FFirebrandd
FFirebrandd
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I mean I don't really like getting slugged either, but that's why I very frequently run Tenacity. If they try to slug me, I'm going to crawl away very quickly while recovering and find a friend to get me back up the rest of the way... or just find the hatch. You have options if you want to make it so you can fight back vs slugging. Unbreakable, No Mither, Flip Flop, Tenacity, and the new Soul Guard for yourself. Botany Knowledge, other healing perks, and Med Kits for your mates.
Fun fact, Tenacity also makes slugging for the 4k not really work. I had one very comical game where 2 teammates were dead and Ghostface tried to slug me then chase the Claudette for the 4k. Tenacity let me recover, get raised mid chase, and get instantly downed twice. Then to cap it off I crawled to the hatch after GF finally caught Claudette.
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It always gets me when I'm Huntress and find a Survivor instead of hatchets in my lockers.
The other one that got me good was when I was on Legion, post hatch close against a Bill on Gas Haven. I knew he was around me somewhere because whispers... but I wasn't expecting him to be camping the pallet I aimlessly walked through... not gonna lie that pallet stun startled me.
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So, firstly Noed doesn't need a nerf. Secondly that's probably a buff. That removes the Survivors ability to either clear out all the dull totems before hand and never have it go off or quickly find Noed's totem and break it before the Killer can use it. With it just being a timer, the survivors don't have a way of stopping it from happening (outside of losing before EGC happens, which doesn't count for obvious reasons).
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(sorta) Original character: A human/spider hybrid. Now characters like this exist in a bunch of different places, but I'd love to see what BVHR could make out of the concept.
Licensed: a Weeping Angel from Doctor Who. I have literally zero idea how or even if it would work, but... it would be fantastic if it did. Survivor could be any of the Doctor's companions or the Doctor himself... but if I'm being honest, I'd want Ace to be the Survivor. Though... that might get confusing.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1328791#Comment_1328791
That Bill build is what I'm running in red ranks right now, can confirm it's really solid.
Just to satisfy my curiosity, which of the 3 perks I mentioned for the last 2 slots are you running?
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1328643#Comment_1328643
Yeah, killer is sooooooooooooo much worse than survivors, especially since they are all very different.
Charitably, you can put together a pretty good build just by, like, leveling Dwight. You'll have Bond, Prove Thyself, Kindred, and Spine Chill which is not bad. I guess that's... something.
That Dwight build is better than most killers can do to be honest. And, a lot of the other free Survivors can do that too.
Bill with BT, Kindred, then 2 of We'll make It/Spine Chill/Unbreakable is pretty solid.
Nea can make a fairly sensible build out of Balanced, Street Wise, Plunderers, and Spine Chill.
Jake can get a decent build out of Spine Chill, Resilience, Iron Will, and Kindred/Calm Spirit/something.
Claudette's build of Kindred, Botany Knowledge, Spine Chill, and Empathy/Self Care also is not a bad starting build.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1328557#Comment_1328557
I get what you mean, but the most basic on-ramp is a disaster. Consider this hypothetical conversation.
- NEW PLAYER: So, I level up characters with BP, and then I unlock perks?
- ME: Yeah, that's how it works, they all have individual levels and individual perk inventories.
- NEW PLAYER: What about this Barbecue perk you told me about? That makes you earn BP faster, right? How do I get that?
- ME: You have to level Cannibal to 35 first.
- NEW PLAYER: But what if I don't like him? I want to level up Doctor, he looks cool.
- ME: You have to level up Cannibal to get Barbecue & Chili.
- NEW PLAYER: OK, well, then I'll have it on Doctor?
- ME: No, then you have to keep leveling Doctor until you get lucky and it pops up in your Bloodweb.
- NEW PLAYER: I have to do this for every perk?
- ME: Yeah.
- NEW PLAYER: What if I play a different character?
- ME: You have to start the process over again with every character.
- NEW PLAYER: What about that Shrine you told me about?
- ME: It could pop up there, but it may be weeks or months. And then you still have to find it in your Bloodweb...
I dunno what kinds of friends you have, but in my experience, a normal adult human being who wants to kick back and enjoy games for a couple hours a day in their off-time is gonna go "No thanks dude, let's just play Overwatch or something else that I can wrap my head around and doesn't sound like such a slog. Why do you like this game so much if that's what it's like??" They don't ever get to the actual fun part, because all this red tape is such an impediment to it.
I know not every game is for every person, but DBD has a severe problem with its new player experience (like, far and beyond just the perk grind), and a healthy population of incoming players is vital to keep the wheels turning on any live service game. This scares them away.
Speaking as someone who started playing this game only a few months ago... the Survivor On Ramp is actually pretty good. A lot of the starting survivors have a pretty solid set of teachable perks and the Survivor general perks are also pretty good. Like seriously... Kindred, Spine Chill, Resilience, and Plunderers are all solid and even Déjà Vu is invaluable to a new player who doesn't know the maps yet and can't find Generators. Will you be running meta builds on your survivors right out the gate? Well no, but you can pretty easily run a decent build on most survivors with minimal investment. Also the Survivor BP grinding perk is available on a free Survivor and the base survivor perks synergize with it.
Killer though... hoooo boy. That's a whole other ball of wax. A Killer having a set of bad teachables is significantly worse than a survivor with bad teachables because that's not (almost) the only reason to use a different killer because powers exist. Then to add on to that, Killer base set has like... one fantastic perk (Noed), 2 good perks (Sloppy, Whispers), 2 Ok perks (Bitter and Spies) and... then a whole lot of stuff that's either bad or super niche. To add to that, the killer base set has nearly no synergy and what little synergy exists isn't worth it.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1328365#Comment_1328365
Yeah, sorry, but I meant to say that after level 25 or so, you'd get to choose between two perks, just like you do now.
Even if your system does that it still doesn't change the fact that it is way easier to end up with no good perks for a very long time as a new killer than the current system. It also doesn't address the fact that until level 20, your system has the player acquiring new perks at the exact same rate as they're getting perk slots, so... you best hope that at least one of your character's teachables are worth something cause you ain't getting rid of it until level 20 at the earliest. Seeing as there are quite a few characters with miserable teachables, that's a problem.
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@Exerlin said:
Increasing the bloodpoint gain would also increase the amount of powerful stuff like ebony moris that appear in each match. The grind is mainly found in the perks, so decreasing the grind for perks would be a very fast and fairly easy way to reduce the grind without affecting prestige or the item economy. This could be done by removing perk teirs and changing the level of the bloodwebs with perks in them. Keeping in mind that new players will have only 14 perks to unlock, it is important (especially in the dev's eyes) to have new players unlock perks the entire time up to level 50.
My idea is this:
Perk ranks are removed, so once you unlock a perk, you basically get the rank 3 version immediately.
From level 1-40, you get one perk every 5 levels. This means you will have 8 universal perks by level 40.
From level 41-44, you get one perk every 2 levels. This means you will have 10 perks by level 44.
From level 45-49, you get one perk every level. This will give you 14 perks by the time you complete level 49.
At level 50 onwards, you get to unlock two perks every level, similar to how our current system works. This makes unlocking all the perks much faster.
I kinda get what you're going for here... but picture this.
New player, ends up really liking Wraith.
Now... lets say he eventually ranks Wraith up to level 40. He gets 8 general killer perks.
Let's say this guy gets really unlucky and is given the following perks in this order. Monstrous Shrine, Insidious, Distressing, Iron Grasp, Unrelenting, Deerstalker, Thrill of the Hunt, and finally Spies from the Shadows.
This new player has leveled a killer all the way to 40 and has... 1 decent perk with Spies from the Shadows? All because Wraith's teachables are terrible and so are the vast majority of the killer base perks. Now this extreme of an example is unlikely, but in your new system, you could easily end up with a level 10 or 15 brand new Wraith with ZERO good perks. That is not good. Not even a little bit. At least with the current system they have a reasonable shot at getting tier 1 Sloppy or Noed by then which is huge. The new killer experience is already not very good... let's not make it worse.
It'd probably be better to just make it so Bloodweb 41-49 have 4 perks total on them and let you grab 2 and then 50+ give you 6 and let you grab 3. With similar improvements to the bloodwebs below that. Like give players 2 options earlier. Give them the here's 3 perks, pick 2 earlier that is the current 41-49 webs. Etc. You don't need every perk maxed out but you do need some particular ones maxed out and in the current system, it is overly difficult to find what you're after.
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I would love it so much if they did this. It is so obnoxious when you lose 95% of a blink because you thought you had 2 fully charged blinks but you didn't
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Noed is one of two good perks in the killer base perk set that isn't a tracking perk. It should not be nerfed. Or at least not nerfed until a lot of the killer base perks get a buff.
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Are you trying to make Spine Chill required? Cause this is how you make Spine Chill required.
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I'd much rather have them do something about Legion losing half their power gauge on an M1. Either that or make some of their add ons better.
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I have zero issues with the Cypress Mori. If the last survivor is down and the killer is on top of them, the Survivor is basically dead. Mori or no Mori. I personally think that Ivory and Ebony Mori's should only be useable on Survivors who will die the next time they get hooked. They'll still provide a small benefit via bypassing DS, ignoring Flashlights, Sabo, Pallet saves, the time it takes to transport the Survivor, and will save a hook... but not cheat a survivor out of one of their "lives".
Concerning Keys since those two topics are always talked about together... Keys should be nerfed via nerfing the hatch spawn time. Instead of it spawning when the amount of remaining survivors + remaining gens equals 4, make it only 3 with an override to always spawn if only 1 survivor is left. The fact that the Survivors can get all gens done and have all 4 conga line out the hatch, denying the Killer one last stand during EGC is just beyond dumb. I'd also like it if the key bearer gets sacrificed then the entity eats both them and their key so someone else can't find it on the ground and use it.
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Predator is actually worse than any of those 3 killer perks you mentioned. The tighter spawning of scratch marks will frequently prevent them from splashing up onto walls/trees, which means you won't be seeing those scratch marks from 20m or more away and if the grass decides to eat the scratch marks like it frequently does... you're just out of luck. The perk actually makes it harder to track via scratch marks. You'd be better off with an empty slot.
Furtive Chase is also incredibly bad. The effect it gives is not useful, the effect can go away if you aren't careful, and the one potentially useful thing it does (swapping Obsession) is done far better by Nemesis.
Cruel Limits also is in the running. This perk just has so many different things that need to be true for this perk to actually matter. The killer needs to be close(ish) to the gen that pops. The gen needs to have windows by it. The survivors need to be planning on actually using those windows to get away and not using a pallet or something instead. And what do you get for all this? Like... 1 hit. Woo?
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I personally don't really like playing against Plague. Her power makes both stealth and altruism nearly impossible which is the sort of survivor game play I like. Also the constant puking and all the sickly green all over my screen is just... not pleasant. Now would I suicide on hook against one? Well no, that's not fair to my teammates. But I think she's my third least favorite to go against.
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Offerings:
I disagree here. If the whole survivor team burned offerings that make the hooks spawn further apart, I want to know that. I don't want to get into the game, down someone, pick them up and then find out the hard way that my nearest hook is a tile away or more.
DC penalty: Sounds good.
On the Hook: Change it to press and hold a button for ~1 second to give up in struggle phase and I'm on board. Your survivor shouldn't give up because you accidentally bumped your keyboard/controller.
Mori: I think you are over thinking this. Ebony and Ivory just need to be only useable on people who have reached struggle phase. Cypress can stay the same. That way Mori's still have some utility of avoiding DS/Flashlights/Sabo and not having to walk but the survivors don't feel like they got robbed of one of their "lives".
Also... as cool as your Mori idea is... no killer would ever use them ever again. The mechanic you laid out sounds like it could easily backfire on the killer either by letting the survivor go or just by locking the Killer into a 1v1 struggle thing where the Killer is losing out because all the other survivors are perfectly capable of doing other things while it is going on.
Keys: That would probably work. I was thinking they should nerf keys by making hatch only show up if Gens left + Survivors left = 3 instead of the current 4 (overridden if there's only 1 survivor left of course)... and also make it so Keys can't reopen a stomped hatch. But I don't dislike your idea. Yours might be a little hard to communicate? Maybe? Idk.
Exit Gates: Yep.
BBQ and Chilli: No. The perk is fine. They do however need to add another effect to We're Gonna Live Forever though so both sides aren't burning a perk slot for more points.
Everything else seems fine, though I seriously doubt that the DbD devs will put in casual/ranked queue. Like... they're just not going to do it. There's not even a really good reason to do it because on the gameplay side of things... nothing changes.
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I don't play Bubba, so I can't comment on him.
Legion: They have two mechanics in their power that punish them for being good. The power drain on a successful M1 and the complete power drain on picking up a downed Survivor while Frenzy is active. Losing power gauge for landing a hit should be either reduced or removed. Picking someone up in Frenzy should act the same as Oni picking someone up in his power. It ends it... but you keep the part of the gauge that you didn't use. The rest of Legion's power is... pretty much fine from my point of view.
Legion also has some Add ons that need some work. Franks Mix Tape and Stab Wound Study are both useless and would be too uninteractive if they weren't. Also their Debuff Pins should be modified to apply on any Frenzy hit instead of requiring a hit on someone with Killer Instinct.
Pig: Traps... they're just not consistent enough. There's a vast gulf of difference between a survivor pulling it off first try and them pulling it off on the fourth try and the Pig player has zero control over how that ends up playing out. Also that very much goes against the theme of the killer. Jigsaw's traps are laid out very deliberately and carefully. Not "Oh hey, the key is in one of these 4 boxes but even I don't know which one it is."
Pig also needs some add on work. Ruleset No 2 is just bad. It needs to do something else. Any of her add ons that mess with the Jigsaw Boxes skill checks are... overly punishing for new players and actually helpful to veteran players which is absolutely not what anyone wants. Also her Green and Purple rarities have a distinct lack of add ons for her stealth/ambush.
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On the survivor I don't actually have like... any of the meta perks unlocked. So here's a few builds I've been having fun with.
For the People, Empathy, Tenacity, and Self Care + Med Kit. For the People is not a great perk... but it is hella fun. Everything else is there to support it.
Off the Record, Stake Out, Tenacity, and Lithe for a stealthy Objective focused build.
Lithe, Diversion, Red Herring, and Off the Record to be able to run the killer via noise notifications.
For killer, honestly the meta feels a lot more fluid. However, I do like running what I call Fortress Trapper. Its basically adept Trapper + Distressing and I just lock down the best 3 gen on the map and hope it works.
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Well that depends on if you're planning on doing it all stealthy like after the killer leaves or getting the unhook even if the killer is camping.
If the former, you can actually throw together a pretty solid build for that out of just the basic survivor perks. Kindred, We'll Make It, and Spine Chill with the last slot up to you.
If the latter, Borrowed Time is an absolute must. Beyond that I'm not 100% certain because I don't really play that way. I imagine that after Borrowed Time, you'd just want 3 perks to help keep you alive in the chase after you unhook your buddy. So... Dead Hard probably. Spine Chill and Resilience for faster vaults is an option. Decisive Strike and Unbreakable are another option.
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@SambaSaw said:
https://forum.deadbydaylight.com/en/discussion/comment/1302771#Comment_1302771
I don't really think they are annoying. I love outplaying spirits and I love trolling plagues😂
You aren't out playing the Spirit though. You're out guessing. That's not interesting to me, its just obnoxious.
As for Plague, that's probably more of a me thing. I enjoy running healing perks and she shuts those off completely.
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In a word? Potential.
If Trapper is set up, theoretically he can instantly down all 4 survivors, one right after the other and just straight up win in 30 seconds if they keep stepping in traps. Pyramid Head can't do that. Most killers can't do that really. Which is why his power is... kinda clunky compared to most other killers.
Also, consider Hag, the other primary trapping killer in the game. She has all her traps from the word go... but to pay for that: she's slower, her traps can't deal direct damage, her traps can't really insta down (outside of help from Exposed perks), and her traps can get burned by flashlights... and she's still good. Giving Trapper all his traps would actually make him insanely strong.
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Recently I've been running Enduring, Brutal Strength, I'm All Ears, and Thanaphobia. Sometimes my early game ends up being weak because I guess badly at which gen the survivors started at, but this build makes Legion ridiculously hard to loop for very long after they've gotten the initial injury with Frenzy.
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Where's Spirit? Or Plague?
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It depends.
Dead Hard is good for mid looping to keep looping past when you would have gotten downed.
Sprint Burst is good for allowing you to get out of unsafe areas without getting hit and then starting to loop the killer uninjured.
Lithe is good for either transferring from one loop to another or getting out of chase entirely.
Adrenaline... honestly I almost wouldn't call it an Exhaustion Perk. I mean technically it is one, but... yeah... Its more of an end game perk.
Balanced Landing is good for giving you 1 time access to more loops that otherwise wouldn't be loops.
Head On is good for saving your teammates.
In my opinion, there is no "best" exhaustion perk. Each one has a different thing its trying to help you with. Pick whichever one fits your play style. Dead Hard and Sprint Burst are probably the most common because people like to loop a lot, but that doesn't necessarily mean they are the best or the best for you and your build.
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For overall, I would probably say Otz. However if you are specifically after the best Pig main, that would go to Scorpionz. Just wanted to bring him up because no one else has yet.
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I question why they kept stunning you when Nemesis is obvious and PWYF is almost certainly tagging along especially on bubba.
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So, there's a lot here. I feel like if they gave all of these buffs to Legion, they'd be too good. None of them on their own seem like too much except 1.
Your speed boost addons. Assuming they stack, Legion can run both and be running in frenzy faster than the survivors can with exhaustion perks. That's probably way too much.
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Yes please. It is so annoying when you're running 2 or more hex perks and have no idea which totem is which.
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@Raven014 said:
This is because, when the bloodweb spawns, there are a few slots reserved for each rarity. There are only 3 red addons/offerings for Nurse, so chances are you will get a mori with a few of them, while there are far more common addons that compete with each other. For every slot taken by a green addon, the less spots there are for an Ivory mori.
Also Map Offerings. Which are all green, and there's a ton of them.
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@Respectfulnancymain said:
How does deadhard counter noed ????
This is what I was wondering. If you are already injured and can use Dead Hard, you don't care if you are exposed, which is the main draw of Noed.
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So with most killers it feels like they take these steps when they were designing them.
- Take the standard 115% M1 killer.
- Give them a cool power.
- Give said power some weaknesses, downsides, or restrictions.
- If necessary, nerf the killer's base movespeed and reduce their TR.
With Freddie, it honestly feels like the Devs stopped after #2. It seems like pretty much nothing he does ever has any way that it can go badly and blow up in his face. This is compounded by the problem that it feels like he's got variations of a handful of other killers abilities all smushed up together in one.
Invisible beyond 32m to awake survivors? Wraith.
Asleep survivors hear Lullaby instead of heart beat? Huntress.
Dream Pallets? One of Doc's madness afflictions.
Dream Snares? Clown/Hag mashup.
Sleep? Depending how you deal with it... either Legion spreading deep wound (waking each other up), Pig's jigsaw boxes (getting a clock), or just toughing out the debuff like Plague's sickness (not waking up at all).
Teleport? Demogorgon portals.
Frequently immune to TR based survivor perks? Ghost Face.
I honestly can't say he's got anything that is uniquely his that we could consolidate his power into without him stepping on the toes of another killer. So... dude needs a rework but... I don't know what it should be.
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So a survivor build that I haven't had a chance to use yet. Red Herring, Diversion, Sabotage, Lithe. The idea behind it is to run the killer around via fake noise notifications.
Then a pretty memey Trapper build is... well its actually Adept Trapper + Distressing. You pick out a 3 gen you want to defend and turn it into a fortress between your traps, your huge terror radius and Unnerving Presence with Agitation for more fun with Terror Radius shenanigans and more opportunities to make unlucky survivors permanent fixtures in your fortress.
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FFirebrandd's perks:
Pardon me
Years of moving quickly though crowds has make you an expert at getting around people in your way. Press the active ability key to ignore collision with the killer and other survivors for 3/4/5 seconds. Cannot be used while exhausted. Using this ability makes you exhausted for 60/50/40 seconds.
"Sorry, I have somewhere to be." - FFirebrandd
Graceful Power Walk
You walk 10/15/20% faster than normal. While walking you make 50/75/100% less sounds.
"I know it looks funny, but I get where I'm going faster without running." - FFirebrandd
You fall weird
When you are dropped by the killer, you gain an additional 10/15/20% to both your wiggle and recovery progress. This can go past the 95% recovery cap and put you back in the injured state. 60/50/40s cool down.
"Polevaulting taught my body how to move midair. I swear it has a mind of its own." -FFirebrandd
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1264818#Comment_1264818
Except, after you get your 'free hit', they mend and are at full health. Because mending and healing are literally the same thing, and you have to run away to 'free hit' someone else before you get your 5 year stun. By the time you hit your second person, the first has mended, unless they potato and are all in a group.
His power can't incap people, and when people remove it, they ALSO remove the damage. They get a 'free hit' that they then negate upon Mending. Making it useless.
So jog off with your 'must be a potato' comment. It's clear to anyone with half a brain that Legion is an utter joke. People defending his utterly garbage power that does literally nothing boggle my mind.
Mending deep wound doesn't remove the survivor's injury. There's a reason why Legion can actually use Thanataphobia. His power is excellent at getting all the survivors injured.
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1264818#Comment_1264818
Except, after you get your 'free hit', they mend and are at full health. Because mending and healing are literally the same thing, and you have to run away to 'free hit' someone else before you get your 5 year stun. By the time you hit your second person, the first has mended, unless they potato and are all in a group.
His power can't incap people, and when people remove it, they ALSO remove the damage. They get a 'free hit' that they then negate upon Mending. Making it useless.
So jog off with your 'must be a potato' comment. It's clear to anyone with half a brain that Legion is an utter joke. People defending his utterly garbage power that does literally nothing boggle my mind.
Mending deep wound doesn't remove the survivor's injury. There's a reason why Legion can actually use Thanataphobia. His power is excellent at getting all the survivors injured.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1264296#Comment_1264296
I proposed a similar idea, but without the desperation buff. Instead, i proposed that the debuff for a hooked survivor isnt the same, but that the first debuff is bigger than the second, so it encorages going after a new survivor instead of tunneling. If all debuffs are the same, tunneling the injured survivor might be the better idea, if the first debuff is stronger, it might be worth going after an uninjured survivor.
Not a bad modification. So like the first hook gives them a -10% debuff and the second hook gives them a -5% for a cumulative -15%? Or something like that? (numbers are spitballed obviously). Though that's part of why the Desperation buff is in there too. Its there to make ejecting a survivor from the match asap much less appealing.
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I really really like Legion. Their playstyle is unique. Also they're like... the only Killer with a non setup 1v4 power which I love. Also the speed and quick vaulting pallets and windows is really fun.
Now, would I rework them? No... with a caveat. I love their play style and would not want to lose it. However, Legion's play style in game doesn't really fit any part of their lore. Just off their game play, you would have no idea that they are actually a gang of 4 of them.
A bit ago, I got an idea for a rework that puts 2 of the Legion members in the Trial at the same time. They both move at 110% and the power is that the Killer can instantly swap between which one is under their control (assuming they aren't mid animation) and the other keeps moving the way they were moving when the Killer's PoV swapped to the other one. I'd love to see that in the game, but wouldn't want to lose current Legion for it.
Though if they wanted to go super crazy with it... all 4 in the trial, and they're all 105%... maybe even 100% and the uncontrolled ones don't have a red stain or a knife out and just look like survivors. Though if they did that, they'd have to make it so the uncontrolled Legions didn't have collision. Otherwise that Legion could body block everything for days.
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Literally all of those mechanisms are abuseable.
Now... Why do killers camp and tunnel? Well, its simple. The game heavily rewards them for doing so.
Consider this cycle. Killer hooks someone. Finds someone and starts chasing. Someone goes for the unhook and gets it. Killer downs the person they're chasing. Downed person goes up on the hook. Repeat. At most points in that cycle, the Killer is occupying 3 survivors with things that aren't generators. Where's the 4th guy? Well, outside of certain killer power shenanigans, he's doing Gens. Which means the Killer has to race through that cycle as quickly as possible before all the gens get done. The killer may have to go through that cycle 8 times before any of the Survivors are out of the game.
Now, what happens to that cycle if the killer stacks their first 3 hooks on one Survivor? Well that guy's out of the game and then the Killer can do the Cycle with the 4th gen guy... just straight up gone. So now instead of having to outrace someone concentrating on Gens, he just has to outrace the Unhooked and Hook Rescuer's occasional brief time on gens. Which is way easier.
So how do we get Killers to spread the love? Two mechanics. First, a Skewered debuff on survivors. For each hook state the survivor has progressed, they repair X% slower. Second, a Desperation Bonus. For each dead Survivor, the remaining Survivors repair X% faster.
This means that a death hook survivor is less of a threat than a fresh one. He also represents potentially giving the remaining survivors a fairly substantial buff. Currently, a death hook survivor is merely a juicy target because one more hook on them means ~25% of your opponent's strength is just straight up gone. If X was 10% and all 3 other survivors are fresh... then that former juicy target is now ~20% of the survivors' strength and killing them will give the survivors a ~30% buff.
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Mine would probably be the game as Trapper on Rancid Abattoir I had where I went from having 1 hook total who was still up on hook, to literally everyone is dead in the span of 1-2 minutes. That was probably my singular hardest snowball ever.
Edit: The part that makes it even better was that I was running a very meme build at the time too and two of the meme perks paid off in a huge way.
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@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1257487#Comment_1257487
how can you even camp a gate lol
there are 2 of them
Trapper can kinda camp both gates at the same time. Hag kinda can too if they're close enough.
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Ok so firstly none of what you said is taking the game hostage.
Now. Why does the game end now when all Survivors are hooked and in struggle? Simple. Ya'll are dead. 100% dead. There are no game mechanics that could potentially save you. So... game might as well end. There's a similar rationale behind the game forcing the last survivor through the hook stages instantly regardless of how fresh they are. If you're up on the hook and the last one left... you dead. Even if you Kobe/Deliverance, the killer can and would just stare at you until you're past stage 1, and if necessary down you again wait out DS and throw you back up. Nobody needs that though so the game just kills the last survivor.
Slugging: If you aren't the last one left you can get picked up. You might have No Mither or Unbreakable. You might have DS or Flip Flop and get off the killer's shoulder when the killer picks you up. You might crawl to hatch and get out that way. You might be able to crawl your way out the gate if it is open. There's several mechanics that could potentially save your bacon. Are you in a bad spot? Sure, but you aren't dead.
Face Camping: This is a harder one to manage, but I've had games where face camping happened and my teammates worked together, got me (or somebody else) off the hook, spread out the hits so no one else went down, and everybody got out. Again, you aren't in a good spot if you are getting face camped, but it isn't hopeless.
Camping Gates: I've been on both sides where it comes down to a 1v1 endgame and sometimes the survivor gets out, sometimes the killer gets the survivor. Once the hatch closes it is harder for the last survivor to get out, but it isn't impossible.
That's the difference. In the instance that got patched, it is guaranteed that the survivors in question are dead. In all the instances you mentioned, the survivor still has a chance. Probably a slim one, but a chance.
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See the thing about Noed is that it is currently serving as a giant band aid for those of us who are (or recently were) brand new killers.
Seriously... have you looked at the Killer Perks that are available to all killers recently? There's basically Noed, Sloppy Butcher, 3 tracking perks that are somewhere between good and ok... and then a whole lot of crap that is ridiculously situational. Then if you happen to be starting off playing as a Killer with terrible teachable perks (Wraith anyone?) then you practically have to run Noed to have a semblance of a decent set of perks. Noed should not be nerfed until Behavior gets around to making a lot more of the General Killer perks decent.
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Trapper's traps are more restricted because unlike Hag or Freddie's traps, his can actually inflict damage on their own. Also they immobilize survivors so if Trapper is near by, they turn into insta downs.
I will say I think he's a bit too restricted. He should be able to at least carry 2 traps at base. Seriously... Trapper without a bag is really bad.
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I'm bad with names, but Here's what it does.
For each totem remaining on the map, gain a token. Each Token slows repairing Generators by 3/4/5%
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There's a really good Pig main on Twitch who almost always runs Whispers, Monitor and Abuse, Enduring, and then the last perk he swaps out semi frequently. Usually that last perk is either Brutal Strength or I'm All Ears. You could put BBQ or Pop or whatever in that last slot too.
The reason behind the build is mostly around her Ambush. Whispers lets you know if there's a Survivor within 32m of you and M&A reduces your Terror Radius to 24, so you can see Whispers pop on, crouch and the Survivors have no clue. Enduring is there because Ambush actually gets really really scary if the Pig gets the pallet and the Survivor doesn't gtfo out of the loop assuming it isn't huge. Enduring gives Pig the option of playing for the pallet super aggressively because getting stunned is not a big deal.
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Not enough killers.
Probably because there is a distinct lack of killer perks that actually do anything in the very early game when Killers are at their weakest.
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Why hasn't Huntress Iri Heads gotten nerfed? Short answer boils down to 3ish things.
- It's the combo of Iri Head and Belt that is OP. Neither is OP on its own. That makes balancing it a bit trickier because you don't want to just dumpster either add on.
- How often do you actually run into a Huntress with Iri + Belt? Yeah it sucks when it happens but I'd guess not often.
- The Devs are busy dealing with issues that are much larger and more common. A lot of maps have a god window. You need to deal with Matchmaking literally every game.
I imagine that Iri head + belt will get fixed somehow at some point. But I also can't imagine that it is on the top of the priority list.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1214762#Comment_1214762
Almost every base perk except NOED and Deerstalker.
Whispers and Sloppy Butcher are both in the base set and are good.
But yeah... most of the base killer set is pretty bad.
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He turns off my Pebble.
On a somewhat more serious note, his teleport is just annoying. Oh hey he just hooked someone on the literal other side of the map, against any other killer I'd still have a good 10-15 seconds before I need to think about leaving and hiding. Not vs Freddie. If you're on a gen when he hooks someone, he'll be right all up on you in only a few seconds because of that teleport and BBQ/Thrilling. As a survivor, I don't like BBQ at the best of times because I like stealth game play. It is 100 times worse as a killer who can TP directly to the Gen I'm working on.