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FrenziedRoach

FrenziedRoach

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FrenziedRoach
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  • I severely underestimated the power of Monitor And Abuse in the hands of the Killer who brings it to the table - The Doctor.

    I don't know why it took me forever to realize his Calm add-on energizes so well with it.


    As for survivor perks, I underestimated Distortion. It's actually helped me figure out without risking myself when killers are running Nurses Calling and BBQ.

  • Pfft, you say playing dirty.

    What I see are people just using whatever tools necessary to get ahead.

    Game only understands win or lose. You can't fault people for playing to what gives them the result they want.

  • Railgun Doc is still my favorite Meme build.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032034#Comment_1032034

    I don't consider him A rank, as he is still a m1 killer.

    He lacks mobility, and all he has is tracking and anti-looping. Now both are good for A tier, except the tracking part can be completely negated by calm spirit and lockers.

    That's what makes him B tier as his tracking can be completely negated. MM is an A tier killer as he has an insta-down, slugging potential, and stealth. None can be negated completely like doctors static blast.

    Just today, I had 4 survivors (SWF) run calm spirit, which essentially made my tracking power drop significantly. I still beat them as they weren't too good, and that they forgot to do totems, but that fact his tracking power can be completely negated by a single perk, essentially makes him a B tier killer.

    Also lets also mention that his static blast doesn't affect downed survivors, previously, the old Doctors static field could tier up survivors while downed. I feel like static blast should do the same.

    While you make excellent points, I think you are underestimating how much his tracking can be negated for the following reasons

    1) Calm Spirit is not a meta perk. Out of a dozen games Wednesday, I saw only one person running Calm Spirit. Calm Spirit also does nothing for the impending madness which has generator slowdown potential. Most survivors loath to build for a specific killer unless it's a S Tier killer. Vast majority stick with their tried and true perks that work for all killers.

    2) While the lockers are fine and dandy, they only work if the doc is very predictable with when he uses his Shock Burst. And even then, most of us who play doc regularly are already check lockers as the situation warrants it. If it ever became an issue were people are doing it regularly, we always have the option of running Iron Maiden and getting the tracking we were after anyway, but I doubt it will come to that.

  • Don't let social pressure dictate how you play.

    If you want to run it, run it. If survivors don't want to deal with it, they should just do the flippin' bones.

  • @ProfessorDunwich said:

    Seems Killers don't want to be tbagged, flashlighted, and other forms of taunts at the Exit Gate. Just a thought.

    Just look down while you chase them out. Deny's the flash and you don't have to see them testing the crouch button.

    Pro-tip - they can see you're looking down and can't see them - so you've denied them the satisfaction of you seeing the T-bag.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030601#Comment_1030601

    Because the game is going by too fast for most Killers to play without being sweaty. Survivors and their constant DCing and complaining resulted in making matches faster. Killers need something to help slow down the game. Something like this is better than slowing down gen repair speed.

    Besides, you don't "have to" get punished, you're making a choice, to cleanse or not to cleanse.

    And then what would happen with killers that always come into the game "Sweaty"? Would not changes be to strong to a killer player who always uses every trick in the book?

    Frankly, if you don't care enough to always use every trick at your disposal, you don't deserve to win. So I fail to see a problem. I mean, if you don't care enough to put out the effort, why do you care about winning?

  • @FootMan2893 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031937#Comment_1031937

    Making necessary changes to keep the game in a functional state does not make them neutral. And going from making a ######### ton of horrible balance decisions to slight under a ######### ton of horrible balance decisions doesn't suddenly mean they're no longer making horrible balance decisions.

    Um, game was in a functional state during The Last Breath. I think you need to stop misusing the word until you understand what it actually means. "Broken" means it can't be played at all - and it was most definitely playable.

    I also don't recall saying they were perfect. I said they make a lot of questionable decisions. And when those decisions were badly made, they've backtracked as necessary.

    So to sit here and accuse them of survivor bias just doesn't fly with me because I'm not seeing. And I come to you from the perspective of somebody who has played this game 75% of the time AS A KILLER.

    Frankly, I think many of my fellow killer's need to stop accepting Tru3's word's as the gospel because he's so goddamn close the subject matter, he's ceased seeing the forest from the trees. While he's good at the game, he has so many damned mental shackles on himself about how the game should be played that it's become impossible to take him seriously anymore.

  • So that's why I always get hungry when I'm playing DBD...

  • Utilizing the tools you have including offerings and items is not Toxic. It's called playing the game

    Hate the game, not the player.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031930#Comment_1031930

    No @Peanits confirmed if the survivors arent even attempting to do gens or anything and are just hiding the entire time they are holding the game hostage

    That's kind of stupid actually.

    Never really bothered me when people did it to me. But I always end up winning in the end in those situations. To each their own I guess. I know I won't be wasting time reporting it.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/123936/one-tiny-nerf-to-doctor

    Doc is still too early to even be nerfed.

    Also all this buff did was make him from low tier to mid tier killer, he's not even an A tier killer.

    If we were to do a nerf this early one, like BHVR did to Oni, it would basically end the Doc

    Maybe if A rank is top rank. But if there's an S rank, I'd put Doc in the middle of the A rank.

    His ability to locate people saves you so much time - especially now that we have a "locate on command" button.

  • They are looking at reducing overall map sizes in the future?!

    Oh, my..... you have just made this old killer very happy.

  • @BabyOniMain said:

    Killer can't have feelings. They're A.I only to be body bags for the Survivors whose enjoyment is top priority.

    Yah, you can just knock it off with that hyperbolic rhetoric right now. I suggest you take a look at the state the game wasat about the time The Last Breath came out and come back and say that nonsense.

  • FFS, the devs are not survivor-sided

    If they were survivor-sided we'd still be in the dark days. We'd still have true-infinites and a host of other BS things the survivors used to be able to do.

    I'm not saying they're perfect, but if you look at this game in the long term like I have, they're going in the right direction.

  • @venom12784 said:

    Let me ask this question.2 survivors are left alive on mother dwelling. They are not doing gens but just hiding fr the killer. That should be holding the game hostage, because they are not doing anything to advance game play. But it is not considered holding a game hostage why cause the killer is supposed to find them .

    Now if those 2 survivors where the only ones alive and trapped in the house it is holding the game hostage. Unless they are down. Why unless they are downed, well because they will eventually bleed out ending the game.

    Survivors playing hide and seek isn't holding the game hostage because it's still in the killer's hands to be able to bring it to an end with normal game play. However, cornering the last survivor and going afk, the survivor has no way to end it.

  • I've been following the game since just before The Last Breath. I've seen it when it's balance was at it's absolute worse. I've seen some really questionable decisions from the devs.

    But here's the thing - while they make screw up and make a lot of short-sighted decisions, over the long run they've been steering the game into a better state over the years. So they've earned my faith that they'll eventually get it right.

    I prefer playing killer, but I've played survivor enough to understand their side of the coin and am empathetic to the more reasonable claims they make.

    But what gets me in trouble is I'm more tolerant of what others consider "scummy". I've always been of the opinion that you do whatever it takes to win. So if you slug me or hit me with NOED, I'm not one to complain. If you flashlight me or loop me, it's on me to counter it. So many complaints both sides makes usually just has me rolling my eyes thinking "oh ffs, get gud"

  • Getting back on track - I think people on both sides of the Killer-Survivor fence can agree that opening the railing next to the lockers in the stairwell is a good idea.

    Prevents what we saw above, and gives the killer another way to carry people downstairs if they don't want to use the top hook for whatever reason.

    Can we focus on that instead? We got an opportunity to work in a bi-partisan manner here.

  • First off, many of you need to shed the mental shackles you've put on yourselves. These mental shackles include

    1) forbidding yourself to take a swing at somebody just rescued in front of you

    2) forbidding yourself to slug survivors where appropriate

    3) Forbidding yourself the use of perks you find unfair.

    If you use the full toolkit of any killer including the above, you never have issues building pressure.

    You can never expect your opponant to fight fair, game doesn't care that you fight fair - it only cares if you win or lose.

    Only scrubs limit themselves and whine about how they can't build pressure.

    This is my bi-yearly PSA to people that they need to read the below and take it to heart - they'll find themselves a lot less stressed in any game they play.

    http://www.sirlin.net/ptw-book/introducingthe-scrub

  • @Polychrome_Baku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031693#Comment_1031693

    Oh please. It's not about killers "never being nerfed" you sanctimonious donkey. It's about the fact that for the last 4 months it's been repeated ######### killer nerfs. So instead of having knee jerk reactions and expecting garbage survivors to be constantly catered to, maybe the community should let the doctor rework settle for a minute without making "nerf this killer because I'm a ######### noob" threads for five damn seconds? He literally JUST got reworked and the entire point of the design was to make him EASIER FOR SURVIVORS TO DEAL WITH. Everything he does has a way to defeat it. You just can't loop him on autopilot which is something survivors have always struggled with understanding.

    I try to be civil but this forum community is just. Ugh. The amount of one sided BS is getting old. And I think you're wrong about survivor complaint threads not leading to nerfs. Every nerf has had complaint threads previously. Even if the thing wasn't actually OP, and survivors just "don't like it".

    Cool your jets there bud, you're not making yourself look good there. Besides, the nerf hammer has swung both ways for awhile now, it's just been the killer's turn, that's all. It'll swing the other way as needed.

  • @RayrafLPP said:

    bamboozle only works on 1 window. many times theres a jungle gym next to these buildings so gg bamboozle.

    It still blocks the double back, and lowers the survivors options, so my point still stands.

  • Dead Hard doesn't affect killer's power in the way the devs were talking about.

    When they talk about affecting a killer power, they're talking about how the original Small Game used to work

    For those of you who weren't here in the Dark Days - Small Game allowed survivors to see the aura's of traps nearby - effectively rendering Trapper's traps effectively useless.

    THAT'S what they're talking about.

    Calm Spirit may stop screams, but madness still climbs when your shocked and your speed is still affected when gassed.

    Dead Hard may cause the nurse to miss a swing, but she still can phase through walls.

    You see the difference now?

  • Um... that's what Bamboozle is for actually. It's not just a window blocker, but lets you vault the window faster.

    It's only a handful of loops that are an issue - and most of them can be mitigated by just running the loop in the opposite direction to force the slow-vault....

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031826#Comment_1031826

    I wrote that there is a Hook in the "Main Hall" of the House. This is directly below the stairs in the House. Every Killer should be able to carry a Survivor to this place.

    (I also think that this Hook should be present when the Basement is there)

    I have never seen that hook on the main floor myself. No, seriously - I've never seen it spawn ever. So I'm a bit shocked by this revelation.

    Regardless, they still need to break the rail next to the lockers in the stairwell. That would fix so many issues with that upstairs area.

  • I came here expecting a buff trapper post and was going to point the OP to my favorite DBD Streamer, TheEntityLeftHand. (RP aside, the guy is a godlike trapper)

    Was pleasantly surprised to find a post who finds him balanced?

    So I sit here confused, not sure how to respond. LOL

  • @Aven_Fallen said:

    While the Game might end, it is not really cool to stay there for several minutes without escaping. Even if you block one Survivor in the Corner at the start of the game, it would not be considered taking the game hostage, because the game will end eventually. Still it is griefing, at least.

    Killers should lose collision when not moving for a certain amount of time. There is also not really a tactical reason to do that, even if this would have resulted in a 2k, it would be a very bad game and no real motivation behind it, other than to give a bad experience to the other side.

    On a side note: This Hook upstairs should be moved to the ground of the House (the "Main Hall"). It is basically another Basement Hook. This would also not make the upper Part of Thompsons House safe, because there is nothing to work with for a Survivor, no Pallets and an unsafe Window.

    So moving the Hook downstairs would remove the unneccessary strength of it, while still making it hard for Survivors to get down without getting hit, when they get caught on the Gen.

    That is actually a really bad idea. When the game was released, there was never a hook up there and survivors used to climb to the chest corner of the house to get downed so the killer couldn't hook them.

    I can only get behind removing the top hook under the following two conditions

    1) Top hook can only disappear if the basement is present in the house.

    2) An additional gap must be opened in the stairwell to allow the killer a shorter path downstairs (this also gives survivors another escape path to prevent what we're talking about above

    Until that happens, that suggestion is a no-go

  • Killer actually has a lower learning curve than survivors and more often than not stomps newbie survivors. They only start running into issues when they run into people who know how to elongate a chase. And at this time, there's not much that can be done for that other than practice.

    Problem is, any global change to make things easier for a newbie killer will make things harder on newbie survivors who have the steeper climb right now.

    Personally, I've always advocated unlocking all perk slots at level 1 and giving Survivors Kindred at level 1 and newbie Killers Relentless at level 1.

  • Then that's holding the game hostage and definitely against the rules. If I were you, I'd edit your original post using the gear in the upper right to reflect this so their's no question in people's mind what happened.

  • Note to self, crawl out of house if ever dragged up there by a killer.

  • Yes, but the question is were they the last 2 people on the map. If the answer is yes - then that is certainly holding the game hostage and reportible.

    However, if there there was anybody else on the map free to d gens and open a gate - that triggers the end game collapse and the game is forced close - ergo, the game itself is not being held hostage.

    It's a ######### way to play, but since technically it allows the spirit to get a couple kills out of it, they're working toward the objective of the killer and thus are not holding the game hostage.

    That being said, I believe there needs to be a gap added to the railings of the stairs to allow survivors a second exit to prevent this as it is a ######### way to play.

  • Yah, that's not holding the game hostage.

    If the other survivors finished the gens and triggered the End Game Collapse, Spirit would still get 2 kills out of it

    Spirit's points would be crap though.

    That being said, it's probably not a bad idea for the devs to break one of the railings at the stairs to give survivors another way out in case of situations like that. I wouldn't put a vault point off the balcony to the field, that would make the house WAY too safe.

  • Doc is the only killer I've ever bothered to get to P3 - he's the only one I ever bothered to get all the perks on.

    I have to say, I'm digging the reworked doc. The ability to "on demand" locate people with the new Static Blast is superior to the passive play that Static Field created. Synergizes well with Whispers.

    I was a little concerned about what they might do to Calm as I was using Calm and MnA builds to create a pretty stealthy doc that can sneak up on people. But, as long as your static charge is on cooldown, calm still works as a way to create a stealth doc when combined with MnA.

    I played with the new Obedience when doing the Overcharge challenge and got a kick out of the results (pun intended) Gens were exploding everywhere - so it seems Doc still has his old game-delaying options with a little bit of creativity.

    I strongly suspect that the Distressing/Disturbing Combo is still usable with him, however. While you can't use it to passively increase madness anymore - using it to energize with his ability to already screw with skill checks is still going to annoy the crap out of people.

  • I'd say it's too soon to tell just yet.

    You gotta understand - I play Doc so much he's like an extension of myself when I play. And right now, to me, his chase feels basically the same as it did before, I just don't have to swap to treatment mode anymore which is really only an ease of use issue.

    If anything, Doc has gotten more powerful in the locating targets department which was always his thing anyway.

  • @Sonzaishinai said:

    That's honestly the nature if this game. It's very momentum/snowball based

    Close games are rare cause if one side starts to get going it's really hard to make a comeback

    There are catch-up mechanics - you're just socially pressured not to use them.

  • To me the biggest issue has always been the new player experience

    To the Dev's credit, they somewhat addressed my biggest complaint by allowing new characters to immediately slot their teachibles. And they went a step in the right direction by making the slots unlock sooner. But again, I think they still need to take that extra step and just unlock all slots from level 1, and give all survivors Kindred at level 1, and all killers Unrelenting at level 1. This lets a brand new player out the gate walk into the game immediately with 4 perks and be on more even footing with everybody else.

    Once that's done, there needs to be a way to make it more obvious to brand new newbies killers that camping is bad for them and they need to seek out new targets. They've taken steps in teaching survivors that they need to do safer saves, but more needs to be done (Frankly, I'd reverse the unhook and safe rescue scoring event totals, or split them in half)

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1022733#Comment_1022733

    If the shoe fits, sir. The point is, there are more intelligent and efficient things you should be doing. If you do them, these two perks are wasted slots. These perks exist to counter this frustrating playstyle in the first place. Play better and they aren't an issue.

    If somebody does a stupid rescue right under my nose and I can remove the person from the game - the intelligent call is indeed to risk the DS.

    That doesn't make me a jerk, that just makes me somebody who plays to win.

    Game doesn't care if you play nice - it only cares about your win conditions. Play to your win conditions and stop bitching about those who play to their win conditions.

    Don't want to get tunneled? Run DS and TAKE RESPONSIBILITY FOR YOUR RESCUES AND RESCUE RESPONSIBLY

    Frankly, those who do ######### rescues then whine about tunnelers are the real jerks.

  • I don't dodge toolboxes

    But I will kill a process if somebody pulls a last minute switch on me because screw that #########. I showed you respect by not being one that dodges lobbies, show me the same respect by not being shifty

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1022701#Comment_1022701

    DS was heavily nerfed. It used to work on all 4 survivors every time they were picked up until they hit it. Now, it only procs if the killer is playing like a jerk.

    BT only exists to allow saves for when the killer is camping. Stop camping and it will be a useless perk. It's exceptionally rare for me to get hit with DS or to see someone get the deep wound from BT.

    Play better. In my games, every survivor with those perks might as well only have two perks all game.

    "Stop playing like a Jerk"

    Can we stop insulting people for playing in a manner that feels right to them?

    It's only natural for players to gravitate to the path of least resistance. You can't insult people for playing in a matter that's inuative - especially when people are rescuing in a dumb manner and the person who just got rescued is terrible at making themselves scarce. That being said, I have no problems with the perk. It does what it needs to and has viable counter play. I only object to people throwing insults for styles of play.

    Borrowed Time is another necessary perk because it's in the killer's best interest to NOT camp in most situations - therefore perks like this are necessary to train what is strategically the right decision. Because it's based on terror radius, the more creative killer's can counterplay if they feel they need to.

  • I barely used Ruin on doc - the screwed up skill checks were all I really needed to delay the game.

    Now adays though, I'm using PGTW though

  • Keep in mind the shockwave only occurs in his terror radius, and being in the locker renders you immune to it. So if you detect a pattern of when he likes to use it (like right after he hooks somebody), then you can prepare to avoid the blast by jumping in a locker.

  • Granted I haven't played in awhile, but while playing the doc, I feel like I'm moving through molasses. Everything feels slower than it used to be. (PC)

  • Clown is a D tier killer, which is why most people aren't even taking you seriously. If you can't beat Clown, you got some serious problems.

    Clown only slows you a tad, he can't stop you at a pallet like the Doc can. As for the Doc, you just have to drop the pallet earlier and keep going. If you try to game him at a short loop with a downed pallet, he's just going to beat you with his shock every time. Instead of playing at the pallet, run to the longer part of the loop or the next one. If he's got you cornered at a short pallet, you've screwed up and deserve to be downed.

  • You took the clickbait - shame on you

  • I say this as one who enjoyed Lery's previously - the hook changes were needed.


    signed, a so far very satisfied Doc main.

  • Half all those values and you might have something there

  • I reserving judgement until I get my hands on him tomorrow.

    This community is prone to hyperbolic nonsense, so I find it hard to take any of it seriously until I get a feel for him myself.

  • @ElementDoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/971141#Comment_971141

    Careful now. Keep that attitude up and you just might find yourself with a new job.

    Hah

    But seriously though. Most of this board is full of knee-jerk reactions and are so close and biased int he subject-matter they can't see the forest for the trees.

  • Yes - because this game isn't my life anymore.

    I fire it up a couple times every month and play it a whole night. I would play more, but I find the community annoying to deal with now.

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