Eninya
Eninya
About
- Username
- Eninya
- Joined
- Visits
- 60
- Last Active
Comments
-
Thinking dedicated servers might be good.
Nothing like carrying someone to the basement, and as you reach the hook, you teleport all the way to where you picked them up, take two steps, and then they get off your shoulder. Huntress hatchets hitting me as survivor while they hit the ground/walls near me. Pallets going down, then the killer hitting me while inside of them, teleporting backwards, and then getting stunned. Vaulting windows and running, only to teleport backwards to the sill and getting hit. Reaching people on generators/hooks/injured at vaults, beginning the grab animation, and then nothing happening while they run off.
-
Pig, and Hag. I play Spirit pretty frequently, but weird things happen when I play her, such as point blank hits not registering.
Pig is super underrated and nuanced, since the traps let you track and pressure entire quadrants of the map in a lot of cases.
-
Huntress' Lullaby is better, but even when running both people still go out of their way to cleanse them both. They're all momentum perks, though, so I don't view them too favorably from building a killer.
The big problem is that there's no killer perk that really lets a killer reach their pressure phase faster. Even the, honestly, broken Spirit Fury + Enduring combo requires you to get through two pallets, and once you know it exists you can just drop pallets earlier.
Pop Goes The Weasel still requires you to reach that first hook, and that's when the killer can start occupying multiple survivors at once.
I'm back to playing with Stridor again for my general tracking perk. I love catching people on their breath without it, but they whine SO loudly when you use it, and that amuses me.
-
My only problem with him is the gargantuan buff to his basic shock. It can't be juked; he has to completely miss you via range or facing an entirely different direction. On top of this, it's now extremely fast, so almost every single pallet and window is a free hit for him.
I think the Madness changes are good, as well as the addition of his radial blast, though it could stand to have a slightly longer cooldown.
However, his terror radius is kinda broken, imo. I can never discern how far he actually is until he's on top of me and it switches over.
-
The only issue with killer isn't generator times, but the inability to peel multiple generators. That's why the Ruin change, though great for new players, is generally viewed so negatively to seasoned players. It doesn't offer the momentum necessary for a lot of builds, or killer/addon combinations to get started. Once you have one player hooked, that's 2 players disabled, since one has to make the save. Find and chase a second player before that happens, and you've locked out three.
I think that's why a lot of killers feel so pressured. Most builds are static power, and ones with ramping strength tend to be vulnerable in hexes. (Ex: Huntress' Lullaby) I like that hex a lot, almost as much as Third Seal, but god forbid you ever get that thing going. Unlike Devour Hope, they apply a huge pressure for their duration without outright leading to a victory condition.
I, personally, liked trying to hook all 12 times, and would do everything in my power to make that happen when there was no risk of more than a single escape. Nowadays, it's pretty hard at upper ranks, unless the skill level is uneven, or the survivors make a lot of egregious mistakes.
-
As a survivor, I never make it to the gates getting powered for Adrenaline, and people really still whine about Dead Hard of all things?
How did any killer get to rank 1 before the Exhaustion (+Vigil), DS, BNP, and pallet vacuum nerfs?
-
Well, on the bright side, the hatch audio is virtually silent. You have to be, like, 3-4 meters away to hear it now.
-
@Peanits said:
I'd imagine so. Legion and Pig, I feel. Both have mechanics that force survivors off of generators, so they either have to spend time off of generators, or do the generator anyway and go down/die.
Pig main here. This only works if you can somehow get pressure rolling ahead of Ruin getting cleansed or generators getting repaired. Even then, her power is hamstrung by not having generators repaired, so...
It's counter-intuitive to her design now, since the pressure is still gated by her being ahead. Survivors can realistically ignore traps until they're activated; it's not like they apply any kind of repair or healing penalty anyway, with the latter being possible through one of her worst addons.
-
The buff to his regular shock is way more of a problem. Now that the wind-up is almost non-existent, and that they widened it considerably, it's basically impossible to dodge now. He can shock you at any window or pallet and lock you out for way more than enough time to catch you and hit you now.
The Doc buffs are pretty insane.
-
Coldwind Farm needs it badly, but I hope they don't update any of the sound.
Lery's is broken as hell now with audio. Can't even hear half of the killers or the hatch unless you're practically on top of it.
-
I haven't had to use NOED since the days of pallet vacuums and pre-Exhaustion nerf. I'm still testing the waters with the Ruin nerf. "Presence" killers like Doctor can utilize the change, but it really boils down to triggering successive pressure.
Ex: Pig is very direct in how she functions in the game, but her power does not. Until she brings someone down and traps them, there's no momentum on her part, but once it starts, she can disable an entire team with a single trap. Trap and hook one, slug another, and chase a 3rd. Fourth survivor has to go saving. The entire game can stop.
But unless you reach a stage of the game where you can keep at least two survivors off of the generators, or be a constant disruption to multiple generators, it looks like a nerf.
-
I've been running with Iron Will and Lightweight together, and it's been pretty great. I miss the hell out of Urban Evasion, though.
-
Sometimes it happens when I get hit unexpectedly, or even pallet stunned unexpectedly as the killer.
Of everyone, though, the Hag is the spookiest to me when you're super into it.
-
To win, but also to try and hook each survivor twice before killing anyone, unless I fall far behind. I succeeded in my last game, getting all 12 hooks, but eh... rank reset makes it too easy, so at this point I'm just farming and reaching 32k and double pip.
-
The only real reason anyone really does this is to avoid Blood Warden foremost. It's just an altruism suicide to go back if someone is caught when the gates are powered. Most times, the killer will camp, and if they don't, they likely have NOED to make this stage even more threatening to any overly altruistic survivors trying to "leave no one behind".
If NOED is in play, I virtually don't wander from the exit gate to save someone unless it's nearby and I can destroy it. 99-ing the gates is your last ditch effort to see if a rescue is viable.
I don't know about anyone else, but unless I know for sure the killer is distracted, my heart is pounding on opening the gate. I've died a lot trying to open one and get out.
-
@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1013675#Comment_1013675
"Strong killer bad, weakened killers good"
I main Hag and Pig, but okay.
-
I think the Nurse is fine, and fun to play against (provided they don't proxy camp every single hook), since I've only faced 2-3 Nurses, ever, that were godskilled.
I don't think Hillbilly is balanced because he takes no effort or skill to utilize effectively.
I think Hag is balanced because of her setup time and reduced movement speed, and her power has clear limits, drawbacks, and counters.
Comparatively, I think the Trapper is as well (even though I have magnetic ankles), since it follows along the same rules. (I still think Bloody Coil is stupid, though.)
Pig remains my favorite killer from a design perspective, since she was designed not to tunnel, and her power has a baseline effectiveness and requires no intervention on Pig's part to have that function.
Myers has a build up to a powerful payoff, and is pretty cool in general just popping up on people. I like the idea of his design as a result.
I feel like Leatherface is dull and needs a rework, so that he doesn't end up being like Myers.
-
I don't see maps much, and nobody uses Left Behind. The killer has a massive advantage for finding the hatch in 95% of matches, since they can freely move at regular speed to look for it.
-
Hag/Pig. I play more Pig overall, but Hag is bae. My little grass gremlin is sneaky AND spoopy!
-
Ruin doesn't combat split gens, and rank resets don't help newer players in the slightest when Red killers smash them on their way back up.
I think I had a single hatch survival in all of my recent killer games. Hell, there was only a single game where I was grinding my Spirit's P3 that I had to put in any real effort (where Ruin got cleansed 30s~ in). I have to slug and farm, and hook everyone twice in an effort to drag a game out, and they'll be lucky to get even one generator done if Ruin never gets cleansed.
And then against better survivors, they might just ignore it and power through, separately, where Ruin is the least impacting.
Yeah the company has to make money, but keeping interest up in a solid player base with supported game health/maintenance and content is better. I mean, even when WoW was at its lowest active sub count post-peak from WotLK, it still utterly dwarfed any and all MMO playerbase, and DLC isn't a requirement to keep that game alive.
-
The issue here is that you list Iron Will at the beginning of your post, and that perk is an incredibly strong standalone stealth/juke perk on most maps. It eliminates one of the best tracking methods any killer has to find someone injured, unless they have Stridor to negate it.
While it has a slight increase in effectiveness when fleeing from the Spirit, it's not so powerful against her that it negates her power, since she can still see scratch marks, grass movement, and heart footsteps.
I disagree with this change because she just lost her collision, so she can't even physically smack a survivor to find them now. However, she's not helpless at all, even against Iron Will. It makes a survivor better against her, but not even massively so that she's crippled in some way because of it.
-
It just seems bigger because she's so tiny, and moves slower.
-
Hillbilly is broken when compared to Hag. He has one shots on command, the highest mobility in the game, no setup, minimal penalty on chainsaw misses, and full movement.
Hag is slower, has to setup, and her smaller terror radius doesn't compare to the ability of Hillbilly to pop up on someone the second it can be heard. He is also scarcely hindered by pallets due to his power, while Hag has to initiate chases to her traps. Traps can be countered with careful play, most notably when she picks a survivor up.
I don't know why people think Hillbilly is the balanced killer when he's stronger in nearly every category over all other killers, and no killer has been designed around his degree of power. The closest thing we got is Spirit, and she has massive weaknesses to compensate for the strength of her ability.
-
She's not as good as Hillbilly due to indirect pressure. She has a setup time, can be sabotaged/hindered, and has restrictions on her mobility.
I agree she's fantastic, but there's stronger killers, especially baseline. If something like Rusty Shackles were baseline, she'd probably be broken as hell. lol
-
Because I disagree with every killer needing to be buffed into being as broken as Hillbilly. A lot of suggested killer buffs are pretty dumb, since it doesn't fix any core issue with the game and just slaps a band-aid on a killer instead.
-
@LemeTheMeme said:
They could add something like that for the first minute, but that would make survivors want to just do totems, or look for chests.
However, it would be good to keep away early game gen rushing, or you could run discordance and/or Whispers.
Totems and chest are still not generators, and sometimes they can be quite far from them. If you're purely trying to win, the survivors would still attempt to do generators, and it would at least give them a focal choice.
-
Seems like he really needs faster portal dropping time and less auditory warnings.
He's not terribly different from the Hag in concept, and he falls along the cycle of design that Trapper, Hag, Pig, and Spirit have, being one of the next set of variances in function.
-
I don't care how good you are, you're not hitting every single skill check. Even the standard circumvention (gen tapping) still causes Ruin to have a consistent value. It is increasingly effective against co-op repairs.
The Ruin nerf helps new players, but it is virtually ineffective against solo repairs/split-gens. Gen rushing is everyone splitting up to repair generators--the opposite of what Ruin actually affects.
This is the problem with Ruin: It does nothing against gen rushing, and everything against co-oping. It offers limited value against this.
Personally, I think Ruin is a requirement, even if it's a gamble. Its value is too much of a requirement at mid-high ranks when it lasts decently long enough. Not every player in a match will look for it, and people that don't can suffer some bad RNG that makes it incredibly potent. It sucks that it's a Hex, but I've always advocated that its concept should be reworked and made a core mechanic in some way.
-
Previously, I didn't think much of it until I prestiged Bill and got a bunch of dailies on him. It makes the window juke feasible, and increases your chances of losing a killer where you blood trail isn't a good tracking mechanism.
However, on maps like Lery's and The Game, where blood is 100% visible, it's virtually useless. :(
-
3K is victory. 4K is a smash.
-
I don't know why people stress so much playing the killer in this game. Is it some psychological element that Dead by Daylight just happens to bring out?
-
I like how every killer at the upper ranks assumes every single red ranked survivor is straight out of Marth88's team. I can't 360 for crap, and I frequently lapse on paying attention to my surroundings for escapes.
The new Ruin is pretty weak and has even less of an impact on split generators than the old one, and that's how gen rushing happens. It's nice that it was changed to be more newbie friendly, but it doesn't fix the problem with rushing generators by splitting them. Even then, duo'ing generators with the current version of Prove Thyself is very quick (and rewarding), too, though I don't actually see too many people running it these days.
As I've said in the past, they've made very little efforts to combat gen rushing's core issue, and everything to do try and nerf around it.
-
The dedicated servers are mega anus when it comes to the Huntress. Hatchets she clearly whiffs constantly hitting me. Run around a corner or she just hits a few feet next to me, the game just injures me anyway. Previously, she was pretty enjoyable to play against, but the dedicated servers made it miserable.
-
@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/116742/is-dbd-dying
I don’t think so. Dbd is like Comcast. Lots of issues and they piss people off, but they’re the only option right now. There’s no other multiplayer horror game that’s any good at the moment, so it can’t die. Once something comes along that is better though, they’ll have a ######### time if they don’t sort their crap out.
I wouldn't really compare BHVR to Comcast; one has an absolute monopoly on what it does, and the other just doesn't have any developed competition.
-
The dedicated servers have been garbage for me. 1-3 times a match I'll randomly teleport a mile across the map and into a wall. Other times pallets will go unresponsive randomly for a few seconds. Killers can swing at air and hit me. I had a Huntress throw a hatchet; I juked (though it's more that she just missed) and it hit the ground a few feet away from me, and then suddenly I went down anyway. Evidently, I wasn't lagging since she walked to my downed by where I dropped instead of where the hatchet landed to pick me up.
Garbage like that is why I hate them right now.
-
I started during a time when survivors were OP. Pre-nerf Exhaustion, Instant Flashlights, pallet vacuum, infinites (in some places), faster generators, less killer spread, a lot of pre-reworks for perks, especially in the case of Self Care.
However, I also played a lot against pre-nerf Freddy.
Nowadays, it's much, much worse. For whatever reason, Ruin has lost favor, which helps newer survivors in particular, but killers are ungodly powerful compared to what they were due to all of the nerfs survivors have gotten. Gameplay never really got "better" for it; it just made the power balance swing more severe.
-
Springtrap would be the most reasonable character to use as the killer, and I'm sure they could just invent a survivor.
As an idea, you need more substance in line with their source material. Yeah, you can maul the survivor with M1, but what would their unique power be? I'm pretty sure any fans already know what the mori would be.
-
If you're going to run a safety stealth perk, just use anything else, honestly.
Urban Evasion, Iron Will, Calm Spirit, Lucky Break, Quick & Quiet
Spine Chill is a tack-on perk, and isn't very good as a standalone. If you're using 2 slots (like I do), I still wouldn't run it most of the time. Currently, I run with Iron Will and Urban Evasion, and I find them far more effective than an Exhaustion perk when used well.
-
With the right build, it's very easy to kill survivors with bad RNG on traps. Unfortunately, the traps aren't setup to do anything else but kill when they go off. They don't stop you from interacting with anything else, like the Doctor's tier 3 Madness (his mechanics are dumb, but that's a different discussion).
Traps don't activate, so their focused time burn is entirely on the survivor's when not activated. Will they go heal, cleanse totems, or open boxes? Generally, they beeline to Jigsaw Boxes when trapped and activated, and Pig's only interactions can get them to straight die, rather than simply burn time and pressure them.
The nerfs to her trap activation at end game make me wish they had penalties for skill checks or some other interaction, but they really can't do that, since her addons already conduct the effects.
I, personally, love the +Box addons, but they're not even close to her strongest addon combination. In fact, I'd say they're on the weak side because it means her traps offer no extra penalties, and RNG almost universally favors them for the first 2-3 boxes. I mean, it's hilarious as hell dropping a trap on someone and watching them wear it for ages as they check all 6 boxes. (I had a Claudette once check all 6, and I immediately trapped her again after she finished.) When RNG swings more heavily, it's a pretty good power, and allows the Pig to actually avoid tunneling entirely (yay!), and I really like that about her design.
But if you compare her to Trapper, whose traps are excessively strong due to being nigh-inescapable 95% of the time, she's far weaker. I mean, Trapper is like a 1/10 chance of getting out of your trap on the 1st try, or a 9/10 chance of getting out on the 12th try. It's very stupid how they compare when their mechanics aren't all that different in design goals.
-
I would do this with Ruin, Iron Grasp, Agitation, and maybe a tracking perk. The idea would be to just find them elsewhere and bring them to the basement.
-
Hillbilly nerfs more than anything.
A reason to care about ranking as a secondary reason.
-
@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/954673#Comment_954673
I do play survivor, a lot. I'm just not a survivor main because I don't like sitting in queues for 5+ minutes. Killers gets matches in less than 10 seconds so I play that role more.
Long queues are why I don't play killer as much. Instant as survivor, 5-10 mins as killer. :/
-
Rank doesn't matter. BHVR doesn't care about it, and neither should you.
-
@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/951503#Comment_951503
I don’t see how it is good on Spirit. You don’t want a smaller terror radius. She has no reason to sneak up on survivors. Not to mention that they can more easily hear your whooshing since her terror radius is so smaller. I find Distressing better on her since it’ll confuse survivors more often than M&A would. I wouldn’t use either though.
M&A + A Nurse's Calling.
She can spot people closer and phase to them with less of a warning. Comparatively, this is easier to setup due to the husk retaining the TR. It makes her harder to predict.
-
Amazing for Hag, Nurse, and Spirit, and is used on Myers almost universally.
An argument could be made for it being good on Huntress; while it doesn't affect her hum (22-45 meters?), it will affect her minimized terror radius, so you could pop up on people a bit easier. They will stop hearing the hum, and not immediately hear the terror radius.
-
"Free" killer, guys. Like the default unlocks.
I like the Trapper, but I am god-awful at playing against them most of the time. I honestly feel like I'm running around with magnetic ankle braces.
-
This works by the killer stepping away from the window 1-2 steps. If the killer chooses not to immediately move, it won't work.
-
Third Seal is godly... when you've got it going.
But ever since they made hex perks auto-alert the survivors they're really crappy. :\
-
The idea.
Isolated survival, but having to work together with limited communication and tools. The environment and stealth is cool, but I dislike the current arc of pressure and killer balance.
-
The Teacher became Adam Francis.