Eninya
Eninya
About
- Username
- Eninya
- Joined
- Visits
- 60
- Last Active
Comments
-
@Speshul_Kitten said:
Just watch Monto’s super toxic killer videos, survivors literally disconnect every game. I guess that qualifies as “effective killer”?I stopped watching Monto because every video became Lery's/The Game with Ultra Rare addons. It's funny, but most of the stuff he was doing gave survivors no realistic chance.
-
I feel bad when a killer quits, but it's almost universally at the start of the match because they don't have Ruin and generators can go ridiculously quick if everyone spawned apart on top of one.
In cases of only 1-2 survivors, I try to farm. With 3 survivors, I'll kill 1-2 if they play serious, and then use the last one for farming.
-
I hate playing against Freddy. I mean, I really want them to fix his crippling dependency on RNG for his effectiveness, but holy ######### could they finally fix his broken lullaby and make him visible outside of the dream in some way in his rework?
-
Spirit Fury. You should be lunging through as many pallets as you can to get them to drop faster, even if you eat the stun.
You want as few pallets late game as possible, especially if you use NOED.
-
Quitter bonus needs to be equal to a full hook sacrifice. You get, what, 650 points in the Brutality category?
Point category allocation, and certain killer contributions to Deviousness, gravely need to be fixed, but the aforementioned Quitting bonus is a problem for everyone.
-
This was a bad idea.
New players to the game experience long queues because the amount of other players still "trapped" below rank 15 is tiny. Anyone that breaks it will forever be outside of it. After a 3-4 month break, it took me a ton of 15-30 minute queues from ~rank 18 or 17 to get to 15 and back to instant queues, since the system change happened during the time I wasn't playing.
This is also bad for better players, since you're now forced to grind with people that should've decayed and gotten rusty, or never should've even left the lowest ranks while learning the game.
A third notion of why this is bad is that the metric for ranks are useless, and rank itself is arbitrary and only a sign of mild attrition on behalf of the player. I've gotten idiots in rank 1 a ton, and Emblem ensures that they never down rank.
Even worse so is that there's still no incentive to even rank up. What is there at rank 1? SWF hit squads for survivors, where the RNG on your Ruin location and the map loop RNG are the most important factors, and way more important than your skill; and then survivors it's facing like 2 killers in the roster over and over, so if you're a random player it's worse than any experience F13 could've offered.
-
Blood Warden 3 only lets you hook 2 people without a carry build. That's a tremendous amount of risk, and weakness for the early/mid game.
-
Rank doesn't matter. Purple plays like Red. The resets occur too often, and the Emblem system hands you ranking more than ever. The threshold for attrition is insanely low compared to literally any other game with a ranking system. Keep playing, and you'll rank up automatically.
This system is so dumbed down, it's easier to rank up getting 0-1K as a killer, and double pipping with 11-16k bloodpoints as survivor.
So, yeah. The systems in which this game use make rank not matter because it's designed to be that way. The old system for killers made more sense, and 10k BP/pip for survivors made it vastly more difficult to double pip.
-
I'd gladly give up Moris for Dull and Skeleton Keys.
-
Most: Pig/Hag, since they're my mains. Fun to play around them, since neither is capable of a one-hit down, but also have cool mechanics to play around.
Least: Hillbilly - Almost every game ends in 5 generators left against any Hillbilly with a full T3 loadout. Most won't even M1, since they can spam insta-downs from the beginning and cross the map faster than any killer's best addon combo by far. Fastest chainsaw down I've see was 7 seconds from gaining control my survivor because he can turn on a dime baseline.
Doctor - I usually just leave if someone else does. Literally no one likes playing against him to the point 1-2 people leave almost every game after the first scream. I don't blame them. It's just a long, drawn out loss if all four survivors aren't experts at playing against them, and honestly, most just burn The Game at this point, so there's no reason to stick it out.
-
@Lowbei said:
Eninya said:@Orion said:
Why do you want to nerf a perk that incentivizes Killers not to camp?
Uh, it makes killers camp. You literally see people all the time talking about how they can't leave the hook when they don't see anyone because everyone was forced to the hook to not be seen. It's a dumb perk design, and killer mains inadvertently ######### about its design every time.
i have never heard killer mains ######### about bbq, ever. i have however heard survivor mains ######### about it on a daily basis. just stop lol
I guess you're new to both forums? Killers hate hook swarming. Survivors hook swarm because of BBQ & Chili. It's not a leap of logic that killers are inadvertently bitching about this perk.
-
@Orion said:
Why do you want to nerf a perk that incentivizes Killers not to camp?Uh, it makes killers camp. You literally see people all the time talking about how they can't leave the hook when they don't see anyone because everyone was forced to the hook to not be seen. It's a dumb perk design, and killer mains inadvertently ######### about its design every time.
-
@PhantomMask20763 said:
I would love this, it fits lore wise too as she makes traps that are impossible to escapeHmm. Imagine an ultra rare addon that made a single trap have an incredibly long timer, but could not be removed via boxes? You could escape through the exit gates... if you made it in time.
-
@IronWolf115 said:
@grtf47 said:
What is slugging?Usually weaker killers such as Freddy, Leatherface, pig etc gain some big benefits from slugging rather than just individual downs and hooks.
Pig doesn't slug unless she's camping, or she tunneled a single survivor to their death hook and maintained a lead.
-
@ChesterTheMolester said:
1. Being Hookswarmed is now punishable. FOR THE KILLER. How is it that i risk my pip when survivors are circling around the hooked survivor like flies to a turd? Why do i have to let them get away with it?Remove the chaser penalty or introduce a punishment for staying to close to a hooked survivor as a survivor.
lol Then nerf/remove Barbeque & Chili. This is literally why people run towards the hook, so they're inside the deadzone for it.
-
@The_Fallen_Utopia said:
Eninya said:lol @ Hillbilly having a cooldown. He doesn't even have a penalty.
You guys are confusing him with other killers. Nurse has more drawbacks to a single blink than Hillbilly does using his chainsaw.
Who exactly mentioned draw backs? I only mentioned the cooldown which he definitely has.. Add ons literally say "Reduces chainsaw COOLDOWN" so.. what's your point here?
A cooldown is a drawback, which Hillbilly can use his saw back to back.
-
@SuperiorityComplex said:
Khalednazari said:New Alert isn't the big change. Stop crying for everything.
Do you realise that the biggest nerf to self-care survivors is the healing time increase? It takes around 120 seconds to heal yourself completely if the killer is equipped with the anti-heal build. And it's awesome. Stop making a non-issue into an issue. Learn to adapt and play more, instead of making whiny threads.Right because you can just adapt to aura reading? Lol. The perk needs to only proc outside of a chase or have a cool down, right now it doesn’t really have any counter play.
Okay, and what's a killer's counterplay to other survivors having Empathy?
-
Honestly, they should just rework it. It's already pretty obvious it's in a match.
"Is the killer Leatherface?" Yes.
Optional: "Did someone get hooked in the basement?" Yes.
"Has Leatherface been spotted anywhere else after a hook?" No.Insidious outed. Rush generators.
-
lol @ Hillbilly having a cooldown. He doesn't even have a penalty.
You guys are confusing him with other killers. Nurse has more drawbacks to a single blink than Hillbilly does using his chainsaw.
-
This level of Zombies Ate My Neighbors was really annoying.
-
@PhantomMask20763 said:
Iron grasp isn't that good though. Most players don't run it , but it's fine.That's because Agitation is three times the perk Iron Grasp is, and there's almost never scenarios to running a carry perk anyway.
-
Hag - Jumpscares, small body, small terror radius, neat camera shenanigan potential (though I don't rely on this). It's hard to even see her on some maps, and a lot of maps make it difficult to spot her traps at all. She's an adorable little grey gremlin.
Pig - Tryhard main. Bad stealth mechanics, but designed with disincentives for tunneling. Make Your Choice and the Reverse Bear Traps are excellent map controllers and pseudo trackers. She takes a lot of judgment on her part to master, as well as a bit of luck to really lock everyone down under her pressure. Tragically, Ambush is garbage, and it's better to just stand up in higher play.
Spirit - Working on adding her to my mains. She's fun... when her power and hit recognition work properly. She's very buggy in general, though, especially her lunge not registering hits on people.
-
It's fine, and the placement is random for the skill check. Even if a survivor is extremely good at skill checks, they will never hit every single one, so if you patrol a major generator constantly and kick it, you get a lot of value out of it.
On top of this, not every survivor is even good at the skill check. Tier 3 is genuinely pretty hard to hit more than 3-4 times in a row.
-
It can be destroyed quickly, but in games where it's not it's a massssssive difference. Honestly, the games I have where it's destroyed in the first minute are the notable minority.
Killers being able to place their totems would be nice, but someone like Trapper can basically exploit that.
Ruin needs to be a baseline mechanic, not a perk.
Edit: I got rank 1 prior to the Emblem system, and it was 100% mandatory, along with NOED for my killer pick.
-
It's not the terror radius, but maybe it's something like 12-16 meters. It's way bigger than it should be. I originally thought it was kinda cool, but I was almost universally very close to her during my first impressions of her using it. Now, it's definitely too big of a radius/warning.
-
My second proposed buff idea is to have the RNG favor 2-3 boxes more often. Or 3-4 boxes preferred. As it stands, it's nice tool for not being forced to tunnel, but it's also risky to think of it as a "fire and forget" ability. Currently, the +1 trap addon isn't that strong, and neither is the +1 box/+30s timer addon.
I greatly enjoy stacking the box addons for 6 boxes. I've had survivors have to search all 6 a couple times, and that's awesome, but pitifully rare.
I don't like tunneling, and Pig is virtually designed not to do it, but right now she can feel forced to at times and her Ambush is mostly only good for camping anyway. RIP
-
Heroin is a hell of a drug.
-
Slow-Release Toxin (Pig)
Rusty Shackles (Hag)
Dried Cherry Blossom (Spirit)
Any +1 Blink (Nurse) -
Sloppy Butcher is great on Nurse and Pig (a sometimes sub perk for me), and I use it on Trapper. It would arguably be strong on Hag with Monitor & Abuse with A Nurse's Calling, but I think that much stacking for one instance is unnecessary for her--just my perspective.
Sloppy Butcher doubles as a tracking perk for injured survivors, since blood is more reliable to follow than scratch marks, and the only perk to counter bleeding is No Mither. The additional 5 seconds it adds goes further when you're close by, or survivors think you have A Nurse's Calling and won't heal for fear of being seen. It ends up wasting more than 5 seconds/hit most of the time as a result, and further runs as a strong slugging perk. In cases where you down someone, but see someone nearby, you can hit them. Sometimes other survivors try to run out to heal the downed person thinking you're going to chase. And then survivors have to be healed off of the hook. Heals from long chases through many pallets and windows won't happen (though they're incredibly unlikely in normal circumstances).
It would work with the Distressing and Coulrophobia combo (assuming Ruin takes your fourth slot), but you're giving up A Nurse's Calling. Running no tracking perks could be risky if you're not playing a killer that doesn't innately find people well, such as the Doctor, Freddy, Hag, Clown, or Myers whom have advantages there. Personally, I think Coulrophobia is garbage in all but fringe cases, such as rolling The Game with a non-Nurse killer running Distressing already.
-
Disagree. The Phase Walk cooldown reduction is a nice, necessary buff, but I hiiiighly doubt that what was enough to place her above Huntress/Hag/Doctor.
She has the potential to be up there, but she has a lot of difficulties reliably using her power for hits. I would say she's like weaker Pig, but there's no RNG involved for controlling the map/managing time. Another comparison is that she's a harder, more balanced version of Hillbilly.
-
My only gripe with WGLF is that getting tokens isn't consistently accessible or easy. Some games you get all of them very quickly, or you escape with 0... which happens a lot more than it should...
-
Someone ran an experiment of Gen Tapping vs. just repairing through Good skill checks.
It was, like, 6-7 Goods is a few seconds faster than Gen Tapping all the way, iirc. If survivors are Gen Tapping, Ruin is still doing its job by greatly slowing down repairs. This is made even more potent if not every survivor is even repairing, and they're stuck looking around for Ruin. And that further helps the killer if you catch someone that has dedicated themselves to finding Ruin instead.
Personally, I rarely look very hard for Ruin and just power through the first 1-2 generators I see.
-
Rank doesn't mean anything because they're reset 3-6x as often as they should be and offer no reward or incentive. It's not even bragging rights at this point, since the Emblem system made it easier to rank up in general.
I've updated my review of DBD on Steam, but it's still not Recommended due to the massive barrier for new players. This isn't an easy game to enjoy when you load into a match as a survivor with a few rank 1 perks, not knowing the value of Self Care, or how to use Sprint Burst, and then get bitchmade in 10 seconds by a Hillbilly that chainsaws into you 8-10s into a match from the other side of the map. Or the constant screaming by a Doctor with a 50 mile terror radius.
The fact is, you have to pretty damn dedicated to get into DBD, and it's just not a newbie friendly game at all. I got lucky with friends playing with me early on to get me acquainted, but things I hated playing against at the start are no less difference due to the swing of balance.
To this day, I still see many people quit against Doctor, which just makes me do it as well, since I don't care about rank or wasting time getting killed against one in a couple minutes.
-
@Lowbei said:
the unfortunate truth, is that you simply must balance the game in favor of the largest player base, which happens to be survivors. its the same reason** WoW caters to casuals**, like most games.
lol Bad example, since the game's top end has never had tighter balance and more restrictive gameplay than ever before.
-
She can be, but she is at the mercy of RNG for traps and Ruin. With a standardization of those, she's a very lethal 4K killer because traps make her a very capable killer for playing round robin with hooks and downs. You have to be mindful of where survivors are while they're trapped, the boxes that they're likely to go to, and where generators are. With full map awareness, she's a very strong killer.
The Spirit's power kinda sucks in general at consistently dropping in on people, though whether this is a problem with the power or other mechanics not interacting with it properly is hard to tell. I've had games where positional accuracy and scratch marks during Phase Walk just don't exist, so you can hear survivors under you that are 5-8 meters ahead, or scratch marks that don't appear until you exit the Phase Walk, leaving you stuck far behind.
That's not to say she doesn't have the potential to be strong, but she might be buggy. I can't tell, even with games of 4K where it's accurate, and then the next game where it isn't at all, and I'm stuck guessing the entire match. It doesn't make a lot of sense that she is a slower killer in general given the long baseline cooldown of her power.
Comparatively, Pig can stealth and de-stealth for hits a lot more effectively, so the Spirit manages to fail at any real element of surprise. A less stealthy Wraith with slower movement speed and a brutal power cooldown. She's fun to play against, but... easy.
-
I play with friends of varying skill a lot, and sometimes Self Care is far more useful than running to someone. Killers seem to forget that injured survivors are lightning rods for being found. They leave blood trails, make incredibly loud moans and whines, and have to make desperate dashes to try and avoid being caught if you're nearby as it is.
While Bond is the better perk from a design perspective, DbD has long been built to accommodate Self Care in the meta. I know people think that's a bad thing, but you have to remember that Self Care's value as a survivor perk directly correlates to counter perks, such as A Nurse's Calling. Just as SC is widely used, so is A Nurse's Calling on multiple killers. I mean, seriously, how often do you heal near a Nurse, Hag, or Huntress?
I would argue that dropping most of the killer roster's terror radius 2-4 meters would be a strong buff to A Nurse's Calling vs. Self Care, but then you just run into situations where A Nurse's Calling and Monitor & Abuse become a more mandatory/meta combo.
It's a delicate balancing act for SC now, and the most they could really nerf is 1-2 seconds without nerfing it very hard and making Bond baseline in some way.
-
@PigNRun said:
Solid midtier, at least. Better than Freddy, Wraith, Leatherface and Pig.She can potentially be pretty high, like between Doctor and Huntress, but overall I would never rate her above Pig.
-
I played a lot of Rock Band/Guitar Hero, so I have a lot of practice with both hands. xD
If I'm not sure I'll do well on the wriggle, and I might get away, I'll switch hands for easier alternating.
-
I have a thread about it in Balance Feedback:
https://forum.deadbydaylight.com/en/discussion/21670/bloodlust-nerfed-the-creation-of-more-infinitesBloodlust 3 was basically something that never happened, but Bloodlust 2 was very useful for dealing with absurd loops. It's bad enough that Bloodlust doesn't help with vaults, disappears in 2-3 seconds of lost LoS, the killer can lose the chase while in LoS and following the survivor just 5~ meters ahead of them, and is gone on pallets.
The nerf made no sense, since the functionality and practical application of Bloodlust never changed.
-
Best: Hag.
Worst: Most of them, but Clown and the Spirit are kinda weak due to the sound, and I really think Huntress should straight up behead people. The Pig's could've been a lot more creative, like placing her blades against their throat and pulling back for a bloody mess. The Spirit's vocals sound really crushed up for a sound effect, and the Clown sounds like he's stepping on a lego building.
@JustJess said:
My favourite is the Nurse, it's really a dramatic scene and the caress at the end is a nice touch.It's so intimate. lol
-
@only1biggs said:
@Wolf74 said:
@only1biggs said:
The nerf was a good thing, as no killer should be rewarded for bad plays with a speed boost.And how about the survivor abusing broken loop spots?
They get rewarded for exploiting bad map RNG?True, but what's more common? A survivor knowing these spots and being able to use them in such a manner, or a bad killer not knowing how to chase correctly?
I'll tell you. It's the bad killer.
You must not play at higher ranks where most survivors know the maps, their variations, and the specific loops inside and out. It doesn't matter if the killer is a god; there's nothing they can do against infinites.
-
DS is for bads.
-
Vs. Hag:
-Try to get Urban Evasion. It's a great perk against her, though not required. It's a great stealth perk in general, and fantastic for juking (but it's not foolproof!)-She'll very likely trap major/obvious pallets and windows. You can try checking for traps, but you can't realistically plan your path. Just try to take weird paths. If you trip a trap, sometimes you can keep running while they hesitate to teleport, or drop a pallet and they end up on the wrong side in the end. It's hard either way.
-Hag is slower than average. She needs her traps to be strong.
-Hag has a significantly smaller base terror radius, and many will run Monitor & Abuse, so she can have a tiny terror radius. Keep a visual watch for her, and be careful healing anywhere near her, as this goes well with A Nurse's Calling.
-Try to run through as many traps as possible while she's carrying someone. She can't teleport during this, and sometimes you can do it while they've committed to chasing someone else.
-
I don't consider the Pig weak. She's arguably above average to strong, but you have to play her meticulously, run certain perks, AND have incredible in-game judgment to use her traps to maximum effectiveness.
The problem is that her stealth aspect is the worst part about her, and offers almost no benefit to her whatsoever beyond negating her terror radius temporarily. However, Ambush is crap, and it's usually better to try and pick people off of generators by just standing back up. Until Ambush can hit people during Sprint Burst if she catches them off guard, it won't be an overall effective ability.
Buffing the speed of Ambush was something I was vehemently against, but nowadays I'm wondering if it would be the best option. However, a change like this--to counter JUST Sprint Burst--just continues to make the other fleeing perks that much less attractive of a choice.
Ditching the Ambush roar is still my single, favored buff choice, but trap RNG and Ambush speed aren't bad alternatives. By design, she's one of the most anti-tunnel killers, but her powers don't hold up very well for that in upper ranks because her pressure is gated behind RNG (like Freddy).
-
Traps are fine, though I wish RNG swung a little more unfavorably to survivors, so they they had to go through 2-3 boxes more often than 1.
My real complaint is Ambush's roar. Aside from, maybe, the first hit of the game, Ambush is almost universally bad to use unless you're trying to camp a hook. You're slower than a survivor running, you can't see crap, and you're very easily recognized while crouching (imo). And then you have the roar before you attack, which Sprint Burst negates. However, the devs have confirmed they're not going to buff her.
She's mostly fine, but you're screwed at the top end if you don't have good addons, because you're relying on Ruin for your time.
She's a momentous killer, so once you get the game rolling in your favor you can keep your lead with a good build and instincts.
-
As a survivor: The Game, and Red Forest. They're pretty barren for pallets nowadays.
As a killer: Coldwind Farm. Most of the variations are #########-tacular to play, but Fractured Cowshed in particular is a special kind of Hell.
-
I've seen a lot more of it in recent months. It's very easy to write macros for this type of thing, especially given it's P2P.
-
It was cool at first, but I've noticed two things since I started using it:
1.) Survivors cleanse Ruin first 60-70% of the time no matter what, and then don't touch any other hexes.
2.) SWF can just cleanse them all simultaneously, basically nullifying any real power Haunted Ground can award, and also killing Ruin at the same time.Do trapped totems look different to give them away or something, or are survivors just insanely lucky against me?
-
@only1biggs said:
The nerf was a good thing, as no killer should be rewarded for bad plays with a speed boost.And no survivor should be allowed to loop houses in Haddonfield and Badham forever because of the procedural system constantly spawning them.
-
I see a SWF group, and there's a last second switch to 2 Flashlights, a key, and a map, while one player is Legacy.
They burned four party streamers.
I left as soon as we loaded in. Screw that.