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FFirebrandd

FFirebrandd

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FFirebrandd
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  • Why do I keep coming back?

    Are you familiar with Bartles Taxonomy of Player Types?

    I am very much an Explorer. Between 20 killers with I don't even know how many perks and then the Survivor side with all their perks... there's a lot of potential builds to get access to, and try out. That's what keeps me coming back.

  • Not gonna lie I'm hoping it is Dr. Jekyll and Mr. Hyde... I'm gonna be so excited to try him? Them? out.

  • That honestly hasn't happened to me. The opposite has happened a few times. Mained Pig for a while, but her play time has slowly dwindled. I thought I'd love playing as Hag, and while she's not bad I just haven't played her much.

  • She's my favorite Survivor... but that's mostly because I absolutely love all of her perks. I'll be honest, I'm not one to be super interested in either lore or cosmetics.

  • I like your premise but I don't like your implementation. Making it skill checks every 3 seconds, slowly get harder, and eat 20% of your time... when taken together is still way too annoying.

  • I had two distinctly different experiences with MM.

    First, playing shortly after MM went live and playing on my mains. Honestly it was a bit of a mess. There were several times when I'd get matched with newer survivors I should never have gotten against and others where I'd get the normal hyper efficient all red squads.

    Second, a few days ago getting Deathslinger and playing him for the first time after dumping ~1mil BP into him. My build was decent and my killer basics (even on a 110 killer) are solid but I'm still pretty bad with his spear gun. The matches with him have... honestly seemed very balanced. It didn't start me out against hyper efficient red ranks, which is good because I honestly wouldn't have been able to handle them.

    From all of that... it seems that it handles things exceptionally well IF your initial placement was reasonably close. If your initial placement was not close then MM would end up being terrible for you.

  • @Todgeweiht said:

    Do all legion players use Forced penance, blood echo, ruin and endurance?

    No. I have a few different Legion builds I like and none of them have Forced Penance or Blood Echo in them.

  • On the one hand, the MMR System was not seeded properly at all. On my current mains, Legion and Demo, I have ended up against some Survivors that I should honestly never ever have ended up against. I've seen similar things happen to other killers on their mains. They get ridiculously low ranked, low level, and low hours survivors vs their main killer that they know incredibly well and... it goes about how you'd expect.

    On the other hand, starting last night, I've been throwing the MMR system a setup where placing me at average MMR and going from there is sensible... and... its been working. I'm reasonably competent on Killer but last night I bought Deathslinger and started playing him for the first time. Under the old MM system, I would have ended up against all red rank squads that always get a gen done about the same time you end your first chase no matter how good your first chase is and... I would have gotten wrecked repeatedly. Instead I've been getting weaker survivors... but that's good because my Deathslinger is currently significantly worse than my Legion or Demo, because of course it is. Except for one game where there was a Jake who was so immersed that the game seemed like a 3v1, all my Deathslinger games have felt pretty balanced. I've won some and lost some, but all (except that one) were pretty close.

  • Because you're ruining the game for 4 other people. The Survivor team can't really make any head way 3v1 against a decent killer and the killer probably won't have fun steam rolling a 3v1. A killer who disconnects straight up ends the game outright for everyone.

  • It's a daily or it's a kyf. Either way, it's going to be a cypress.

  • @Zeus said:

    I'm not gonna say whether legion is a strong or a weak killer. I'm just saying that legion's power doesn't require much skill. The only difference between a good and a bad legion is their M1 skills...which every other killer share (except maybe nurse).

    Two things. Firstly, Legion's power is a lot more about when and how you use it than if you landed it. That's not a problem though. Trapper's traps are the same way and I don't see anyone asking for a rework to him to make him more "skillful". Second, there's actually a decent amount of different strategies you can potentially go for with Legion's power once you commit to a down to try to mitigate that 4 second self stun.

    In short, other than Legion's 2 deep wound add ons that don't fit their current power and M1 and picking up draining their power... Legion doesn't really need a rework.

  • I feel like you've never attempted to play bagless Trapper or addonless Wraith.

    Regardless, items aren't useless without addons. Also most killer addons are of the variety of just making what they already do a little bit better. Most aren't game breaking.

    in g Comment by FFirebrandd
  • Huntress probably needs it the most, mainly because she has only 1 iri and iri head + belt is a problem. Pig is probably second because she has a lot of add ons that are just... never useful and some that actually actively harm her. Third is honestly a tie. Demo is a contender because most of his add ons are in theory very cool and useful, but in practice have really tiny numbers behind them so they aren't useful. Legion is the other contender for 3rd because he has 3 add ons that don't work with how their power works now, then the 3 detection range add ons are just kinda... meh but everything else is pretty good.

  • I don't know if it is a second chance perk.

    However... I do hate Adrenaline over any other survivor perk.

    Most of the Survivor 2nd chance perks only come online if I'm doing something kind of mean. Camping, Tunneling, Slugging... whatever it is, if one of the 2nd chance perks went off I'm probably doing something scummy. Sometimes I really hate their existence when the End Game turns scrappy, but normally I don't care. The only exception is Dead Hard but I don't mind Dead Hard because I can play around it.

    Adrenaline though? No. I can get absolutely wrecked by it because I had the gall to down a survivor the second the last gen popped. This is made worse by the fact that I had no clue that survivor had adrenaline, no idea the gen was going to pop right then, and no idea I wouldn't have been able to end the chase a few seconds sooner so they get it when they're on my shoulder. I cannot play around the stupid thing. The stupid perk is punishing me out of nowhere for nothing. I hate it so much.

  • Alright. So, Noed itself should not be nerfed.

    If you are wondering why, then go take a look at all of the general perks for killers. There are 3 tracking perks that are somewhere between good and OK. Then there's Sloppy and NOED. The rest of them are trash. What's a new Killer to do? Well, they're going to run NOED because they're only guaranteed to have 2 good non tracking perks. That needs to get fixed before NOED actually gets changed. NOED is currently acting as the bandage for the New Killer experience, and ripping that off before the wound has healed is not a good idea.

    Also... Veteran players aren't immune to that issue either. I have swiftly learned that even if you have good perks and you get a new Killer and have 800k BP banked with a 60k daily and ~150k in Tome challenges... sometimes the Bloodweb is just going to decide that you're going to max out Monstrous Shrine, Unrelenting, and Forced Penance and doesn't give you any of the perks you actually wanted even though your killer is level 40... but... it did give you NOED. So... you run NOED. Not because you want to, but because your blood web decided to be obnoxious.

    Now, what I would not mind happening is having countering Noed get buffed. What should be done is twofold. First I saw on here somewhere someone suggest that they make the Basement have a wall with 5 candles on it, where lit ones correspond to how many totems are left on the map. This needs to happen. It gives access to a potentially very useful piece of information but at a small cost. Second buff Small Game. Make it give ~10% faster cleansing and then this... "For each Totem cleansed during the trial (not required to be you), gain a token. Each token gives +0.5/0.75/1% faster healing, repairing, and sabotaging."

  • Killer: I've actually been liking Trail of Torment a lot. Some people might say its worthless since it is a stealth perk that announces its presence... but the way I use it... that's part of the mind game. I run it and Thanatophobia on Legion... and... let's just say those perks make Survivors really not want to stay injured but Feral Frenzy makes it so them healing a giant waste of time.

    Survivor: For the People. It isn't meta. It arguably isn't even good... but it's fun. It's crazy fun. A For the People save is one of the most satisfying things I've ever run across on the Survivor side.

  • I was planning on putting together a Frank cosplay for Halloween this year. Then Covid happened so I'm not sure I'm going to be able to this year... but yeah. That's my answer. Frank.

  • @Rydog said:

    My honest answer -- even though he's weak at high ranks -- is that Wraith is the best killer to start with. He is uncomplicated and gives you a good crutch to find survivors (which is something new players often struggle with), and his lack of any strong chase mechanics means that you have to become competent at the basics of running loops and hiding your red stain.

    Wraith has so many downsides though. He doesn't get you any useful teachable perks. He's heavily add on dependent, so you'll need to continue to toss lots of BP at him to keep him relevant. Also, he kinda needs some teachable perks available to him to function. Honestly starting off as a Billy that only uses the saw to get around is probably better than Wraith.

  • So, something about Killers that you need to know is that on a lot of them, you cannot make a reasonably cohesive build out of just their 3 perks and the base set of Killer perks. You just can't. To fix this, regardless of which Killer you end up liking, what you're going to want to do is get as many perks that function on nearly any Killer as possible.

    The 3 I recommend going for first are BBQ and Chili, Enduring, and Brutal Strength. Those are on Cannibal, Hillbilly, and Trapper respectively. Everybody likes BBQ's tracking and Blood Points, most Killers end up taking pallets to the face so Enduring is handy, and most Killers end up kicking stuff so Brutal Strength will help.

  • Usually if I'm chilling at a gate, I'm doing it because I have no idea how close at least one of my teammates are to getting out. I'm staying in in case I need to go for a save or so I can buy them some time by making the killer force me out. No toxicity intended.

  • Hey! You actually did it.

    I will say that Thana has the upside (or downside) of being really good on one or two killers in particular so buffing it is... somewhat problematic. Seriously, Legion can make really good use out of Thana. They can get people injured really easily and then Thana tricks the survivors into thinking that healing is a good idea when Legion can peel that health state off them again in a matter of seconds.

    Also for Trail of Torment... yes the fact that it announces that you are using it isn't great. However in spite of that...the Survivors don't really know where you are going with it so I've actually been able to use it to fairly good effect. Your point about Tinkerer and Dark Devotion are valid, but ToT is much much nicer about its activation requirements. Just kick a generator. You control it so you won't be getting it mid chase. Gens are almost always easier to find than your obsession. So despite announcing its presence, it is a lot more reliable than the other two.

  • I mean, working generators and hanging on hooks isn't exactly good content. So... yeah, they'll try to loop you, go for flashlight saves and hook saves and all kinds of other risky stuff that most survivors don't do. Holding M1 on a Gen is the most effective way to escape, but it is boring.

  • y'know... this isn't where I thought you were going with that title, but I like it.

  • For Killer, I play a lot of them here and there. However the two most common are Legion and Demogorgon. Legion is perfect for when you just wanna run around and stab people. Also I love that since Legion's power is flexible but not super powerful in any one aspect, Legion doesn't have any one huge weakness or huge strength you need to build around. Demogorgon is kind of the same with the Flexibility... other than he kinda needs at least 1 long range tracking perk to use his portals effectively. Honestly I just love Demo's portals. I kind of love that you can use them for mobility, delay, stealth, and detection all wrapped into one... admittedly weird looking package. Seriously his portals look funny. Also launching yourself off 2 story buildings with Shred is fantastic... unless you hit invisible walls. Then its lame. *Glares at Haddonfield*

    For Survivor, I main Zarina. Mostly because... I read the descriptions of her 3 perks and instantly was like "GIMMIE!!". Love all of her perks. She's the only Survivor I have P3'd and nearly fully perked. Probably will stay that way unless I get to the point where I'm swimming in BP.

  • So a few things I'd like to say.

    Firstly pretty much all of what you've said is accurate.

    Secondly someone could easily make a nearly identical post of the terrible Killer Perks.

    Thirdly I would say Red Herring is situational, but actually very powerful when it works. Sending the killer on a wild goose chase after a phantom Survivor can do a lot of damage. Killers who fall for it could easily end up wasting 10-15 seconds and they simply can't afford to waste that kind of time.

  • @EvilJoshy said:

    If you think about it, the game puts extreme importance on how fast you can make that first down. At the start of a match

    4 survivors on gens.

    Killer finds someone. 1 person being chased, 3 survivors working on gens.

    1 person hooked, 1 person being chased, 1 person going for the save, 1 person working on a gen.

    Literally the faster you hook someone and chase someone else it goes from 3 gens being repaired to 1. Even zero if they arent using headsets and both go for the save. That's why 3 gens popping by the time you make that first down is so punishing.

    Yep.

    That's why killers with powers that let them get to far gens early are generally a lot stronger than those that don't. That's also why Corrupt Intervention is effective on just about every killers in the game. Every single killer is at their weakest at the very beginning of the game and the tools on the killer side for softening that are... lacking.

  • I mean... I guess there's no reason to not do both... I just don't really see much of an upside to spending shards to force your bloodwebs to behave. I'm still missing several shard killers and haven't gotten any shard survivors yet, so from my point of view, shards are infinitely more valuable than Blood Points.

  • How about just putting 6 or 8 total perks in there at once? That'd be handy.

  • Demo Doggo is not nearly as common as he should be. After him, Hag and Clown are still crazy rare.

  • I'm going to say 2 but they're related. Legion: Firstly M1ing someone should either not eat any of his power or at the very most 25% of it. Currently it eats 50% which is just... too much considering Frenzy is good but not great. Secondly if you pick someone up while you're in Frenzy it should behave like Oni's power and you keep whatever's left of your bar instead of losing 100% of it.

  • @DeadByMyHand said:

    @FFirebrandd the free killers I like are trapper, wraith and doctor.

    Sounds like you're the sort of person who likes to out maneuver and wreck the Survivors that way. After Bubba for BBQ, I can see either Myers or Ghostface treating you well depending on whether you want to be a bit more all up in your face (Myers) or more stealthy (Ghostface).

  • Definitely get Bubba for BBQ and Chili. For your other one, what free killers do you like? That might help us steer you towards a killer who works for you.

  • @Widden said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487810#Comment_1487810

    Because she is extremely easy to play and unfun RNG mechanics. Spirit has counter, nurse is balanced etc

    She's really not that easy to play. Most M1 killers aren't because good Survivors can run you around for a very long time unless they mess up or you mind game them. The traps really aren't that bad to deal with. Yeah they're an extra objective that needs to happen ASAP, but she really needs them to give her enough time for her Stealth + M1 gameplay to get online.

    Spirit on the other hand doesn't have a counter. You're just guessing at what the invisible, super speed killer is doing and praying you end up being right. Also you're praying that you actually brought Iron Will and she's not running Stridor. If not... you basically only have 1 health state because you can't run or loop her while you're making injured noises. I would gladly face off against 100 Pigs over just 1 Spirit. Or 1 Plague to be honest.

  • @SCP_FOR_DBD said:

    Clown, hes okay in a chase but others do it better, he also has nothing out of chase.

    That's why I said Clown is the worst Killer. Yeah he's good in chase, but new Bubba, PH, Slinger, and Huntress all arguably do the whole no mobility but strong chase thing better than he does.

  • So a couple things.

    Yes Tampered Timer + Crate of Gears/Jigsaw Sketch is pretty toxic. But much like Iri Head + Infantry Belt, most Pigs don't run it.

    Yes her traps are kind of RNG. But in all honesty it is equally likely to screw her over as you. They probably should be reworked to be more consistent on both sides, but its not terrible.

    StBfL isn't even all that great on her if you're good with Ambush hits. Traps + PgtW does buy her a lot of time, but what do you expect from a Killer who's power primarily is a Control power? Ambush is completely fine.

    So like... I get it that her traps have a toxic add on combo and are a bit too RNG... but like... there are so many other killers that are stronger than her and more problematic so I really don't get why you're going after Amanda.

  • @D_Orien said:

    Nurse technically. Without putting skill into evaluation, she is the easiest killer to loop and mind game and actually provides weakest map pressure. Sure she can teleport around quickly, but thing is, precisely due to being the slowest killer and being easily escaped from, she cannot quickly down survivors and move onto another gen quickly.

    No...?

    Nurse's power ignores pallets, windows, even walls and gives her some pretty nice map mobility. That saves her so much time compared to most other killers. Because of that Nurse is theoretically the strongest killer in the game. In practice maybe not because she's really hard to play, but the potential is 100% there.

  • If we're talking addonless, it is definitely Wraith.

    With add ons, I think it is Clown. There's a lot of killers who also who do the whole "Good in chase, bad map pressure" schtick and do it better than Clown.

    Despite me liking them a lot, Legion is also kinda bad. Good Survivors won't let him get much out of his power... but they win out vs Clown because at least he doesn't have 3-4 other killers who do their thing better than them. If you're looking for a Killer who's GOTTA GO FAST! while stabbing all the things, Legion is your only option. That and them being great for farming Emblems and BP gives them way more play time than their raw strength probably should.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486641#Comment_1486641

    I'd take that SWF build on as a killer any day over the regular, it's way more interactive and you get a ######### ton of bloodpoints.

    I probably would too, but that's because I'm frequently on Legion... and that SWF build seems like it would fall apart against Legion. Can't use For the People if everyone is already injured.

  • How do you beat this?

    Count to 8 or switch targets. Don't slug because you know they won't stay on the floor. Confirm your hooks because again... they won't stay on the floor and you have Pop. Lastly, on Hawkins especially don't let them get fantastic value out of the crazy amount of unsafe pallets by letting them stun you with them. There's way too much wood on that map to let the Survivors stun you.

    Not going to deny that that is a pretty toxic build that SWF was running... especially with the Stypic Agents on top. It 100% was.

    But he did not shift his tactics to deal with it. Even if you have to swing into Soul Guard because of body blocking... that person now has deep wound so they're less of a threat and have +50% speed so they are getting a ton of distance, which makes them the worst possible target... but at least twice, possibly 3 times he swung into Soul Guard then continued chasing that person instead of the person who used For the People who also goes down in 1 hit, is more of a threat because being broken means they have nothing better to do than Gens, and doesn't have +50% speed for 2 seconds.

  • That would be fantastic. I don't run my green keys for the same reason.

  • Favorite is Demogorgon, Legion, and Pig with Trapper as a honorable mention.

    Y'know... I just realized that most of my favorite killers are M1 Killers with some sort of time saving mechanic to make that not completely suck.

    Demo has his portals both as slow down for the survivors and mobility.

    Legion has Frenzy to get the first hit easily and delay the rest of the survivors while he M1 chases someone.

    Pig has RBT that causes survivors ignore generators for a while. Also stealth to make getting the first hit much easier and faster.

    Trapper is Mr. M1 who can abruptly win chases with good trap management. Also there are few sounds in DBD that are as satisfying as a Survivor stepping in a trap. Also when you successfully herd someone into a trap, you feel like an evil genius.

  • Legion currently loses half their bar if they M1 someone and lose their entire bar if they pick up a downed survivor while Frenzy is active. Frenzy is not strong enough to have either of those drawbacks. M1 shouldn't lose any power guage and picking up a Survivor should work the same way as Oni's power when he picks someone up.

  • In theory, this would be cool. In practice, I think Hag and Demo already have mechanics on those buttons?

  • Noed is a very feast or famine perk. It gives the killer a massive power spike at the end of the game, but as you pointed out, the survivors have a couple different ways of making it a complete non issue. I seriously doubt that Noed will ever be Meta because it is too inconsistent. That doesn't make it bad. In fact it is one of the best perks in the killer's base set... which is actually why you see newer killer players run it the most. But, there are reasons why most killers drop Noed when they get a decent stable of teachables. Its inconsistent, and unless you have Freddie, you don't have any perks that really synergize with it.

  • @Throwaway123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465131#Comment_1465131

    Well the only things that reset your terror radius are injuring a survivor or breaking a pallet. You keep your lower terror radius until those actions. Meaning if you chase for a bit, you can end it and find someone else while you have little to no terror radius.

    The reason I didn't want to make it a stand still for lingering undetectable status is it kinda invalidates stealth killers if you give it too much duration and is otherwise useless if it lasts too short or takes too long to gain.

    As for losing tokens on stuff with Ace, I don't like it because it's a build up Perk that does nothing until you've gained tokens to cash in, losing the cash in would make it infinitely weaker. Although maybe forcing some actions to be in the terror radius would be fine, make it feel like more of a gamble.

    Ok... in that case... that is like... beyond broken. Imagine a Bubba with your Insidious and Play With Your Food. He can find the obsession, chase them for a while and get 0 terror radius and a couple stacks of PWYF. Then he goes off and cruises up to someone else and saws them down and they basically have no chance. Hard pass on that version of Insidious. Also... that version of Insidious steps on the toes of stealth killers even harder than just having it last a few seconds afterwards. You're basically giving out a version of Ghost Face's shroud (minus the stalking) that you charge up by chasing people.

    As for the losing tokens... that's literally the point. I'm invisioning Tokens that are risky to get, hard to keep, but make a big difference when used at the right time. Its exactly the sort of perk that a gambler like Ace should have. Press your luck, and if it pays off you reap great rewards. Your version on the other hand... has a few spots where it is straight up just feeding tokens for free. "Gain a token when your team finishes a Gen"? Nah. There's nothing at all risky about that. Its also not risky in the slightest if you keep the tokens no matter what.

  • For those of us who haven't played Doom Eternal's Battle Mode... how are you going to differentiate these from being a free variant of Demo's power that doesn't require set up and can't be removed by Survivors? Or a free variant of Freddie's Teleport?

  • There's already two perks that give stealth in chase. Beast of Prey and Furtive Chase which also need buffs. Insidious doesn't need to join them, because I'm pretty sure stealth in chase isn't very useful. Now what you could do with Insidious is have the undetectable last for a few seconds after the Killer starts moving again. That'd be an interesting buff.

    I sort of like the direction you have gone with up the Ante but to keep with the gambling theme... you should only be able to get tokens when within 16ish meters of the killer... but you also lose tokens when you get hit, downed, or hooked.

  • Of those, Demo hands down. Demo is so rare. Which is really a shame since he's awesome.

  • So lets see if I'm following you here.

    Sole Survivor: Take a much better Distortion and a much better Resilience and glue them together and give it an activation requirement that is drop dead easy to get. Sure you did put a small downside on it... but this perk is still busted beyond all reason. It does too much for too much for not enough cost.

    Overwhelming Presence: Take a much better Distressing, a brand new mechanic that would probably fit better as a buff to Unnerving Presence, its current effect, then another brand new effect that also happens to be nearly impossible to counter or minimize, and throw them all together onto one perk. Again... you have built a perk that has way too much stuff in it with too many numbers.

  • She's very very good. There's really only two things that might need changing.

    1. RBT RNG. Depending on how lucky the Survivors are, an RBT might take a survivor semi out of the game for all of 15 seconds (free on first box) or over a minute (had to check all 4). It is wildly inconsistent.
    2. She has a lot of add ons that are worthless and several add ons that encourage playing scummy. Pretty much any of the ones that effect Box skill checks are terrible and actually hurt you. Almost all of the ones that add a Status Effect to the RBT's encourage the Pig to tunnel people with traps. She needs an add on pass.

    But yeah, other than those two things... she's great.

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