FFirebrandd
FFirebrandd
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I have found that in general, gamers have a tendency to be only referring to purely Mechanical Skill when they talk about how high skill something is or isn't. This applies to DBD as well.
The proof is in which killers are considered high skill. Nurse, Blight, Huntress. Those 3 are indeed the most mechanically demanding killers in the game. Nurse in particular. If you aren't landing your Blinks, Nurse is completely useless. Judging purely by mechanical skill, yes, DBD is overall a very low skill game. WASD movement, holding M1, and the generous hitboxes for most things means that the mechanical skill required to play DBD is fairly low.
Here's the thing though, what DBD does require is an absolutely staggering amount of situational awareness and game knowledge. I could easily argue that Nurse in particular is heavily lacking in those aspects of skill. When should Nurse use her blinks? The answer is "Basically always". Judging whether a Survivor is at a tile that's too strong to handle right now isn't a thing you need to do as Nurse because she completely bypasses windows and pallets. Much like most snipers in FPS games, a Nurse with good mechanics can use mechanical skill to bludgeon her way through... anything really. Also, a decent chunk of streamers are willing to admit this about Nurse. Not in those words of course, but they say things like "If you're playing Nurse, you're not playing DBD. You're playing Nurse's game."
tl,dr: DBD is only an easy game if you look at only the mechanical skill required and nothing else.
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@DBDude said:
@FFirebrandd Ya he is one of the only killers to have 1v4 potential in his current state right now.
Yes, which makes him unique. And... to the right person, incredibly fun. So why are you trying to get Feral Frenzy scrapped?
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Am I the only one in this thread who really likes what Legion is right now? I do get that Legion's in game power does not fit their lore even a little, but still. To me, Legion is fun. Very fun. He is easily my favorite or second favorite Killer. The fact that they are one of the very very few Killers with a power meant for strength in a 1v4 in a 1v4 game is... weird but part of why I love them. If they did basically delete Legion's current power and didn't add a new killer with it, there's a decent chance that that'd be the end of DBD for me.
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@FearlessHunter said:
https://forum.deadbydaylight.com/en/discussion/comment/2015785#Comment_2015785
I thought the whole reason why they removed the whole going back to rank 20 was because of genuine new players going against people who are normally in red ranks making it impossible for them to actually win pretty much.
If that does happen then by all means let it happen but I feel like it's really gonna hurt new players, I mean my friends who have just gotten into the game keep telling me they sometimes go against green rank killers while their only rank 18. I don't think they need red rank players at rank 20 stomping on them as well...
If/When they do that, Rank won't be a factor in Match Making anymore. Instead it'll be based off of people's hidden MMR. So yeah... that Rank 1 killer just went to rank 20, but they'll still be facing decent/good survivors and not new players.
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@HectorBrando said:
I main Myers in rank1 and he is fine, I can beat SWFs and if they beat me I always feel it was either my skill or the map, what really needs a rework is certain maps where non mobility Killers struggle a lot like Mother's Dwelling. The only change he needs is the Tier1 reveal aura stalk addon, which is pretty much useless since once out of EW1 you cant use it anymore.
I find the new "Myers needs buffs" mindset very weird, I started playing this game when Clown got out and he was tiered as A Killer, the only changes he got since then was the removal of stalking in EW3 (a nerf) and the Undetectable effect at EW1 (a big buff), take on account a lot of Survivors nerfs have come around like removal of infinites, certain maps made easier to play as M1 Killer, some perks that synergize very well with him, Survivor joint gen speed nerf, toolboxes nerfs, medkits nerfs etc and now suddenly he is Tier C and considered the worst contending with Clown, what happened? it cant be the new Survivor perks because the last meta one is from David King and it cant be power creep because Survivors are the exact same as they were or even weaker, at least he should maintain his Tier A but people send him to the lower tiers for some weird reason.
Are people getting worse at the game or the new, easier to play Killers have made them indolent?.
I'm pretty sure the mind set is coming from comparing him to newer Killers.
Myers has been in the game since chapter 2. Clown was chapter 8. Meanwhile, the killers most likely to get compared to Myers are Ghost Face and Oni who were chapter 12 and 14 respectively. For a good long time, Myers was the only Killer who could potentially carve his way through the entire team with insta downs. That aspect of him isn't unique anymore.
In my opinion, Myers still has some incredibly good strengths, they're just harder to see now than in the past.
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Honestly, I've been playing Myers quite a lot recently. He is quite a bit better than most people give him credit for.
Something to keep in mind... Tier 1 Myers is the only Killer in the game who can do everything killers normally do while keeping Undetectable active, making him the stealthiest stealth killer. Tier 2 Myers is the only 115% killer in the game with less than a 32m Terror Radius, and if built for it can reduce it to a ridiculously low 4m. Tier 3 Myers does the whole surprise insta downs better than anyone else because he can't get revealed like Ghost Face and barely has an activation time unlike Oni. Myer's real upside though is that he essentially has 3 powers. I realize most people don't see it that way... especially when it comes to Tier 1, but that's the main way he's better. Oni can snowball and slug better than Myers, but Oni is almost the opposite of stealth. Ghost Face doesn't have a good backup plan if Stealth stops working, but Myers Tier 3 can still do work if he can't get value out of Tier 1 or 2.
At the most, he could use an indirect buff by nerfing Spine Chill to have a range equal to the Killer's current TR + 4m or 12m whichever is higher. I've always kinda thought it was dumb how good Spine Chill is against stealth killers.
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Letting the Survivors see the Killer could very possibly kill the game.
In addition to items hard countering certain killers and certain perks countering certain killers... there's also map offerings. With the exception of Nurse and maybe like... 3 others, I'm pretty sure every other Killer has a few maps that they'd really rather not load into.
Like, Huntress would rather not load into indoor maps.
Billy and Blight would rather not load into Lerys and other maps that are so closed off that using their power is difficult.
Myers and Ghost Face would probably rather not load into Ormond where seeing all the way across the map is easy and their dark outfits stand out like a sore thumb against the white snow.
Legion and Death Slinger would really rather not get any stupidly large maps like Shelter Woods or Mother's Dwelling.
Bubba would prefer to not get maps rife with structures with strong windows... like Haddonfield or Badham Preschool.
I could probably keep going, but I think you get what I'm saying. Now it is possible that Survivors might be nice and not exploit this insanely badly. However, giving one side of an asymmetric game all of the power over whether the other side can have fun is a terrible idea.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2012183#Comment_2012183
Just to be technical about this. The change it received was to keep it in line with how it worked before. That’s it. The modifier was changed and the perk merely received a change that made it function just as it did before so there is no problem to be had with that change it received since it didn’t effectively end up changing anything in regards to how the perk is used or understood.
The way it worked before wasn't OK either.
At least part of the purpose of increasing the stacking penalty was to prevent Killers from losing a generator before finding a single Survivor because they guessed wrong on their patrol. That feat is really only possible if Prove Thyself is in play. By buffing Prove Thyself so it continues to offset the stacking penalty, the developers completely subverted that purpose of the change.
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It definitely did not need a compensation buff back when the negative modifier for stacking on a generator was changed from 10% to 15%. It has become my 2nd least favorite survivor perk to go against for a reason. Sure, in theory 3 solo gens is worse, but if the Survivors have split up onto 3 different gens I now have 80 seconds to get around to interrupting that progress and maybe undoing some of it. If they stack and bust out a gen in 40 seconds that's progress they've saved and I cannot touch anymore.
Here's the thing. On a per gen basis, the default regression is... not great. -0.25 charges per second. However, that number starts getting scary if you can get lots of generators regressing while also keeping most Survivors busy. If you somehow got all 7 generators regressing, they'd be losing a total of 1.75 charges per second which is almost equal to the repair speed of half the team. In a more reasonable scenario, if you have 1 guy on hook, 1 in chase, 1 rescuing, 1 repairing, but also have 3 gens regressing... the Survivors are only netting +0.25 charges every second which is super low considering they need a total of 400. However, what if the Survivors are milking Prove Thyself as much as possible? Well, you still maybe have 1 guy on hook, 1 in chase, 1 rescuing, 1 repairing... but all the charges have been concentrated and saved so you can't get that pathetic base regression to stack and be decent by having multiple gens broke.
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I find the Twins to be incredibly boring honestly. I would rather play as just about any other killer over them. I like the concept behind them, but they simply do not work for me. I've tried to play them in ways I thought I'd find interesting. Every single time, my attempts were foiled by obnoxious and nonsensical drawbacks to their kit.
It is very telling when my favorite Twins match was one on Ormond where one of the Survivors kept Victor for over half the match and I let him cause... well he isn't being productive while babysitting.
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I'm not entirely sure either. After Gens are powered... guess what buddy? You're the only objective left on the map that I can still contest.
Besides, I personally find that super scrappy bit of the game at the end to be very intense and very fun. Where I'm going all out to scrape together 1 or more last minute kills and they're going all out to try to get everyone out... its honestly great. Also... its incredibly effective. I've had a ton of games that looked like they were going to be 4 outs turn into draws or better because things got scrappy, and I came out on top. That obviously doesn't always happen, but its great when it does.
In addition to that... it gave me one of my more bizarre stories where I managed to get 2 kills despite only getting 1 hook all game. That was a weird one.
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Evil Within 1 Myers is honestly my favorite way to play Killer right now. Ambushing Survivors never gets old, and looping becomes barely a thing you need to worry about. On top of that, Survivors get so inefficient when they have no clue what the Killer is up to because he's always undetectable. Its great fun.
What I actually don't get is killer players who try to win by milking EW 3 as much as possible. Sure that can work and EW 3 is strong, but if you want to play that way... doesn't Oni just flat out do that better? Oni doesn't have to stalk a ton to get his insta downs, which is good for him because only stalking for a long time can and will lose you gens.
Honestly, I think the reason so many people put Myers low on tier lists is because they don't use EW1 right or enough.
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Yeah I don't get it either. I had a Lery's game that was going somewhat poorly until an injured person body blocked me on my way into the basement. I took the free down and still made the basement. Took that new down into the basement and they had already saved so I got another hit while they passed me on the stairs. Thanks for the free pressure I guess?
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I am the boogie man. Do you know where I am? All your normal info and senses are failing you. I could be a second away from pulling you off that gen or I could be about to pop out at one of your friends and you might be safe... for now... but you have no clue. Better heal, I could pop out again at any moment with no warning. But be quick about it, for my blade is thirsty and my senses keen. Oh... Is that a generator blowing up I hear? Now you know that I know where you are. Do you dare stay? The choice is yours... my prey.
Don't feel like playing along? Not scared of a killer only a bit faster than you? Very well then... cue the music boys. Let's dance. *Insert Halloween music here*. I hope you're ready to get well acquainted with the floor, cause you're going down in one slash. Are you ready? Do you even realize I could still do this? Well, ready or not, here I come.
If that stylized response wasn't clear, I love playing Michael Myers because EW 1 Myers is the ultimate stealth Killer. Permanent undetectable puts the Survivors on edge like nothing else and the scares I've pulled off... they're fantastic. I already liked revisiting matches vs live TTV people, but games where I'm Myers and I manage to hardcore scare them are the best. However... not every map, team, or game situation is conducive to playing Myers that way. That's why I never run Scratched Mirror. If I need EW 3, its still there.
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@[Deleted User] said:
Killer's Power should be enjoyable to use. But Killer shouldn't be completely fun with regards to the time restriction placed on them by Survivors as a whole. Killer should not be able to easily camp Survivors to death, one after the next, because they have the time to do so.
I think the largest issue that Killers are facing at the moment at high-ranks, is that the standard 32m TR is more than enough time for Survivors to know that the Killer is there, and setup their looping path. (Especially if they have a headset).
Personally, I'd try the following: Reduce TR for Killers on average, but introduce Mobile's visible heartbeat.
I think you might be right.
Like, you'd think staying as a 105% Tier 1 Myers for far longer than you'd need to would wreck your map pressure way harder than just... being Clown would. Especially after Clown got at least some mobility from the speed bottles. It doesn't though because Clown's Terror Radius usually results in the Survivors starting to run and hide well before Clown can even see them. It also gives the Survivors perfect info about whether they're safe or not. Meanwhile Myers being undetectable frequently results in them getting stabbed half a second or less after they noticed I was there. It also results in them running, hiding, not staying injured, and generally being much less efficient because they have no idea when I might suddenly step around the corner again.
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I think you're missing the fact that it does both.
Of course its a worse info perk than Surveillance, Discordance, Gearhead, and Bitter Murmer. Info is all those perks do. If a combo perk was better at info than a strictly info perk, that would mean something is wrong.
Likewise, of course it is a worse regression perk than Pop and Ruin. If a combo Info/Regression perk was better at regression than a perk that only does regression, something would be wrong.
Overcharge and Oppression are probably the most similar of the perks you're looking at, since they're both Info and Regression perks. Oppression is more powerful but it also has a pretty gnarly cooldown on it that Overcharge doesn't.
Now, Overcharge may very well need a buff, but the perk does have a niche that no other perk quite fits.
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Same for me. Trickster's knives are really similar to a Myers stalk that can injure and down.
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Counter Argument to Borrowed Time. Over the next 15 seconds, Trickster hits with 7 knives. BT runs out, one more knife lands and the unhooked guy is on the floor again.
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So... I play both of them quite a bit, but I play bizarre builds on both... so buckle up cause these have very necessary explanations.
Legion: Monitor and Abuse, Thanatophobia, Trail of Torment, A Nurse's Calling.
The rationale for this is that basically everyone knows that healing vs Legion is a terrible idea. However... not healing vs a Killer with Thanatophobia and a perk that turns them into budget Ghost Face is also a terrible idea, so they'll usually start healing even though you're Legion. Nurse's Calling is there to catch out that healing. Monitor and Abuse is there to make it so them scattering the instant they hear the TR much less powerful and makes Nurse's longer than my TR.
Myers: Surveillance, Oppression, Sloppy Butcher, A Nurse's Calling.
My Myers build is designed around staying in EW 1 for as long as possible and only tiering up near the end of the game when you need more mobility and power than EW 1 gives. I absolutely love ambushing all the Survivors and this build enables that. Also, a lot of Survivors don't know how to deal with a Killer who is 100% undetectable which is fantastic. Oppression and Sloppy are there as the slowdowns that don't require downs since EW 1 Myers can't really force downs. Surveillance is there to combo nicely with Oppression and for gen ambushes. Nurse's is there for ambushing Survivors mid heal.
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Because Trickster isn't actually all that similar to Huntress or Deathslinger other than them all having ranged attacks.
Seriously, Trickster is actually a lot more like a Michael Myers who's stalking can down you. Like... mid loop, the knives aren't great but between loops or on loops where Myers would be able to feed on you, Trickster can and will wreck you. Also Main Event is obviously Trickster's version of EW 3. Main Event needs some buffs including not preventing Trickster from breaking pallets and picking up Survivors, but it is 100% a variant of EW3.
If you want more specifics... for Trickster vs Huntress: Trickster can pull off stealth and zoning plays that Huntress simply can't because of her hum and limited ammo. Also I'm pretty sure Trickster using knives is faster than Huntress with a hatchet ready and attempting to dodge a Trickster will lose you a lot more distance than trying to dodge a Huntress. For Trickster vs Deathslinger: In the right situations, Trickster even without Main Event can chew through Survivors much much faster than Deathslinger can. Deathslinger's whole Shoot, Reel, Stab, Reload, Repeat, Pick Up, Hook cycle is actually really slow which is actually why Deathslinger has kind of bad map presence. Trickster doesn't have fantastic map presence because no 110% killer with zero mobility does, but it seems better than Slinger's.
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Because Trickster isn't actually all that similar to Huntress or Deathslinger other than them all having ranged attacks?
Seriously, Trickster is actually a lot more like a Michael Myers who's stalking can down you. Like... mid loop, the knives aren't great but between loops or on loops where Myers would be able to feed on you, Trickster can and will wreck you. Also Main Event is obviously Trickster's version of EW 3. Main Event needs to not prevent Trickster from breaking pallets and picking up Survivors, but it is 100% a variant of EW3.
If you want more specifics, Trickster can pull of stealth and zoning plays that Huntress simply can't because of her hum and limited ammo. Also I'm pretty sure Trickster using knives is faster than Huntress with a hatchet ready. In the right situations, Trickster even without Main Event can chew through Survivors much much faster than Deathslinger can. Deathslinger's whole Shoot, Reel, Stab, Reload, Repeat, Pick Up, Hook cycle is actually really slow which is actually why Deathslinger has kind of bad map presence. Trickster doesn't have fantastic map presence because no 110% killer with zero mobility does, but it seems better than Slingers.
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Make it so landing a successful M1 doesn't remove half your power bar. Make it so picking someone up in Frenzy doesn't remove your entire power bar. Maybe make it so a single instance of aim dressing or getting 360'd while in Frenzy eats like, half the bar instead of the whole thing. Maybe buff the recharge rate of Frenzy. 20 seconds to fully get it back when Frenzy can't down anyone seems very steep.
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Wait, the color blind options are on the PTB?
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Yeah I have to admit the main thing I don't like about him is his name. When I heard his name was "The Trickster" I was definitely not picturing rapid fire knife thrower.
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Outside of perks or powers, no killer is 20% faster than Survivors. Most are 15% faster. Huntress, Slinger, Hag, and Spirit are 10% faster. Tier 1 Myers is 5% faster. Now... what I want to know is, have you ever attempted to force a chase as Tier 1 Myers? 8 times out of 10 it won't work well. The times it does work, you can clearly see it happened because Tier 1 Myers is 100% undetectable so they had no idea which way you were going around the loop and literally ran into you. If all Killers got nerfed to 105% speed, they would need some ridiculously crazy buffs to balance that out. As for removing Blood Lust, they did test that one weekend. Honestly it kinda sucked. Not for the reasons you might think though. During that weekend, so many survivors were just holding W basically forever.
Ok, here's the thing. Between 4 Survivors, you have enough perk slots and items slots that you can theoretically bring anything you might need to counter any Killer. The killer has only 4 perk slots to work with and can't even swap killers anymore. The Killer simply can't just bring everything he might need... so he gets to see what the Survivors are bringing since he can't counter everything. As for the Survivors seeing what Killer it is... HELL NO. There are a lot of Killers where 1 single perk or item that royally messes with them. That would single handedly kill almost any semblance of Killer diversity. All stealth killers will get 4 spine chills. All Hags and Wraiths will get 4 flashlights. Trapper will get a dude with Small Game and a trap tracking map every game (or an OoO user). Does literally any of that sound fun to you?
I personally wouldn't want to play in a Barebones queue, but assuming the game's player numbers could support it, I wouldn't be opposed to that.
Eh... so I do agree that the Fog offerings are garbage. However, you know what is ridiculously not fun? Losing because the maps are way too dark to see the Survivors. When that happens, it doesn't feel like you got outplayed or just did poorly... it feels like the game was actively keeping the information you need to actually play the game from you.
Struggling on the Killer's shoulder is fine the way it is. Outside of a mistake on the Killer's part, Flip Flop, Boil Over, or Body Blocks, it should be just about impossible to get yourself out of that situation. If it was easy to get out of that, Killers would just slug you and let you bleed out which honestly sounds way more boring for both sides. However what that mechanic does do is make it so the Killer can't just put you into the basement from literally anywhere. I honestly think you've misunderstood the purpose of that mechanic.
As someone mentioned, Bubba already works that way.
Why would a window with literally nothing in it prevent a killer from swinging their weapon through it? If you are close enough to a Killer that they could theoretically pat your head, what is essentially a waist high wall between you two wouldn't prevent him from stabbing you irl, so why should it in this game? Honestly the fact that you can hit over/through windows and the picket fences on Haddonfield is a fantastic bit of realism.
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@Mandy said:
I'd be firmly against something like mori's being basekit in the game - the amount of game mechanics they can still circumvent such as flashlight saves, hook blocks etc being one of the main reasons.
Just curious, would you be opposed to the Cypress Mori being made base kit? Under the circumstances where that is useable, Sabo, Flashlights, and Body Blocks can't happen because there's no one else left to do them. The only "mechanics" that that Mori prevents are mostly super lame anyway... being the Survivors crawling away to a corner of the map with no hooks to get a wiggle off and getting stabbed via an anti tunneling perk when you literally have no other targets. The only one that's fine that would get broke is Power Struggle + Flip Flop but surviving with that when you're the last one left is still super long odds.
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@Venusa said:
https://forum.deadbydaylight.com/en/discussion/comment/1985239#Comment_1985239
Thank you for sharing your knowledge and opinion. I totally agree there are also issues with survivor's perks too! Just wanted to mention NOED here. I also agree that at least informing the survivors that NOED is active would make it ...more fun.
https://forum.deadbydaylight.com/en/discussion/comment/1985246#Comment_1985246
I just find it weird that people expect bad killers to use NOED but also think it's in a healthy spot.
I also have a potential method of fixing NOED. The way I'd like them to fix it is fourfold.
- Add a 3rd state for Totems. I call it a smoldering totem. It is essentially halfway between Dull and Hex totems for both how on fire it is and how many points it is worth. Smoldering Totems would indicate that this Totem is either giving the Killer a minor buff or may turn into something scary later.
- Make NOED promote all Dull Totems to Smoldering Totems and buff Thrill Of The Hunt to give a loud noise on Smoldering Totems as well as Hex Totems. NOED would also unpromote all Smoldering Totems back to Dulls when it fully activates if no other perk is promoting them.
- Add in some other perks that promote Dulls to Smolderings that have mechanics similar to Thrill of the Hunt where they have tokens for each remaining Totem and give a small buff per token.
- Give the Survivors a Totem Counter in game. The one I'm partial to wasn't my own design, but I saw someone suggest putting 5 candles on a wall in the basement. They start lit and go out as totems are cleansed.
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NOED is not unhealthy. Or at least no more unhealthy than a lot of the Survivor meta perks.
NOED's effects are fine. It is hardly the only perk that inflicts the Exposed status effect. Its speed boost is less than a single stack of Play With Your Food, though it does have a different requirement for losing it. The total amount of time it is going to be active is... a very very small percentage of the match. At worst, NOED has a telegraphing issue. It gives the Killer a massive power spike at the end of the game with little to no warning, which doesn't really feel great to be on the receiving end of, but it happens sometimes..
Here's the thing though. Decisive Strike only gives a hint that it might be in the game, even then you have no idea who (if anyone) has it and if you yourself as the killer are running an Obsession Perk, you don't even have that hint. Unbreakable gives no hint its in the game until after its been used. Adrenaline is the same way. All 5 Exhaustion perks have zero warning that they're in the game. Same with Prove Thyself. In fact, NO Survivor perk lets the killer know it exists ahead of time and a ton of them don't even tell the Killer they're there until the end screen.
Meanwhile, let's look at why NOED exists and gets brought into matches. Have you ever looked at the set of perks available to Killers for free or for only Bloodpoints? There's some decent perks here and there... but overall those perks are kinda terrible. The only good anti gen perk that is free or BP only is Thanatophobia. Thana is a great perk on Legion and maybe Plague... but no one else can use it particularly well. Next best is Huntress Lullaby, and once Survivors get even a tiny bit good, it almost becomes worthless. Enter NOED. New killers have somewhere between minimal to no options for slowing or reverting gen progression and aren't good enough to win without them like some streamers are. They are going to get to end game, so of course they're going to bring a perk that lets them slap around Survivors in a big way when that inevitably happens. Double that if Matchmaking screws them like it frequently screwed me while I was ranking up. I don't know how a green killer vs 2 rank 4s and 2 rank 5s is fair but that and similar things happened to me all the time. NOED can be the thing that prevents you from getting completely bodied as Killer before you have the necessary perks and skills to compete.
NOED should maybe get addressed at some point, but it should NOT get changed before the situation it is acting as the band aid for gets fixed.
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@LeatherFeather said:
https://forum.deadbydaylight.com/en/discussion/comment/1984110#Comment_1984110
Yes I used noed many times, I never was disappointed once in result
If that's the case then you were either lucky or against Survivors who couldn't find Totems.
There are very very good reasons why you'll basically never find NOED in a Killer build outside of a new killer or someone with an endgame build. The effect it gives is powerful, but the perk is way too inconsistent for general use. Also it basically has no synergistic perks. Freddy has 3 end game perks, but those and NOED are literally the only ones and most of Freddy's perks are... meh at best.
NOED simply isn't a huge issue like DS is. Also NOED fulfills a very very important role in the game.
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Have you ever tried using NOED? It is a good perk, but it is ridiculously inconsistent with its results. Never getting to endgame, Survivors cleansing all totems, and Survivors insta cleansing NOED has all happened to me back when I ran it because I had nothing better. There's a reason why NOED is almost never used outside of Killers who are new or going all in on an end game build (which most don't). It's good, but its not that good.
Besides, DS is getting changed to prevent Survivors weaponizing an anti tunnel perk. As the killer, I shouldn't get punished by you or your survivor buddy getting unhooked and instantly going back on a generator wtihout leaving to recover or literally anything else. If you've been on a Generator, you shouldn't have the option to stab me with an anti tunnel perk. If you were on a generator, you obviously weren't getting tunneled.
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I mean... in theory no. In practice, maybe the weird bug going on with unhooks right now overlaps your hitboxes so well that it counts the hit twice? This is DbD after all, weird bugs happen. Either that or it was her Corrupt Purge which can down both of you basically at the same time.
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@Patrick1088 said:
https://forum.deadbydaylight.com/en/discussion/comment/1973195#Comment_1973195
What build do you use for jumpscare Myers? I'm in process of leveling him up for his perks and just got scratched mirror. I don't have too many perks yet on him, but I did just unlock Devour Hope on him. Can that be utilized?
So... I must admit I play Myers in a way I've not seen anyone else play him.
I don't actually use Scratched Mirror in most of my games for 3 different reasons. First, its a purple add on... you can't run a specific purple every game. Second, not all maps work for sneaking around in EW1, either because they are too big or too open. Third, sometimes games start going south and you need more raw power than EW1 can give. However, I do mimic Scratched Mirror gameplay as close as possible without it. To that end, I run Surveillance and Nurses Calling so I can know where people are doing gens and healing. Oppression works really well as a combo of some necessary gen slowdown that doesn't depend on downs or mobility and an information perk especially paired with Surveillance. Then my last perk is usually Sloppy Butcher since EW1 Myers can't really force a down and Sloppy makes recovering from a prior stealth hit harder. For add ons, I run Boyfriend's Letter for a much needed longer EW1 lunge buff and Tacky Earrings because I usually gradually 99 my EW2 for points and so it is ready if/when I need it and not losing as much distance when I do that is nice.
tl;dr: My normal build for Myers is Surveillance, Nurse's Calling, Oppression, and Sloppy Butcher with Boyfriend's Letter and Tacky Earrings and I stay in EW1 for copious amounts of time.
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Why wouldn't you main the Killer you have the most fun with?
I've been maining spooky Myers for quite a while now. Going around, doing your thing with 24/7 undetectable is fantastic.
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@DemonDaddy said:
The counter play is in her power. She loses visuals and that's when you have your window to act. If your not using stealth and maneuvering around her before the chase, your losing the first advantage. Being injured gives the advantage to stridor, so after that it's about breaking los, using scratches from a loop to mask directions, and continuously adding distance to limit sound location. Stationary tactics only work when the spirit is learning, large mind gamable loops, or no headphones.
That's all well and good in theory.
In practice, Spirit is the one singular killer in the entire game that gives off zero cue as to whether she's using her power or not. It is indistinguishable from her merely standing still. You have zero clue when your "window to act" even is.
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I personally think Legion is fantastic and their blighted skin is so awesome.
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I really only have 2 small issues with this rework. First one is... no killer really needs one of those "Take a debuff for more BP" addons, so I'd rather we not turn Friendship Bracelet to that. Depending on your play style, extra detection range on Frenzy can be really useful so just buffing Friendship Bracelet to 8 or maybe even 12 meters would be good. Second one is that having the default Cooldown be only 2.5 seconds might be way too strong. That one might need some testing but gut reaction is that that's too low.
Overall though? I really like it.
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If I can get 1 hook per gen for the first 2 gens I'm doing Ok and it could go either way. If I get more than that, I'm in good shape. Less? I could be in trouble unless I can get a 3 gen.
Also I don't think I have had a game where the Survivors managed to come back from it if someone tried to body block a hook and I got it anyway.
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The swamp is pretty neutral for me. I generally try to avoid chasing inside/on the Pantry itself if I can because its a really strong structure, but other than that they're mostly fine. The fat shaming spots are annoying but don't happen often enough to be that bad.
Edit: I will say if I am on a shorter killer like Legion or Blight, I'm not a huge fan cause I'm eating swamp grass all game.
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@[Deleted User] said:
Dunno why you mentioned Deathslinger, his ass is grass against good survivors.
Yes, but he's the other Killer who gets complained about because his 1v1 game is really strong. Sure he can easily lose from lack of pressure, but if you get into a chase with a good one, you probably won't have a good time.
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Honestly who you main as Survivor barely matters. They're all pretty much just skins so, just go with whichever one you like the look/sound/lore of the most.
For Killers, I'll describe the play style of the ones I play the most and why I play them.
- Legion. Legion is death by a thousand cuts. Most of your Legion victories won't be decisive or quick. Your game plan is to keep the majority of the Survivors mending or healing while you slowly acquire downs because your power doesn't really help with that. As Legion you are kind of slowly grinding the Survivors into a fine paste. One other upside of them is that pipping and getting BP as them is really easy.
- Deathslinger. Deathslinger's play style strongly resembles a glacier. Nothing about what you are doing is fast, but as long as you can aim the Survivors don't really have many options to slow you down either. I usually bust out Deathslinger when I'm sick of getting looped.
- The Shape or Michael Myers. Be warned, I've seen exactly zero other players play Myers the way I do. The way I see it, Tier 1 Myers is THE stealthiest killer in the game with no contest. He has Undetectable 100% of the time and can swing without losing it. He is only 105% but that doesn't matter so much when the Survivors don't run away until after they get stabbed. However, frequently near the end of the game being the stealthiest stealth isn't what you need, instead you just need as much power as you can get. That's when I start getting T2 and T3.
- Demogorgon. Demodoggo is best boi. Beyond that... this is another one that I play different than anyone else I've seen. Survivors don't exactly like doing generators while sitting on active portals. I can see them, they can't hear me. Corrupt + 4 Active Portals on top of gens = Best gen defense in the game pretty much. This isn't fool proof obviously, but its really hard for the Survivors to break through and I love it.
- Blight. WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
Now if you are just starting out on Killer I would recommend Trapper or Billy depending on if you think you'd prefer an offensive or defensive play style. They're both free, not crazy difficult, and have pretty solid teachable perks.
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Did they bring a key?
I'll occasionally tunnel as a desperation play. AKA all 4 of you are still alive, there's 1 gen left, and I no longer have a defendable 3 gen.
Outside of that... I have no idea why someone would actively tunnel.
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Ok so... I personally don't have an issue with Dead Hard. However... I have a reason for it.
Dead Hard hurts the most against non Insta Down killers who want or need to commit to downs. Why? Well even if you do catch the Survivor in a dead zone where DH isn't useful... they're healthy. The 2 second Sprint Burst on injury will get them to a loop. Then the Survivor will be able to use Dead Hard to make that loop way stronger than in has any right to be and you'll lose a bunch of time.
It doesn't bother me all that much because I almost always play Killers who don't commit to downs. My current mains are Legion with stealth perks, Deathslinger with anti heal and in chase info perks, and Myers who I usually keep in Tier 1 for way longer than necessary. I'm sure you all know that Legion bounces from chase to chase to chase. Deathslinger with Sloppy and enough info perks can be played the same way. T1 Myers basically never wants to commit to a down. Against those styles of Killer, Dead Hard usually doesn't matter because I'm usually catching out already injured people in Dead Zones. Yeah they can Dead Hard but they can't get anywhere with just Dead Hard so it buys them like 3 seconds if that. Sprint Burst on the other hand is frequently miles worse to face for how I play Killer.
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I still kind of want a spider themed killer.
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Not gonna lie, playing Killer starts off fine but you pretty quickly hit one heck of a difficulty spike. But if you can get past that, Killer is, in my opinion, the best part of the game. I honestly can't get enough of scaring people with Tier 1 Myers.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/228345/cringiest-build-ive-ever-seen
In support of you (because everyone is all like jUsT dOn’T hEaL, jUsT dO gEnS) I can see how this build is painful on a small map even against Legion.
Iridescent Button makes it impossible to hide against FF. Impossible. They’re also always going to know which gens everyone else is on after first FF hit. Let me guess? Once everyone was injured and they cranked out a FF hit to activate Killer Instinct, they’d cancel once they found/reached the second target?
Anyway, I can see why you made this post. Anti heal builds are not given the respect they deserve, as evident by many responses here.
I'm not so sure its not respecting anti heal builds. I can definitely see those being good on Killers where their powers heavily encourage healing. In fact I've run them myself on occasion. I absolutely run Nurses + Sloppy on my Myers build that extensively uses Tier 1. I used to run both Sloppy and Old Thana on Deathslinger. I can absolutely see an anti heal build on Clown being super scary. Wraith or Ghost Face with anti heal makes perfect sense. Same with Spirit.
Legion isn't that though. He kind of encourages you to never heal ever because it is so easy to get injured again. I've had overall a fantastic time doing the exact opposite with my perks on Leigon. Instead of making healing impossible, I run several perks that make not healing a terrible idea. I don't care if they get a heal off... I'll just Frenzy them and instantly eat those 32s they used.
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In defense of Hex: Huntress Lullaby, if it wasn't a Hex Perk, it would absolutely ruin most new Survivors. When I first started out on Killer I had many games that ground to a halt when Lullaby hit 5 tokens. Without them being able to cleanse it, it would have been an instant win. Of course it did stop working eventually, but it worked way better than you're giving it credit for.
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I mean... that's not a great Legion build. Survivors already shouldn't be healing against you if they know what's up since it is dead easy for Frenzy to get injuries. As Legion, you're better off with a build that either aids you in chase or punishes staying injured. So stuff like either Brutal, Enduring, Spirit Fury, and I'm All Ears or Thanatophobia and Trail of Torment.
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@savevatznick said:
Ghostface, especially because leaning is serverside, and is just as broken /delayed as desynced killers hits right now. Enjoy bumping into trees and walls waiting for the stalk lean prompt to show up.
Effing unbelievable. They broke one of the things that kept me coming back to the game.
They updated Ghostface's daily to not require leaning.
Now you just need to... either mark 4 survivors or down 4 marked survivors. Not sure which but either way there's no leaning required and it is significantly easier.
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The Shrine is honestly a very good and useful feature to have.
Who cares how people got their perks? Like, I don't have Bubba. I have no desire to get him or play as him. However, BBQ is... well BBQ. I have it only because the Shrine exists. Do you think that the Bubba mains are offended because I didn't spend money and BP to get it? I seriously doubt it. On the flip side, Legion is one of my mains and I honestly don't care one bit if people got Discordance from the Shrine or from getting and leveling Legion. Either way it effects me not at all.
In all honesty, the Shrine needs to get a bit of a buff so it has 6 or 8 perks in it at a time.
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Spirit needs something to let the Survivors know that she's phasing in chase. Every other killer has cues to what's going on with their power. She needs them too.