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Flatskull

Flatskull

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Flatskull
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  • OOO is potentially one of the most powerful survivors perks they have and it comes at the expense of the killer, dneying what little stealth and mindgames they have. It HEAVILY promotes tunneling since I have no choice but to assume any competent team is getting info from the OOO too, which is not fun for killers and not fun for surivvors.


    The premise behind it is an interesting one but it gives just too much information. Personally I think being an obsession should come with notable downsides as a rule. The only fear of bession obsession right now is A: they have rancor, B: Remember Me or C: they have furtive chase.


    True spook /s

    Considering most OBS perks are very powerful there should be punishment .You know, like how killers power perks are hexes and can be destroyed 1 minute in game. I don't know what the downside to obsession should be exactly. I don't think it should be over top but it should be something.


    OOO I would suggest A: down time and C: a draw back. Maybe when the killer spots you something happens.


    The killer dosen't get a lot from seeing your aura. Since if you have OOO it's more of a mindgame by the survivor and they most likely built around getting tunneled/wasting time to begin with or they'll just move someplace safe and comm to their team-if they have one- whle looping a safe area.

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/127519/face-camping-face-cam-because-killers-are-upset

    So here's the thing: if you're getting face camped in lower ranks, they're probably new, don't know better, or frustrated, especially recently, given the matchmaking issues with the rank mixing nonsense.

    If you're getting into green ranks, it's usually one of the previous reasons noted, or because you made mistake, and they're going to capitalize on it because the gap in skill is obvious enough to them that they feel the need to remove you before you're anymore of a problem them you may have been already.

    In purple and red ranks, it's usually a troll or meme build doing exactly that. So if you're getting face camped that often, I'd figure out what mistakes you're making that keeps getting you caught. Because ultimately, it's YOUR fault. Killers don't really have as huge an advantage in a chase as they probably should, so if you've been looping them a long time and get caught, then it's more likely because you made a mistake, were over reliant on pallets, or allowed bloodlust to build up too far.

    It's sometimes just bad luck, too. Either way, if you're getting face camped, it's a good opportunity to let the rest fix gens and such. Being the hero that way kinda sucks, but you aren't getting out of every game alive. That's just the way it is.

    A post about being a leet looper gets 14 votes up.s


    This post that actually gives a constructive, albeit disherartening perspective on the bollocks of face camping. None. Well. None to I up voted it.


    This community.


  • HEX TOTEMs are GARBAGE.


    Lullaby: a dubious effect that may or may not help you much depending on how m1 experienced the survivor is that you have to build up with like 5 hooks. Gets destroyed almost every time before even reaching tier 2.


    Third Seal: No idea if its helping you or not. Still got to slap every survivor to get it working. Gets destroyed very quickly. It really needs an additional effect, or it just blinds every one until its gone.


    Hex Ruin: New: Dosen't have very tough competition. The only good hex is DH and Haunted Grounds since they are actually worth the risk. If you got the perks to Synergize ruin it can be very good and IF.....IF...you can lay down the pressure hard. Really hard and the survivors make some early game mistakes and the ruin hasn't been spawned next to a gen or in the open for near instant destruction.


    It will drill the team down. But since new ruin makes other...better regression perks like pop, surge and maybe overcharge worthless while it's active it's not worth running more than those more stable, safe perks.


    Hex Ruin has the potential to be powerful. It dosen't suffer the same fate as many hex totems. They just need to keep the good hiding spots and get rid of the horrible ones. Maybe assure that hexes always spawn a certain reasonable radius away from survivors. Ironically...old ruin at least applied a active pressure on survivors that made them totem hunt.


    new ruin is easily countered with a tap to check and a m1 spree. As if gen rushing wasn't incenticized enough.


  • The only farm map I have an issue with is the map with the barn. It's a survivors jungle jim. Pallets. That safe cobble stone loop spawn, a safety shack, an open window barn, massive corn fields to lose them in, and high hills to spot a killer trying to sneak up on.


    I do like the map with the house. it's got enough dead space but potential for safe areas and stealth that it works. Even the house can be precarious for both sides if they're careful.


  • It's B+ at best


    Totems horrible spawn spots. While there ARE good spawn points for some reason devs still let lit totems spawn next to gens, which is a garunteed early game find. Same with sometimes them being nearly out in the open.


    It don't help that a totem in my experience typically spawns very far from the killer but typically close to the survivors. A totem should spawn a certain radius away from the survivors in my opinion.


    The question is: As a regression perk is RUIN better to run than any of these perks or a mix of them. Overcharge, Pop or surge. That's debatable at best. Pop encourages me to pressure and instantly rewards me with a large regression bonus. The fact hex stops me from using these for a very crawling regression that can and will be disable most games very quickly makes it not worth the risk when better options exists.


    Ruin instantly gives itself away with a quick gen tap to see if its there. This means that it's instantly counterable by just having every survivor m1 one gen quickly or 3 and have one run off to totem hunt. It has good gen awareness synergy, sure, but with things like surv it only really works if the gen is worked on and left alone.


    Which makes no sense. Why would you all not scatter together to a new one and m1 it quickly to completition if you tapped it and saw ruin was in effect. Sounds like a newbie mistake, honestly.


    In a long league of frankly unworthy hex totems RUIN manages to rise above. It's not total garbage that has debatable effcects or unworth the risk like Lullaby-which is both a hex and build up perk...horrible...- or third seal. Which induces a statuses affect that you have no way to tell if it doing you any favors and like any hex will be destroyed very quickly.


    Devour Hope is probably the only hex worth it. It is actually powerful enough to warrant the risk. Ruin...eh....IF...you got the DLC-pay only- characters perks to synergize with it...it might be worth using.


    It's a nice that legion got a buff by this if nothing else-the unloved new freddy killer- but I wouldn't use it. Ultimately it still leaves a big gaping hole for anti-gen rush perk that old ruin sort of filled. And that hole is felt more than its benefits. If it didn't turn off other gen regressors it would be an A.


  • You don't require validation for your play style.


    So many survivors will use any means neccesary to secure safety and wins, up to exploiting the game. Remember when every single ######### survivor would use hook blocks by just standing in front of it stopping you from hooking. Or even now where they crouch under a hook, so they count as under the hooked survivor so they can't be attacked.


    Play by your own sense of honour and rely on your own judgement on what is needed and what you prefer to do. Don't deny yourself on account of people you don't know and let's be real..most of the time will trashtalk you anyway.

  • They said they're looking at tool boxes. I think.


    Personally, if they're going to go down this path they should focus on making games quicker in general. Which in and of itself isn't a bad thing, as long as they make improvement to make killers feel they can perform without sweating like pro-competitive lunatics to keep up with any half decent m1 spree swf.


  • This will never be implemented. This game at it's core is a PVP game. If they implemented a A.I team I think it will be seen as an admission or sign by many players than the devs have lost faith in balancing this game into a better state and simply decidd to program in some place holders.


    Also, an A.I will be horrible compared to a human player. If anything should be fixed it should be the addition of a casual mode or something.


  • It would be nice if all killers had a certain lenience by % to a map that would suit their play styles more. Not insanel. But moderately which gets trumped by offerings from either killer or survivors. It would incentives offerings more.


    Although I do apprecaite that due to a lot of freddies, billies and spirits survivors may be stuck in a map loop perpetually and that ain't fun. Itt does seem some killers are on maps they just shouldn't be on at all though. Billy and the Game is a prime example. The power is nearly useless without the correct add ons.


    but. I'm a crap billy. So I can't talk much.

  • The fix needed for this issue would require the devs to stop pumping out DLC killers and skins. Which they won't do. Offerings, loot, enviromental hazards, new items to actually put on the map for survivors-and by extension killers as it benefits the chase experience- haven't been touched once since release.


    With the exception of some tweaking of the rng placement and minor stats. Until killer isn't such a sweaty experience and the maps aren't just either dead zone, safe zones, or loops zones most people will probably resort to tunneling as a needed tactic or to take some pressure from the god awful ultra-sweat experience that is the killer game right now.


    Camping itself is a harder issue to fix although I do think there should be a radius around an active hook that will slowly start to induce some negative effect if the killer stays in it without getting into a chase.


  • It would be interesting and the basement should be more dangerous. Maybe even bigger so its harder to escape from. It would be more fun if there was a reason to the basement besides from hooking and looting that one chest for both sides.


    Maybe not a normal terror radius. Perhaps it's a different sounding terror radius .The entity's and its has own specific affect. That could be cool.

  • Teamsmate either trying to be annoying, "l33t" trolls like they saw on youtube one time or when they're running around doing literally nothing at all. Even when they are near gens.


    Killers who face camp as well. The sudden shift to feeling invincible to you can't do much. DBD on both sides has a weird meta of winning harder or losing harder. I think it's very rare on either side I've seen a losing side make a comback.


  • I doubt it due to the massive map reworks needed and considering we ain't seen any new stuff or obstackles or whatever on these maps despite getting god how many killers. This wouldn't be like randomly throwing some shrines down that are only circumstantially relevant like the plague.


    Most likely if they were going to implement wall smashing it would be a killer who can simply phase through things. As that requires no map reworks. Just affecting the killers code itself.


  • She's not fun. Simple as. She wasn't exactly fun prior nerf for many either but her massive power potential and FEAR factor made her worth investing into to learn. Being actually scary to survivors was worth it for some.

    Being stunned ain't fun. It wasn't fun on legion and it ain't fun on nurse. But the most important part is. Why should I invest time learning an unfun, frustrating character that can be S tier when I play a character that's fun and can teleport that is also S tier. FREDDY.

    Hell. Even Billy can move so fast that it dosen't really matter unless you're on a very tight map. Nurse was cool because back in the day a god nurse could port literally across the map and grab you with a percission blink. Which was terrifying. But between the dead zones, bugs, nerfs and just general annoying nature of trying to learn while being stunned constantly makes it not worth it.


    Especiallyy when there is even more killers now to mess with that might be more peoples play style.


  • i said it before and I say it again.


    The killer role biggest problem has ALWAYS been a sense that the level of skill to match the oposing team also feels greatly asyemmtrical, which is the one thing that needs not to be in a asyemmtrical pvp game otherwise you get this. Gitting gud or talking about stats or kill rates or whatever won't change this. Killers could get 4K most of the time and this issue would still presist as is.


    The game is just so empty and needs a massive quality of life update. With thingsl ike new obstacles, loot and a refocuse on survivors interacting with enviromental plan-and hazards- other objectives. Stuff that takes all the weight of the match purely off the killer. Most of the killers even in their debatable states would be effective if it weren't just a loop and m1 fest with aboslutely nothing in it at all.


    Hell even some new offerings that actually change the game besides from moris and fog would be a massive improvement.

  • In my experience the douche bag wannabe troll youtubers have decreased while the number of generally either silent or non-douche players has increased. Maybe I just got lucky. I tried oni for the first time and they seemed friendly to me then.


    These kind of people have always been in DBD though because of its asymmetrical super sweat, competitive only nature. On top of several other issues...frankly. Alhough the super cool "troll" survivor tubers and gimmick hasn't died out yet though and a lot of people latch onto that crowd. At least the mentality they spread hasn't died out yet, I mean.


  • I hope they neither nerf keys nor moris ever get nerfed. I don't see how either of them can be done so without ruining the point of them.

    They both dramatically swing the game in one side favor. The main issue is that a lot of offerings were meant to nudge things favorably to one side but because we get no new offering content it's stays as basically a map picker and BP multipler section. Getting rid of moris would be one of the few offerings worth a damn, dooming it to a BP section forevever. Unless some GIGANTIC offering update came out soon after.


    The main problem with keys and moris if anything is that you lose game points normally for them, which isn't really fair to either side since neither can do much when they are in play. I don't know how that would bee fixed but it would be fairer if it was.


  • It's not good but it's not bad. The dev have made major strides in getting this game back to a good place,. Even if the killer side is still very stressful it's not as hopeless and daunting as it used to be.


    The game only really comes into its own when you have most of the perk library, which means if you don't buy the DLC the game will infinitely less fun than it could be.


    The biggest issue for me is this game presents itself as sort of changing at all times based on player actions such as offerings or skills. There are maps that killer sided or survivor sided, big, small, wide, long, loads of hiding spots, barely any. Loads of pallets. Large dead zones.


    The idea that your match can change from typical to hard is further supported by things like moris and keys. They clearly had the intent for each side being able to tip the llaance with map modifying affects with things like hook placement modifer offerings and fog decrease/intensors.


    Problem is we have had NO offering updates to spice up the games. NO new loot to spice up looting and survivor play styles. NO new enviromental interactables to break up the pallet loop fest for both sides. NO new gimmicks such as say...disadvantage enviromental aspects...like watery areas that give away foot steps for careless survivors.


    That cripples it. The game is empty even though it set up with stuff that's clearly meant to be filled up as time goes on. Hell, the offering system is mostly just BP multipler at this point. Except in the blue moon you decided to run a map or want to get rid of your double diget stacks of coins.

  • @Heartbound said:

    Mite b cool. You know I always thought that map could be cool with environmental hazards that injured (not downed from injured) if they walked into certain areas.

    (Like, trapped lockers with spikes on the inside, or doorways and windows with saw blades)

    Dunno how you'd balance that but it would be neat.

    Enviromental hazards would be fantastic and breath a lot of life into the maps and fit the "dark world" idea a lot more. I don't think survivors should be able to get down from them but even if maps had a lot of watery areas that made their footsteps very obvious or say...like in the swamp. Where running in really clear muddy patches could slow you down slightly and leave muddy foot prints for a secs would be a major improvement.


    What kills me is that there is ONE enviromental hazard already that's never used again. The bell in the workshop. Entering the workshop through the door dings, letting everyone relatively near know you're there. I wish we saw that same mechanic reapply in some parts.


    Maybe like a prison map where metal detectors will go off when you pass at multiple points or in the institute when a gen is activated and the lights are turned on so is a an auto-detection system that beeps loudly when its detects an intruder without a key card. Which would be everyone, including the killer.


  • In saw 3 thee is a machine called the pig juicer. It would be cool if there was a room where that machine broke and all the water you suggested was said pig juice. I wonder why they don't have more of the traps literally in the game, same with the music. THE RACK theme would make a great chase theme for pig, same with JIGSAWS cycle trap theme.




    https://youtu.be/TxtyASAjNP0



    ----------------------------------------------------------------------------------------------------------------------



    https://www.youtube.com/watch?v=rr57iMlju3s


    But knowing how handling coperate owned intellectual properties is, they probably couldn't get them or it would just be too expensive and a pain in the ass to do so. At least we got Amanda.


    The best PIG killer in the series. Unlike Hoffman who was big mean man number 530 in horror movies. So good taste there devs.


  • Other: I want more IN GAME obstacles and challenges. Like maybe certain hooks(preferably something that acts like a hook but is different in animation. Like slow moving meat grinder the player has been unstrapped from)

    A good example for survivors was the finding, holding and keeping the lunar festival lantern which gave them a glowing sparkle effect to make hiding harder but got points for keeping every certain amount of seconds passed.


  • I wish they'd update us with some new enviromental content for survivors to use. Vaults and pallets are ok being strong if they weren't the only thing on the maps at all times. If they were all broken up by diffferent interactables that had different affects besides just stuns and dead stops it would be more engaging...and make the chases more fun.


    But hey. At least we'll get another new killer who will told to "apply pressure" and looped constantly eventually just like all the rest. Oh, and some skins. I'm sure.


  • Same discussian everytime.


    What is a good build. What is a bad build. But he got a K. But the slow gens are boing.


    Blah blah blah.


    It boils down to this.


    In an asymetrical PVP game people will get frustrated and stressed out if they feel the level of skill required to match the opposing side is also asyemmtrical. Which balancing and proper patches of new content are meant to smooth over in time. DBD is in like what...patch version whatever and killers still say they feel this is the case.


    It all boils down to that. It's not about what was done or what was achieved. That's the core issue and always has been. Anyone who plays killers always say that this game feels ultra-sweat and stressful to do any good unless you're some of the top killers and this is the reason why.

  • @mike4156 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062063#Comment_1062063

    but with my proposed system you can still 1 shot and hook up to 3 survivors given you've leveled up and unlocked T3 NOED, that's tons of pressure and opportunities against the survivors!!! it also gives incentive to keep leveling up a killer to unlock better NOED tiers. If people want to lean on it more it would still be a pesky totem you have to cleanse, just that survivors know maybe 3 out of 4 of them will die from 1 shot but not all of them. Don't forget that people like to add ebony mori's with NOED, which i think should be completely unallowed.


    What's the point though. You're already at the end game. All you got to do is get out the gate. If ONE person can't get out the gate even because of NOED-which you're right by the way, it's OP- then you're just bad. Unless the killer is some master mind, big brain, jig saw-esque, DBD denizen domino manipulator.


    It feels like this change would do ultimately nothing because if you ain't out the gate at THAT point all this new NOED does is make the killer slug the 3 while he chases the last survivor trying to open the gate. I feel like it would just prolong the frustration for survivors. Because the hatch ain't open and a survivor with no open exit gate or other survivors probably has no hope to get away at that point.


    Especially if, like you said, he's been looping and breaking most of the maps pallets all game.


    If the exit gate is open at that point but he one hit you all then most of the time you're already at an open gate and will crawl into an escaped while he's off hooking. Especially if you got a perk to increase crawl speeds.


    I get what you're trying to say but I don't think this will have the effect you think it iwll have. I would suggest instead just making NOED a general speed increase all game until the toem is destroyed. Which would be more scary for survivors and have multiple counterplays. Stealth and totem hunting.


    Have a vote up though for the idea. It's interesting


  • As if most hex totems aren't meh enough. NOED and Devour Hope are the only hex totems actually worth the risk and DH hopes still requires a build up period of multiple hook saves. No. I don't agree with this rework idea or that NOED by nature is a signal of a bad player although I respect that having such a sudden power surge out of nowhere at end game can be very frustrating.


    You could argue that maybe NOED should light up a totem prior to the end game itself. Like when one gen is left-unless it does that now. I don't use NOED alot so forgive me- but as a hex perk it has a clear counter play and is one of the few perks in the game that promote survivors from M1 spreeing those gens without the risk of getting instantly dispelled like a minute in because the devs placed a lit totem facing a gen or out in the open.


    I wouldn't be againsta rework to NOED personally though that makes it more fun and have a prior end game match effect at the cost of direct power. It would be nice to have a perk that directly affects killer speeds outside such a circumstantial set up besides play with your food and DH.

  • I'm not a survivor main but if I had ot pick any I would pick No One Left behind. It's one of the few blood point aid perks but the fact it only kicks in when the exit gates are opened is silly. Even if it has a weak pre-gate open affect it would be a big improvement.


  • @underlord99 said:

    Why dont killers have second perks? like one to spawn another gen to be done or one that resets the exit gate progression


    Blood Warden, Rancor and possibly Noed-killer main by the way-


    All of those help you get a kill or extra hooks at an end or extend the game. Remember literally extends the gat progression for anyone not the obsession. Not by a lot...but still.


    I personally don't want more gens. They're boing for survivors and boring for killers. I don't want any more second chance perks for either side. I'd much prefer there was like an inbuilt minute or so where the gens are done survivors got hide and avoid the killer before the exit gates can be powered up.


    It would make the games less stressful as killer and that's a common complaint I've heard across the board from old, new and even survivors who switch about killers. It would also gives survivors some time to enjoy chases/ hide and seek without worrying if their team are potate grilling themselves instead of m1ing gens.


  • "I think it's widely accepted by both sides that there is a significant amount of bad survivor players (not new players) in the DBD community"


    2guzlr.jpg


    I'm a killer main but I sometimes play survivor and I'm god awful. Mostly because I don't spend enough time to get a feel of the red stain/killer catch ups in pursuits.


    The Base I expect from survivors is an intention to commit to escaping and act in a manner that is proper to that. I've seen so many survivors just stand there, give up or just not try. Hell, potatoes treat generators like hot rice cookers and recoil from them and I end up getting light bringer gold for soloing half of the gens a good deal of the time.


    Maybe less ######### around trying to copy those "so cool troll survivor youtubers" as well. Most of the time they get cocky without the skill against any decent killer and I watch them get tunneled or moried and they got no one to blame but themselves. But the rest of the team suffers.


    I've seen it as killer too. So many survivors just...give up if they get caught and chased not near a pallet or get downed early. Hell, my last game had two people instantly quit at early game down as LEGION. Legion!


    Most of the time if the team even half commits to running away or doing gens at least 2 or 3 of us will escape even if we do horribly.


    EDIT: Base I expects from killers: Knowing that you're not the power role and sometimes you got to eat pallets, gen pops and loses chases. A lot of newer or bad killers naturally expect to be a deadly predator but the game is not built in that manner and is more about tactical allocation of time and mind games. This leads to noob killers getting stomped when they get aggitated at taunting/flash light clickers from survivors who know time is on their side.


    It's a mindgame in and of itself in a way. As survivor, even bad survivor you can see these killers barely able to do much due to endless loop chasing or not midning safe areas.


  • Ultra-competitive atmosphere but lack of feeling of power to indulge in the competitive game play. Unlike a fighting game where there's always a counter and you can big brain frames and tactics/mix ups DBD has a very stale map spawn whichi s made worse by the win/lose harder nature of it.


    Typically whoever gets the more pressure early is going to stomp the rest of the match. As survivor if you use your loops and use your best perks you get mad because you realize there wasn't much more you can do. As killer you can come up with 4D chess perk combos and do perfect chases but then you get stuck watching a survivor camp behind a pallet before running to a safe zone while gens pop in sequence, screaming at you that need to pressure.


    Both roles has such massive swings from feeling utterly powerless to nearly invincible on a meta-level. The RNG of the maps also don't help. I've seen absolute safe infinite loops spawn some maps.


    The game tries to argue that you got to learn as both killer and survivor what battles you can win and what you can lose. But sometimes when you put in all your effort and tricks you get jack and ######### the aggitation reaches a tipping point.


    Combine that with A: the internet B: Asymmetrical non-social teams and C: a game that needs more ######### in it so you don't see either side get gamed by the same thing for the tenth time


    you get people who snap and angry at the other side. Even though, funny enough, most of these issues have nothing to do with either side most of the time.


  • My Fav Piggy build is this

    This build goes well with piggy because the helmets allow some breathing space, if only a little, to indulge in the chases this build will offer you. I won't mention addons since any add on that involve traps will probably help this build in one way or another.

    CRUEL LIMITS


    TINKERER


    BLOOD WARDEN


    REMEMBER ME - or substitute this with Play with your Food


    I figure those gens are going to get done one way or another nine times out of ten no matter what big brain plays I'm going to make so why not make something that would normally be a weakness into a strength.


    Tinkerer alerts me when one is about to go off and lets me approach it at max standing speed quickly. It also occasionally lets me get a hit just as it goes off or prior thanks to the lack of terror radius.


    Cruel Limits boxes the survivors in in many of the map load outs-other it does pretty much nothing- and you can see them scramble mentally when they start to notice that each finished gen is going to be an assured chase in your advantage too.


    Remember Me: Between your chases, interceptions and mask hits-always hit 'em so they got heal the slug for more pressure- this allows you some more time to get a down for your blood warden.


    Blood Warden: Almost always tricks 'em. Open up those gates yourself when you get your down. Then return and hook 'em. Now the tables have turned. Instead of survivors dictating when the game ends due to their gen work or when they open the gates. You do. It really throws most survivors through a mental loop and you get in one lass good brain scramble/panic from them before the game ends.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/126311/balancing-the-game

    I’m glad you brought Pig up.

    I just went back to her yesterday thinking I’ll unlock MYC for my other killers.

    I load up on the swamp. I pick a direction and walk there, start crouching close to the gen but no survivors. Start moving to another gen, same mentality but now a gen gets done. I’m using that perk that lets me see survivor auras whenever a gen gets done and I see 3 running to another gen.

    Long story short, by the time I end up getting to the other gen and trying to be stealthy it doesn’t work out (I get spotted) and another gen gets done by the time I start chasing a survivor.

    Left that game and now have even less desire to ever go back to Pig.

    I main PIG. She's my fav.


    I hope you don't mind me making a suggestion for optimizing her play style. And basically. Her stealth is poo poo on maps that are big or even moderate. There's a reason a stealth build pig is feared and hated on the GAME map but rarely seen out of it.


    Pigs true power is her traps. I know they feel ineffective because they are somewhat RNG and they don't normally get a kill but traps do actually buy time. I notice that one of the best ways a PIG can pressure is actually focusing on the chase while someone is traped. Yes, gens will get done but between the downs and the traps the pressure will build. Never be scared to slug someone you find woh wears a trap too. Adds even more pressure as someone got to help them.

    Mix up pig with a focus on chasing or heavy gen regression perks like surge/new ruin and her traps will give those perks a chance to shine through.


    In short. Be aggressive.


    Then when you got the upper hand. Then go stealth. It messes with 'em.


    Another tactics is to randomly go in and out of stealth. Especially with terror radius affecting perks. It can be very disorientating. I mostly use her stealth for the massive lunge that can mind game loops though, honestly.

  • @bigyikes said:

    I’m new to the game and bought it because it seemed fun, especially the killer role. But I have really bad anxiety and didn’t anticipate how stressful it could be. My first game put me against purple ranked survivors. I hit three people the entire game. No downs. No hooks. I chose Billy and kept running into things, lol. I figured it was because I was new and they were so above my rank, so I tried again even though that experience was awful.

    Luckily, after that first game, I somewhat consistently got at least two other grey/yellow ranked people. I managed to get to rank 13 with Huntress and only Huntress. But it’s mostly because new players literally run in a straight line. It wasn't long before I ended up encountering people who knew how to dodge, and I realized I’m a terrible Huntress. It's kind of amazing how bad I am at hitting targets.

    I'm thinking about maining a different killer. So, how long did it take you guys to get to a point where you were at least semi-confident in yourself? Who did you start out with?

    I’m not complaining about being bad, by the way. I didn’t expect to be a pro on my first few tries, and I sincerely don’t care about losing. I'm just asking because I feel extraordinarily bad. Like, worse than average. And it's kind of discouraging. It would just be nice to know about everyone else's journey into becoming a decent killer main.

    And, side note, I really wish they had a tutorial mode for each killer.


    Learn mind games. Act like you're going to cut them off at one direciton then suddenly change to the other. It works a good amount of the time.


    Try the old moon walk technique. It sometimes dupes people with your red stain affect when you are not visible yourself.


    Mess with the perks you got. Expirement and try to big brain 4D play with certain killer styles and perk combos. This is probably the best way to have fun despite win or lose and you'll quickly get more compeititve builds and ways to tackle people with this mindset.


    Watch some youtuber killers. I suggest not otz since he use a lot of tactics and even explains step by step sometimes why he uses them.


    Learn to accept when you can and can't do anything. If gens are popping left and right and you don't have a gen regression build then it's better to worry about intercepting and finishing chases quickly rather than tailing finished gens or preventing them going off. If you can't get chases done relatively quickly then focus on gen pressure.


    If someone runs to a safe loop or pallet. Unless you got time you're better off just breaking chase and returning to a gen defense/other survivor. If a gen is too close to a safe loop/area. Just let them have it and pressure other gens. Even if you have to resort to guard to 3 last gens.


    Hope some of this helps.


    I know that wasn't the question, but it seem some tips I learned might be pertinent. Anyway. It took me a good while of getting bullied to get good but I was still in this game during the dark period before the big killer buffs. You won't really git gud until you start to 4D chess big brain this game as a rule. It's competitive to the point it rivals fighting games where you start talking about second usage as if you were talking about frames in a move.

  • Camping at any spot takes no skill. Be it behind a pallet, at a hook, or ontop of someone.


    But neither does running in a brain dead circle loop.


    The skillful parts in the game mostly come in forms of mind games, tactics and proper placement of your plans. Camping can play a part in that, depending on WHAT type of camping we're tlaking about.


    I don't do it though because the chase is the funnest part of the game, same with hide and seek periods and camping denies me both.

  • The game in its current state lacks any horror and promotes a competitive atmosphere to the extreme.


    My guess is that due to survivors lacking alternatives besides loops and pallets when those fail or they can't execute them-unless they got certain perks- they feel frustratingly powerless. But then again so does the killer watching gens pop while a survivor loops an unmindamable pallet.


    So the enigma as to why we see it more in survivors remains for me. It could be just that they'in a group and one gets pissed they rest are egged on too. That and the frequency of SWF-comeptitive or not- is of course going to cause a us/him mentality and extra saltiness at not being able to protect a comrade.

  • @ZoneDymo said:

    I know, who cares about points? but honestly I feel a killer should not get rewarded for tunneling, if you hook the same survivor 3 times in a row, that should heavily cost you bp and your emblem for that category imo


    While I understand where you are coming from-killer main by the way- I disagree simply because of SWF. As a killer if I don't want to get curb stomped by certain com SWF groups making sure a certain person is out quickly is my only real way to equalize the powers.


    EG: if a comms users has Objecto f obsession I can not do ANYTHING that will not be commed to the rest of the survivors. Taking out tthe OOO is something forced on me by the players tatically and it would be wise for me to do so. Same with clear taunting survivors and one of them having a mechanics boss great skill checking gen jocky.


    I appreciate that tunneling is not fun for survivors and that tactics should be averted that spoil the game for EITHER side. In the games current state this would not be a fair system to implement.

  • I disagree with the solution but I agree with the sentiment.


    Killers don't need the same mobility, they need to be exceptionally good at something they do without perks or add ons as a default then those changing up the play styles additionally. We also need less stress inducing game modes that the survivor clock-aka the gen game-TIME has and always WILL BE the ultimate power role and survivors are innately in charge of time in this game with the current format.

    As if playing against 4 people who can attrition you with loops, pallets, safe zones and perks like bursts/ DS and burrowed time wasn't enough.

    The problem is that the devs won't add any map diversity spawns besides pallets and vaults that slow down or add affects to the killer besides aboslute dead stops or more mileage you got to traverse. Instead of like maybe adding an interactable.. that tempoarly blinds the killer for a split second like a hanging blanket giving the survivor to juke them away. It's all just loop zones, safe zones, dead zones and vaults you can only very slowly crawl over.

    Same with loot and objectives. The survivors have nothing to do BUT gen rush and pallet tour. Why would they go anywhere else but the safest area possible and why would they not gen rush. To loot a chest for the same item they probably have by this time 20 times.


    If maybe survivors had different areas of varying usefulness due to different hazarads/interactables to make use of in escape plans and geniune incentive besides to m1 gen cosntantly then the killers would have enough time to probably all be affective in their own way even in their current states. Despite some of them underperforming.



    But they don't.

  • Definately. This game needs more modes, it needs more interactables in the maps, it needs more objectives.


    Anyone who plays this game for more than 5 ranks will notice it gets monotonous very fast without gaining access to the massive perk library. When you got a lot of perks it becomes more interesting and competitive but even then. Enjoy looping mosto f the time and holding m1 at gens. It's strongest attribute is the chases.

    When you got a good chase going on or the killer is breathing down your neck as you're hiding the game shines. Problem is pallets and vaults are DEAD stops in chases. There's no eb or flow. You're either dancing around an effective stop and at that point most of the time a survivor has made ti a safe loop or too far for the chase to viable to persue to properly protect gens against competent players.


    The game needs to appease its die hard long term fans with fresh content as much as it needs to attract new players.


    The base game itself is fine aside from some balancing issues. But for some reason all we get is new perks and killers. The other stuff in the game is so severely neglected and it shows.

  • I've been blinding looking to the side sometimes instantly.


    Other times I can be looking directly into the light and it will take a couple of seconds. No idea what's up with that.


  • Clown He is the only killer that had a vibrate setting. Until BHR fixed his belly bug.


    Pretty good job so far, guys. /s

  • It's implied that the entity pretty much reabsorbs the killers into the fog when the end game collapses happens. We know that the scratches on Billy's chainsaw is a signature of past punishment from the entity. I think.


    Might got that wrong.


    So I imagine the entity effectively traps them into a basement with loads of its legs slashing, digging, bending and generally peircing their body without the hope of death to ever take them. But...who knows.


    It has certain telepathic abilities since it can extract maps from killers and survivors minds. So it's possible that when they do good they basically end up in a personal paradise-whatever blood thirsty lunatics consider paradise when they aren't killing/torturing- and on the opposite spectrum a literal personal hell.

  • Trapper, Hag: since they can actually defend it.


    Legion: but good luck since it will gone in 40 seconds to a minute most games.

    Billy: The all round good killer. Can actually possibly defend it since he can get to it in time...sometimes.


    Pig: Maybe. When you down a survivor and head snap 'em they'll be off not doing gens so the perk will get to do its job for a good bit depending on your addons....but...you have no way to defend it. So it's a possible wasted perk slot.


    Demagorgan: Literally you can just teleport to it and of the abyss will let you detect anyone near it if you place a portal there. Problem is. If the totem spawns someplace with a quick exit they'll just leave as you're spawning and loop you wihle another one will break it. You can't break loop since they'll just go back and break it.


    Nurse: Maybe. I mean, she can teleport to it. So. Should work in theory.


    Freddy: At least you can trap it and gen teleport closer to it.


  • I don't think any killer needs a nerf.


    Legion needs a rework though. He's so boring and he feels so weak. When he was announced I remember how everyone was happy to just to have a fast killer for once. Then he got released and they had to bind him up in all sorts bull. Now he ain't much better.


    I wish they'd just...let him run...I don't care if he's got to rubber stab deep wounds you and has a silly level of narrow view. If he loses killer instinct or whatever. Just let me play as a killer than can go fast. If not that. Make his frenzy stab count as a basic attack so his power actually has some synergy.


    Bubba: He's not an awful killer. I think that he would be more FUN for both sides if he had no terror radius but lacked a basic attack but in return had a louder rumbling chainsaw sound. He still got to reev it up. I like the idea of a killer who SEEMs like he is stealthy but his sounds and power go against that. Creating really intense surprsie chases and jumpscares.


  • I wish they'd fix the totem system honestly. I'd have no problem with new ruin if I had a way to defend the bloody thing as anyone besides trapper and hag. Right now, just like old ruin, it's pretty much might as well be a sound affect since that's all it does for me. Dings loudly like 40 seconds in the game.


    Totem cleansing needs to come with a negative. The killer is not meant to take all the risk, the survivors are. That's literally the point of a the idea of a survivor...constantly under threat and risk but winning against said circumstance. There should be an active state for totems and a deactivated state.


    Or at the very least totems should have an affect on the match the more lit ones are destroyed. I already got to pressure 5 gens with 4 people running around looping crap. Why would I bring something risky when I'm already at constant risk of survivors getting stuff done. And if I'm not meant to defend it, do I really want to feel MORE powerless to survivor actions than I already am.


    The only totem worth it in my opninion is devour hope...an ACTUALLY powerful perk that can turn the tide of a game.


    As it should.


    Hex ruin old one just made people learn great skill checks and new one just makes them gen rush. They should of made it directly affect chases somehow since that's when power lies most for killers. As DH does by increasing speed, making people exposed and then letting you mori them. Saving you loads of time.


  • For killer: New ruin.


    joke.


    I'd have to say...Monstrous shrine...or insidous. Both of these perks are effectively useless now. And while bad or seemingly useless perks can be good for a healthy game since it challenges players to come up with play styles that work for it. These have so little synergy with anything or hinder the killer so much to use they are nearly worthless.


    Survivor:

    Sprint Burst: I'm coming at this from the killer side. But god I feel slow in this sometimes...and seeing someone sprint away like the road runner really hammers in the despair .I can't even catch up with them with high value addon and stacked play with your food legion frenzy.


  • Freddy mori is just awful: You have absolute freedom with freedy. We're talking about a dream celestial effectively and what do we get. A nothing personal kid.


    I know that this freddy is based on the remake-which is actually a good movie...an uneccesary movie but good none the less- but god damn. It's so lack luster. Even if you deny him his shape shifting ability in moris due to the remake liscense not showing him directly shifting. Make him..like...i don't know...teleport away...show a survivor on the ground sleeping. Then suddenly waking up as freddy literally claws his way out of their guts as if he were summoing a dream projection inside them.


    Best Mori: Oni. So brutal.


    Cruelist Mori: Ghost Face. for sure. There's just something sadistic about he snaps a shot of himself with his victims.


    Other Rework moris: Trapper-yawn- would of been cooler if he set a trap down and forced a survivor face in it with his foot or something.

    Wraith: It's actually fine but some more gore effects would improve it a lot.


    Clown: You telling me we got a pervy, drinking, sadistic clown and stepping on some guys head is the best we can do. The finger sucking though is great. Really creepy.

  • @ppo8820 said:

    I remember when I started F13, I was annoyed and died a bit but eventually got good and reached top rank. With DBD I’ve been playing for over 7 months and most games just aren’t fun....killer or survivor. It has to be the most frustrating game I’ve ever played.

    Definately. This game is the DEFINITION of SWEAT. If you're a killer you're sweating your balls off and because of that it can frustrate the hell out of you since any of the issues or imbalances the game has will jab you in the side like a entity leg.


    I used to play fighting games all the time, like actually play them, competitively learn combos an git gud and all that and DBD pisses me off most of the time than even those. I think the only game to rival it is XCOM when the RNG buggers you.


    The game has 3 problems with this:


    1: Some killers aren't fun or aren't effective or you simply don't feel like you are a threatening presence. The devs are really unsure about making killers just...powerful. For some reason. Although over the years I've been playing DBD they have gotten better.


    We are getting more varied killers and even reworks to make F tier powerful .I man freddy went from the bottom to the top or at least A tier in one rework. So credit where it is due. Problem is. They got like 7 other killers that need this treatment without messing it up. Tall order.


    2: The maps are empty besides from vaults and pallets. Personally the maps should of been getting more stuff in them with each new killer but for some reason survivors get really powerful perks instead of enviromental things to take advantage of. Which makes no sense they are basely built around observing the enviroment and planning around that. Same with team work.


    Devs seem to be aware of this. I think. Because the last two killers before oni both can spawn something on the map survivors can interact with-demagorgan and plague- they also added a survivor perk that lets them put back up pallets. Which makes sense, since they're mean to utilize their enviroment. Unlike DS which is an innate, immutable powerful skill. Which should of logically been an item. Like a knife.


    But hey, the nerf to it made it a lot more circumstantial instead of body armor. Still should of been an item in my opinion.


    3: Gen speeds.


    You as killer just lack an innate ability to determine or reduce the speed of gens, not without wasting precious perks spots and even then, they are arguably effective at best. It';s not even that gens get done quick...it's just that all the anxiety is on YOU against an invisible clock .it's like having a bear trap on you all game...but you got to get 4 people who can loop and time waste. It's just not fun.


    You don't feel in control at all. Which means you don't really feel like a power role. One would logically assume survivors should feel anxiety since this is done in a horror game theme and dynamic, but survivors taunt and loop because they know between the 4 of them, gens speeds, number of hooks you need and chase time standard the clock is SO against you.


    We really need some secondary objectives or something because putting ALL the stress of time on the killer is just not fun. Maybe some times. But not all the time and it will quickly stress you out and make you have to sweat since you're literally counting seconds.


    Then you get mad because you feel like the game constantly screaming at you GIT GUD when the points are counted up and you're like "WAIT up. I'm meant to be the power role here. Why am I sweating like a lunatic and get a anxiety spike when I see a survivor sprint burst away and increase this chase by 20 seconds" then you exit the game. You see that big RANK also tell you to git gud even in menu and lobby.

    and eventually you realize. There's no reason to git gud. it's stopped being fun. So you uninstall for a while.


    I've learned to enjoy the ultra-comeptitiveness myself but even for me. Sometimes I uninstall and I can't handle more than a couple a matches a day without it starting to rise my blood pressure.


  • "Gut you like a fish" Build.


    Ghost Face

    Addons: The map that reduces detection radius.

    Combat Sheath: Increased crouch speed.


    Perks:


    HEX HAUNTED GROUNDS.


    HEX DEVOUR HOPE.


    IRON MAIDEN - or change with blood warden for a devour hope combo-


    MAKE YOUR CHOICE.


    This is a dirty, dirty build. but screw it. It's nice to have survivors actually fearing being in a chase with you instead of getting cocky and doing gens in your face/trying to taunt me. Between your power and the perks you'll have exposed on them over half the match.

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