.
I'll probably quit when they'll set MMR without making a "Quick Game" matchmaking button.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/1982736#Comment_1982736
This is one of those "on paper" things isn't it. Clown could get hits easy before, he just suffered like a lot of killers with poor map pressure, poor mobility on larger maps, can't easily juggle survivors. This update fixes very little of his flaws. 10%+ speed does not make him a good killer.
Poor mobility like every 115% speed killer. His power lies in his anti loop potential. I actually saw some big brain plays from clown while playing survivor, and on YT. If you really know how to do and what to do with both bottles on each loop, you will get some super fast hooks, and mobility is not a problem. The time you gained by ending your chases quickly will bring you pressure. Plus, in the late game, the map technically isn't big, you're moving on your 3 gen.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/1982707#Comment_1982707
and what does it do? it makes him catch up faster.
That's... The point. Tonic makes hindered effect : -15% speed. Antidote makes haste : +10% speed.
If you place both gaz well, only you are getting the antidote and the survivor is getting the tonic.
The survivor is at 85% speed, and you're at 125% speed, making a speed difference of freakin' 40%. That's a mad bloodlust 9999.
Plus, he got also buffed his reloading speed, and that is a small, but important buff. That's why now he's a pretty solid anti-loop killer in good hands.
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@Chchchcheryl said:
Vigil is still an amazing perk anyway
I regularly run sprint burst, fixated and vigil, usually with iron will. I get my sprint burst back around 3-4 times per chase and it makes my chases go on much longer.
Yeah, since the Fixated buff, I'm or with Sprint Burst/Fixated/Vigil/Spine Chill, or Sprint Burst/Resilience/Spine Chill/Fixated, I love so much Fixated
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1982694#Comment_1982694
Not very fun for me to verse tbh. Her chases don’t really involve pallets or windows so I don’t have much fun. Blight is great though
Trust me there's a lot of things you can do facing her. "Just" don't go in the open, and make distance, and, as everyone is saying, break line of sight. You have to know how much she's charging distance, and that require to know ho to player her. Knowing the distance she's charging, without seeing her, you can know where she wants to go (oh and trees are fabulous things against her).
And concerning pallets, you can use them if you're a crazy player, but there more than said above, you have to know exactly the location she's aiming : in front of the pallet, behind, in the middle ? I definitely love these mindgames and tricks, and this is why I'm a Nurse main (also I main her and second main PH because I hate to be looped, I admit).
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@Dizzy1096 said:
Instead of slowing the survivor down, you speed up. Same difference he's basically the same tier.
We got a master of strategy here
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@Phasmamain said:
Keys are bullshit but nurse kinda is too tbf
Heyy play Nurse :) and when you know how to play her well, you would also know how to versus her, actually my favourite killer to go against, with Blight. Chases are interesting.
@Tomskrex said:
https://us.v-cdn.net/6030815/uploads/MHQXO8QZIKV9/screenshot-28119-29.png
This is how "balanced" keys are. The team that 3 gened themselves badly found hatch and got rewarded for making a huge mistake.
Key rework is needed because getting punished for playing killer is really getting boring and old.
And yeah, keys are unstoppable. I don't know how they could nerf Ebony Mori but not Keys. These two things have to be nerfed hard, Mori now is good, but hell, SWF key + map + map offering + hatch location offering games are just impossible to win, in the best scenario you get 2K.
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Damn, okay mate, thx for answering :)
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@DecisiveDwight said:
Keys are fine your problem from all your complaints isn't that keys are letting all survivors escape it's that the hatch spawns when generators aren't all finished so instead of nerfing keys only have hatch spawn after all gens are finished or when the last survivor is alive there I just fixed your problem without nerfing keys and if you still have a issue with it then when all gens are done killer can see hatch as well as doors but not when only one survivor remains. You're welcome
Some guys have hard time with punctuation.
Oh and, concerning the key
Did you already play a game for an adept with a low tier killer, you do very well, kill somebody, and then nothing happens for 2-3 minutes because of stealth plays, then the last three survivors fast vault to get you and t-bag you on the hatch ?
It's unfair when keys are brought in SWF with a map, a map offering, and a hatch location offering. You literally can't do anything if the survivors are not total idiots.
Just play these games, we'll your point of view after that.
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@Okaythenn said:
https://forum.deadbydaylight.com/en/discussion/comment/1982339#Comment_1982339
But you don't know if they are SWF, I've been waiting in lobby with other solo's and literally 3 killers and come and go with no flashlights or anything.
Proves my point more. You don't know if you left a non toxic group of solos to join a game of toxic SWF.
I think because atm survivors are waiting in lobby before a killer is in there so they see a group of 3 or 4 and just leave.
It's adding extra waiting time for literally no reason.
And you don't know if the killers left because they thought you were a SWF squad...
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@WTBacon said:
https://forum.deadbydaylight.com/en/discussion/comment/1982320#Comment_1982320
MoM doesn't cause the Deep Wounds effect, the hit is completely nullified.
Oh really ? I thought it gave the Deep Wounds, my apologies for the misinformation.
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To be honest
I never played Silent Hills
I didn't know too much Pyramid Head
But hell
The first time he chased me, I was amazed by the chased music and terror radius songs
Then I bought him. Same with Blight, even if I didn't buy him, I love sooo much games with him as a survivor.
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@Bropie said:
https://forum.deadbydaylight.com/en/discussion/comment/1982313#Comment_1982313
sorry I don't know the words made small what perks are BT and ST
Borrowed Time and Soul Guard.
There is also Mettle of Man, and I think there is no more perk.
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I saw some saying Iron Will actually counters Stridor, it's incredible to read that, like, actually there is more than one person thinking that ?
I read some of the comments, but I think everyone is going everywhere on the subject.
Concerning the Spirit, there was a bug when the Twins were added if I'm not wrong, that makes survivors able to hear the Spirit while Phasing. And I thought that was intended, and that was a crazy thing, you have a feedback, and your decision was based on the sound, like the Spirit is during phasing. Maybe hearing her 100% of the time is too powerful, but I think that's the way to change her, and she should have add-ons reducing her breathing sound, or anything like that.
What do you think about that ?
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Since a certain update (his bumping hitbox update, when he couldn't get through doors...), it cost him to slide on a lot of objects.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/1982195#Comment_1982195
Oh yeah thats true. I forgot about that. She's one of the killers I'm less familiar with lol. Although her damaging one does require a couple prerequisites (infect a survivor, survivor cleanses themselves, and then you drink from the infected pool) while pyramid head doe sit over and over for free.
Good catch though
Same, I don't like Plague, too much restrictions I think, she's so Survivor dependent, kind of weird killer.
But hell yeah, PH is top tier in my mind, without being broken. I don't want him to be changed, maybe some of his add-on why not, but it's not necessary (I'd rather prefer a Myers/Huntress add-on rework.....).
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It's true sometimes killers abuse of bloodlust, but when they do that, it means you already wasted a lot of their time, and they are probably on a safe loop, meaning you're wasting AGAIN a lot of their time. You technically won the chase. The bloodlust abuse is a really bad play for the killer. So it's not an issue.
Then, there are some loops that are reaaally strong, I'm thinking on the Campbell chapel main building for example. If you get the strong windows, you're done for a very long chase, and pure M1 killers like GhostFace, Wraith or Pig are big victims there. That are loops where M1 killers, I'm sorry, but need Bloodlust if they are chasing a good survivor.
That's why I think Bloodlust should not be removed.
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@IWasLeft2Die said:
Huh I havent heard of anyone saying he needs a buff.
I get the desire to have a killer you like a lot be stronger (I like pyramid head a lot as well). But he objectively has the most diverse basekit (and you could make a good argument he is the strongest killer without addons even).
-Has traps (trails) and only freddy, Trapper, and hag actually have (and you could also say Plague and Victor if you really wanted)
-has a range attack (deathslinger, clown, and huntress) and his is the only one that you can do through walls and such. Also the only one that can hurt multiple at once. And is not reliant on his range if you don't want to.
-can be played stealth effectively as well as aggressive (most killers aren't as flexible although some are). You can easily change how you play midgame where most you have to have the right build and commit to one.
-built in mori can counter a lot of bs like ds. Makes you also able to continue group chases decently well.
-cages allow you to counter various issues with hooks (sabotaged hooks, ds, survivors blocking path to hooks, etc)
- because of everything above he can play either very offensive or very defensive which is not super common for killers. Most can do only one or the other.
No he doesn't need a buff. If spirit gets nerfed id say pyramid head is the killer I would fear the most consistently (good nurses are rare honestly). Many people argue he should get nerfed but I honestly think he is fine as is and other killers should be brought to a level similar to him.
Totally agree with you.
But he's not the only killer to have a ranged power that can hit multiple survivors at once. Plague's projectile hit through survivors, you can body block her puke.
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@Lexilogo said:
I do actually agree a "dead on 1st hook" situation should result in a safety, and probably extra Bloodpoints too, to incentivise people staying instead of suiciding and to ensure that if your team really is refusing to save you/you're victim to a basement bubba, the game doesn't throw you under the bus for it.
Though, and I don't mean to make this a whataboutism, I'd also like it if getting a 4K too early didn't result in ENTITY DISPLEASED either.
Tbh, I like what you said, and I don't like.
If you safety pip when dead on first hook, you can get out of a game you don't like perfectly safely, without be punished for letting your team mates. For example : it's a spirit. You don't like spirit, you go on a chase, she downs and hook you, and you suicide, safety pip, search a match.
I'm pretty sure it's better to make a player safety pip if he's dead on first hook AND struggle to the end of the timer, without trying to self unhook (Or allowing only one try). If you did that, it means you don't ######### on hook, avoiding the game, or letting Facecamp Bubba taking advantage of facecamping (the better and only counter to that is to waste his time and others have to do gen, there is no tactic that can counter Facecamp Bubba). You tried to survive, but your teammates didn't come or couldn't save you.
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Imagine a swf running your version of For the People + Soul Guard. Hmm, delicious, you can't do anything as a killer. It's definitely no, it's a perk for big brain moves or anti slug situations
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I'm far more annoyed when I'm chasing someone after the gen completion, and the other survivors are spamming fast vaulting
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Plus, it's not as it gives me a huge advantage, like complexe micromanagement in a game like StarCraft 2, it's just... Tapping buttons like an idiot... x)
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I admit I did a macro on my mouse for that, don't want to destroy my keyboard or any other button.