FFirebrandd
FFirebrandd
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With 2 of those being their speed... I would recommend trying out Blight. He's a bit tricky to get the hang of, but he is the fastest Killer in the game.
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I pretty much only run BBQ on Huntress and Blight... and those two would continue using it. Everyone else would keep not using it.
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Something that would help immensely is if you can articulate what it is about Legion/Slinger/Wraith you really liked.
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@KayTwoAyy said:
There are hooks all over the map. Killer's shouldn't be able to see me just because I'm near one.
Once killer's realize how good this perk is i'm uninstalling. Pls nerf.
You do realize that it has an absolutely terrible range, right? 6m is not very far and consequently Hangman's Trick just isn't very strong. Now the PTB version of it was... actually it was very strong but still not like... super broke. It used to have 16m of range and it was kind of like a different version of BBQ.
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I didn't know I wanted that buff for the Hellshire Iron, but now I really want it. Honestly, I don't think Iri coin needs a rework. It's a neat effect that's hard to get... I could see buffing it to be 12m but I don't think it should be removed.
To be honest, I thought that's how all breakable walls were going to work. When I heard they were coming, I was picturing Killers using breakable walls to just Koolaid Man their way through, then a Survivor could come by later and spend ~5s to build the wall's debris into a barrier that essentially functioned like a thrown pallet. I am still slightly underwhelmed that they aren't... but I did have a game as Serpent Wraith where I did use a breakable wall that way.
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All Seeing Wraith isn't the most obvious thing in the world to notice.
Ok, Wraith pulled you out of a locker. Is he running All Seeing? Or did he see some scratch marks? Hear the locker close? Have Whispers on and get lucky? BBQ? There's literally no way to know. Maybe new OoO would reveal that the Killer is packing that add on... maybe Distortion... but yeah. It isn't exactly obvious.
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Yes BHVR respects its players.
In all honesty, BHVR have addressed a lot of the things that I've seen people complaining aboutd. Match making? They've tested a new matchmaker twice and I'm sure they're still working on it. Mori's? They were maybe heavy handed with it but they were problematic and they did get nerfed. Keys? They've indicated they're working on those. Decisive Strike? Changed to actually be an anti tunnel perk instead of an immunity perk. Object of Obsession? That thing's rework is on the PTB. Wraith? Significantly better now than he was. Trickster? I don't think they went far enough but they have buffed him. Various assorted perks that are/were too weak have gotten buffed. Rat Liver? They walked that back to be only a smidge worse with it and better without.
Do they still have more they need to address? Well yeah. Are they necessarily the fastest Devs in the world? Well, maybe not... but at least things do get fixed. There's another community I used to be part of where the developers royally broke something 4 years ago and they still haven't fixed it and have zero indication that they're going to.
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@fancynancy said:
https://forum.deadbydaylight.com/en/discussion/comment/2148975#Comment_2148975
THIS!! Very well explained. Thank you!!
No problem. I almost always run setups that are less dependent on downs so I personally don't hate Dead Hard as much as some. Honestly I'd rather get 4 Dead Hards than 4 Sprint Bursts.
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I mean... it really just depends on the streamer.
I frequently go back and watch vods from streamers I've played against. Usually it is pretty wholesome. Sometimes it isn't. Really it is just up to you personally... weigh how much you'll enjoy watching the game from the Survivor's perspective vs how much it'll bother you if they get toxic. I personally don't really get bothered by Toxicity because I have... a lot of years of experience ignoring it, so I keep watching even after seeing some streamers get salty.
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NEW MECHANIC: Smoldering Totems. Less bright than a Hex, more bright than a Dull, 1250 Boldness points for cleansing... these totems are added to indicate to the Survivors when the Totem is (or will be) giving the killer some kind of buff.
TOTEMIC MIGHT: Promote all Dull Totems to Smoldering Totems. For each totem remaining in the trial, break pallets, walls, and damage generators 6/7/8% faster (Max 40%).
TOTEMIC SPEED: Promote all Dull Totems to Smoldering Totems. For each totem remaining in the trial, gain a 2/3/4% Haste effect (max 20%). This perk has a cooldown of 10 seconds that starts whenever a Survivor is chased, injured, carried, or hooked.
THRILL OF THE HUNT: In addition to what it currently does... cleansing a Smoldering Totem causes a loud noise notification.
HEX: NO ONE ESCAPES DEATH: In addition to what it currently does... Promote all Dull Totems to Smoldering Totems.
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It doesn't have anything to do with whether the Killer is new or not. Dead Hard gets complained about because it comes into play at the point where the Killer otherwise would have gotten a down. Most Killers run a lot of perks that activate on hook or on down, so getting robbed of a down even temporarily hurts a lot more than you might think. Double that if a good Dead Hard happens during the first chase of the game. That makes it the most frustrating of all of the Exhaustion perks.
Just take a minute to compare that... where you lose a down when you've already invested 30+ seconds in getting it to the following...
Sprint Burst gets used at the very start of chase 99% of the time. Meaning the Killer can be like "Well off they go, I'm just gonna ignore that." and not lose much time to it.
Lithe usually comes out early too, so a similar thing can happen.
Balanced Landing has more flexibility of when it gets activated compared to Sprint Burst or Lithe out but is much rarer and requires a drop.
Head On can come out whenever but is incredibly difficult to use mid chase and can be baited out.
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I usually don't spend any unless I'm close to the BP cap. That way I have a nice amount banked for the next new killer, in case I decide to prestige somebody, or to go fishing for a perk that I want to be part of a build I have in mind.
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/2146807#Comment_2146807
It's not a matter of "complaining" about a killer and begging for them to be nerfed, it's the fact that slingers power is poorly designed and quite honestly unfair in 1v1. The argument "but he lacks map pressure" is all the more reason he needs a rework. He needs map pressure. He needs counterplay other than hoping he commits to his shot and misses it.
Having some Killers good in the 1v1 but minimal map pressure and some Killers good in the 1v4 but lacking in 1v1 strength is a good thing. I'm sure some Survivors would get very bored if every Killer was a 1v4 king like Legion.
Also... this might be a weird take... but have you considered that you aren't supposed to be able to dodge Deathslinger's shots? It is a freaking gun, it'd be weird if you could react to it. However, to balance it that's why the harpoon cannot down by itself. The counter play to Deathslinger is supposed to be get speared in a position where you can prevent the follow up swing. The one aspect of Deathslinger that is actually broken is that if Deathslinger walks backwards while reeling, it basically prevents Survivors from moving. It shouldn't do that. Nothing else about him is broken.
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Gotta go with Agitation. Even if your Survivors are scattered across the map, Agitation can still help. Sure it has less potential to outright win you the game... but you are going to pick people up. You're going to carry Survivors. So Agitation is going to give you value.
Also the ability to hook the Survivor where you want them instead of wherever is closest is way better than it sounds like it'd be.
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The only buffs Trickster needs at this point is to Main Event. His base kit is actually pretty good, he's just balanced around having a power burst like Myers, Oni, or Plague... but its kinda trash.
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Unrelenting. Its numbers are too low to be useful but you really don't want Killers to be able to walk faster by spamming Lunge attacks.
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I have no idea what my percentages of play time are. However... I play Killer if I'm soloing, I play Survivor if I'm playing with friends.
I don't play Killer with my friends because generally speaking, you can't do that. (Unless we get 5 for a full KYF lobby which does happen sometimes, but not that often).
I don't play Survivor alone because I very much like tinkering with off meta builds and Killers. I enjoy loading up with a weird setup and seeing what happens. You can do that as a Survivor, but any of your choices only make a difference for 25% of the team you are on and depending on how the match plays out... you may not even end up in a situation where your off meta build is even relevant. Killer on the other hand... you're gonna run into nearly every aspect of Killer play every match and your off meta build is going to matter. All of that means that I just don't get what I want out of playing Solo Survivor... So... when I'm soloing, I exclusively stick to Killer.
I don't think there is a way to fix either of these.
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To be honest that's not that far off from a good build. Replace Sprint Burst with Quick and Quiet and it really isn't that bad of a build. Or Lithe with something.
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Off the Record wants to know your location.
If that response wasn't clear... there already exists a perk that is essentially the Stealth version of Decisive Strike. Forcing Lucky Break into that niche makes no sense since it is already full. Off the Record might need a buff or two... but I don't think your suggestion is a good one.
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I would agree. Most of the time they'll just be a fun ending flair to the match.
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Trapper is an odd one.
His traps are basically insta downs waiting to happen. Against teams who are bad at spotting them or guessing where he might put them... he absolutely shreds them possibly harder than any other Killer. Against Survivors who can spot and avoid traps... he... basically hasn't got a power and spent a bunch of time setting up for zero benefit so he gets wrecked.
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Honestly DbD is kind of an arms race of Killers vs Survivors.
If we're talking Newbies all around, it is Killer sided because the basics of Killer is much more obvious than the basics of Survivor.
However, step forward like... 20-30 hours of play, it becomes Survivor sided because they've learned basic looping, are better at being efficient, and Survivors can get incredibly strong builds with minimal BP investment and no shard investment. Meanwhile the Killers probably haven't gotten their really good perks and mindgame abilities to fight back yet. Honestly I would strongly guess that this flip flop is the reason why there isn't enough Killers at any rank besides brown.
Step forward like... ~100-200 hours and it flips back. Killers have finally their gotten solid builds and have learned to mind game. Probably they have also learned a lot more of the nuance of getting value out of their chosen killer(s).
Step forward again... to a spot where the majority of Survivors haven't got to. The Survivors start faking stuff as well, they learn a lot more of the counter play to each Killer, and maybe throw in SWF and it is once again Survivor sided.
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I'd be good with it doing that as long as it doesn't effect Snapping Out. If it did/does, Survivors would just go down for free if they're in Tier 3 madness with Deep Wound.
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In my opinion it is for 2 reasons.
First, he has 2 limits on his range. The first one being the hard and fast 18m chain length. The second one being the chain durability. Even if you had an add on for a 25m chain, you'd still have to reel them in that far and I'm pretty sure the base chain durability won't be able to handle that. Also... how often do you find yourself wanting to take 18m+ shots anyway?
Second, to differentiate him further from Huntress. She's got more range than she needs on most maps and if she can get an angle, she can hit you. Deathslinger though? Nah you need to be within 18m but as a trade off, he can effectively use stealth, he has a shorter wind up, and his hits count as M1's.
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Brutal Strength is one of those perks where the raw amount of value you can get out of it isn't super high, but you are going to get that value. I wouldn't necessarily say its a great perk but it isn't a bad one.
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@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/2133698#Comment_2133698
One perk shouldn't be enough to change the entire meta of the game. And this argument that "these certain killers counter that perk therefore it's a bad perk" makes no sense. There are plenty of killers who can counter dead hard, but that doesn't make dead hard a bad perk.
It's not "one perk". For maximum effect you kind of need Iron Will, Quick and Quiet, and Lithe. Buffed Lucky Break just seems like the thing that's going to tie the build together.
Also... are you aware just how many of the last few Survivors have had stealth perks? If we ignore licensed Survivors because they try to fit their perks to their established personalities... out of the last 10 original Survivors, 8 have had a stealth perk of some sort. Yun-Jin has Self Preservation. Elodie has Distraction. Felix is missing one. Zarina has both Off the Record and Red Herring. Yui has Lucky Break. Jane has Poised. Jeff has Distortion. Adam has Diversion (pebble ftw). Kate has Dance With Me. Last of the 10 David doesn't have one.
I feel like it is obvious that the Devs have been actively trying to make stealth Survivor play an option. The Lucky Break buff may have just been the end of them being subtle about it.
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Legion, Myers.
I've been working on figuring out a decent build for Trickster.
I dropped Wraith a while ago because he was too add on dependent. I did a test run of him after his buffs and bugfixes with just browns not too long ago... and I was pleasantly surprised. So... he'll probably be joining my rotation.
I... may or may not have a problem where I really enjoy figuring out how to make low tier Killers work.
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Stealth Legion:
Monitor and Abuse, Trail of Torment, Nurse's Calling, Thanatophobia.
Everyone knows that healing against Legion is a massive waste of time. Enter this build with 3 perks that can massively punish Survivors for staying injured, then Nurse's to enable busting up multi survivor heal parties.
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@twocansofbean said:
https://forum.deadbydaylight.com/en/discussion/comment/2133698#Comment_2133698
I don't think lucky break is as OP as people think but also I do think you're still underrating the perk. So if you take lucky break you probably would have a med kit. Else its point less.
In reference to your frenzy comment. That's ok so the survivor will lose about 10 secs from mending + 5 secs to make sure you're not chasing them. Which still leaves 59 secs after healing for 16 secs.
Even with the Myers ok you hit them but now they heal. And other gens are still being worked on. People may have lost time on the perk but they still haven't lost a hook state. And they probably will run away before healing incase of nurses calling.
Though I do agree this perk is useless on plague.
You can say the survivors didn't achieve anything other than time lost on a perk. But that's also time the other survivors are spending on gens. The more time you dont have survivor on hook thats less time you have to stop survivors from finishing gens.
For Legion... I mean... at that point you're healing against Legion which is basically a massive waste of time. Also the odds are incredibly high that I'm going to Frenzy chain off you multiple times. Your medkit will probably give out after 1-2 times and after 3... you probably don't have a perk anymore even with a Medkit.
For Myers, First my build is packing Sloppy Butcher. So yeah you can heal but its gonna be painful. An Oppression kick frequently gets me 1-2 explosions which buys me 8 or 16 seconds and if they know what's up they usually leave the Gen because they know I know where they are and might be going to ambush them. Also... how exactly are you gonna make sure you aren't healing within Nurse's range of T1 Myers? Unless you're on a map that royally sucks for him... I have undetectable and will be milking every LoS blocker I can. Seriously... it is actually pretty funny how much less efficient Survivors get when they have zero clue if they are safe or not.
Slugs and Hooks are not the only way to get Survivors off Gens.
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@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/2132446#Comment_2132446
There is no playstyle that counters being unable to track survivors for 90 straight seconds.
It's a good thing that a perk that does that doesn't exist, now isn't it?
Now... snark aside. Riddle me this.
How much good is Lucky Break going to do you if I'm on Legion and you're the start of my Frenzy chain? The answer is none. You lose time on your perk and I lose nothing.
How much good is Lucky Break going to do you if I'm on Myers and I step around the corner in Tier 1, stab you, and let you go? The answer is again none. Tier 1 Myers can't force downs anyway so I'm going to go Oppression kick your gen and look to ambush somebody who blew up a Gen or you again when I see you with Nurses or Surveillance.
How many instances of that sort of thing happening will your 90 seconds survive? 2 maybe 3? You could easily end up losing your perk before I try to force a down through it.
That's why I think Lucky Break isn't as big of a deal as everyone is making it out to be. Does it counter the current Killer meta of only fast downs all the time? Yup. Do Killers have other viable but unused tools to then counter Lucky Break? Also yup. So... it might shift the meta, it might not. However what I can confidently say is that it *will not* make Killer an unfun mess of an experience. If you are one of the who do think it'll do that... well... you need to upgrade your imagination to look past the Meta and to what else might be possible with our current tools on the Killer side.
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Ok... I just don't get people's reaction to this.
Will this suggestion help newbies? Yes. Do they need the help? Yeah kinda.
Will this suggestion hurt you veterans at all? No.
So... why on earth is anybody opposing this? Its an upside for newbies and anyone who prestiges somebody and zero downside at all. Just because it'll make it so it isn't quite as grindy and unpleasant as what you had doesn't make it not a good thing to have happen. Have some empathy. Geez.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2124021#Comment_2124021
it doesn't buy you 14 sec only. Ever got struck by Devour and stopped doing everything to run across the whole map to find that goddarn totem? Ever did that in SWF when 2-3 survivors do that?
Context my dude.
In Devour's worst case scenario, a Survivor spots it by accident before you have any stacks, breaks it, congrats your perk has bought you 14 seconds. That's what that comment you responded to was talking about. I was talking about how I don't like Devour because it can either do basically nothing or win you the entire game and anything in between is vanishingly rare. I like games that are close, so I don't like Devour.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2132467#Comment_2132467
At some point you have to commit to a down, or else you're giving up map pressure for a meme playstyle (hit-and-run) that hasn't worked since the Ruin nerf shifted the general playstyle into a more gen-slammy territory.
I would like to point out that I said my builds do not force downs. Doesn't mean I don't get them. Survivors inadvertently offer them to me due to liberal use of Nurse's Calling or Surveillance and Undetectable. Works way better than you might think.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2132446#Comment_2132446
... you have a playstyle that doesn't involve hitting people?
I have a play style that doesn't involve forcing downs. Instead my builds almost always focus on spreading injuries across multiple Survivors and making the Survivors feel like they have to heal. LB + IW won't do anything to me because I was already probably planning on "losing" them after the injury.
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@Squirrel_Thicc said:
The new lucky break is ludicrously overpowered, anyone who says otherwise probably dosen't play much killer or have a good understanding of killer.
Or... Does play killer quite a bit and has a play style that Lucky Break won't hurt.
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Smash Hit. Smash HIT. Not Smash It. Sorry, that was bothering me.
Regardless, yes I can definitely see Smash Hit countering Enduring + Spirit Fury shenanigans.
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Legion's power has quite a bit going for it honestly.
When you Frenzy stab a healthy Survivor if they decide to fully recover, they'll be off Generators for a total of 44 seconds. Obviously that'll be less with medkits or healing perks, but that's still a very long time for a Survivor to be not progressing the game. Get all 4 Survivors with Frenzy and you've basically paused all generators for a at least 12 seconds... much much longer if they heal up.
Successful Frenzy swings basically have zero cool down. That comes in handy if the Survivors have grouped up and you want to stab all of them. It also handy when a Survivor gets cheeky and tries to body block with Borrowed Time up. You can pop Frenzy, Stab, Run through them, and lose basically zero distance on the person you actually want.
Also, there's way more Survivors out there who don't know how to counter Legion than their should be. You'll see and get easy hits on people who keep trying to immerse after you've activated Killer Instinct. You'll have healthy Survivors drop pallets in your face while your power is ready to go. You'll even have people pop Dead Hard before you've left your power.
One thing you may or may not want to do. If you run Enduring as Legion, you can frequently cut the post Frenzy stun by 75% and get a pallet out of the way at the same time. Seriously... way too many people are willing to drop pallets on Legion's head before they've left their power which actually actively helps you.
Oh and also, do not underestimate Legion's increased ability to mind game. Since Legion is a medium sized Killer, he can actually do mind games at loops where tall Killers (including Plague) simply can't because their heads are above the wall. Also medium sized Killers are small enough to use upright pallets to mind game.
One thing I would recommend... as Legion it is my opinion that you need at least one "Gotcha" perk that is capable of punishing Survivors for not healing in addition to Thanatophobia. My personal favorite at the moment is Trail of Torment, but I've seen Endfury work, I've seen somebody use Coup De Grace, and I've also used Play With Your Food.
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Overall I don't think he needs any changes. However I will say that I wouldn't hate it if MrDardon's changes happened.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2124021#Comment_2124021
14 sec is the case if they run across it by accident. if they search for totems on purpose, they lose more time on gens
The Survivors are not going to do that unless the totem announces itself and it only does that the first time you get an insta down with it. At which point we're in the 2nd situation where the Killer is getting value from it and the Survivors have a 1 way ticket on the pain train.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2123988#Comment_2123988
I wouldn't even say it is a flat win for survivors, at least the survivors spent time doing their second objective, which gives the killer a bit more time to get something done. You could say Devour is a genrush punisher (but let's not start a discussion about the validity of the term genrush here please)
Technically you are correct. Having Devour does force a Survivor to cleanse a totem. However I can easily make a counter argument that a killer perk that buys you only 14 seconds over the course of a whole game isn't strong enough to get run.
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To be honest, I'm much more OK with NOED than I am with Devour Hope.
Why? Because I like close matches regardless of which side I'm on. NOED can give a Killer who was struggling another last minute chance to do something. For that reason and a few others, I believe NOED is a good and healthy perk for the game to have.
Devour Hope on the other hand heavily promotes a massive snowball one way or the other. If Devour Hope activates... well... probably means the Killer is going to snowball like crazy and the Survivor team is going to get wrecked. If Devour Hope breaks before it does anything... well then the Killer is playing with only 3 perks (2 if Devour Undying) and its more likely the Survivors just flat out win.
That's also why Adrenaline is my single most hated Survivor perk in the entire game, and even prenerf DS didn't come close.
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Does We'll Make It need a buff? I can think of numerous perks that need it far more than that one. This Is Not Happening comes to mind.
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I liked the crown event. It was quite fun getting it on everyone. Though... it had an... interesting downside for Wraith. If you had a crown as Wraith... you were a cloud of glitter. It was both amusing and slightly unfortunate.
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I'm not entirely sure, but in all honesty, the part of him that still needs help is just Main Event. His base kit is actually pretty solid now.
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I would like that change for Myers quite a bit.
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So... small point of order.
Trickster's buffs on the PTB actually went live a day later with the Bugfix Patch. I can't comment on them because I haven't had a chance to test the buffs, but yeah. He's like that on Live now too.
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Myers for one. People drastically underestimate having 100% always on Undetectable until you decide to end it. So many Survivors get very dumb and very inefficient when they get nearly zero info on where the Killer is. They also very much underestimate T2 having only a 16m TR at base instead of the normal 32m. Giving the Survivors half the warning (or less) that you're coming is actually quite good. Now granted very open maps and Spine Chill kind of ruin him, but his strengths are unique and very much worth it.
Legion for the other. Yeah their power isn't going to down anyone, but it can easily force Survivors to waste a ton of time. Even more if you bring perks that make staying injured a really bad idea.
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I would like to also second... third? Legion. The basics of their power are not hard to grasp, they are very fun to play, and also they're much stronger than most people give them credit for. Though I will say they're helped out immensely by having at least one "Gotcha" perk. By that I mean a perk that can suddenly turn the tables on a Survivor. I recommend Trail of Torment, others I've seen run Endfury.
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Yep! I'll have to give Wraith another try after they fixed that. I mostly stayed away from him because he was so add-on dependent and he's a lot less so now.
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Honestly I can see why someone would want BBQ nerfed. I don't think it needs one mind you, I can just see the logic of asking for one.
The ubiquity of BBQ largely makes it so attempting to be stealthy as Survivor simply does not work.
That goes double if it is on a high mobility Killer. BBQ on a decent Blight turns into an absolute unmitigated slaughter if the Survivor Squad doesn't have at least 1-2 solid loopers and is otherwise very efficient. There's only 2 perks that block it and both are woefully inadequate for the task. Distortion hasn't got enough tokens and Off the Record can only activate twice.
It's somewhat problematic on Nurse and Spirit as well. Those two killers have their natural tracking abilities hampered by their powers in exchange for unrivaled chase potential with mobility to boot. However, that's when BBQ and who knows how many other really solid tracking perks come into play. They almost completely wipe out those two Killers primary weakness leaving them the undisputed strongest 2 killers in the game.