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Gamedozer7

Gamedozer7

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Gamedozer7
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  • @ThiccBudhha said:

    I kind of agree, but eventually there is going to be at least one meta boon Totem perk.

    Ruin is still universally considered to be one of the strongest killer perks, and honestly, just in general. Yet, we all know about those relatively common 15 second cleanses. So I am not sure the cleanse/activation will be relevant in the grand scheme of things. Ruin is often completely invalidated and often paired with Undying for protection which is half the build. Is it worth the trade off? Eh. Not sure it is even viable at the highest level.

    Long story short, I guess what I am trying to say is perception is more important and people will complain regardless. That much is inevitable.

    But the difference is the survivors can chose a location so there's can be extremely well hidden every match or even placed way from gens so the killer has to leave the area where gens are to stomp it out possible giving them time to finish multiple gens

  • @C3Tooth said:

    What I think about Boon.

    • Killer have nothing to do with it. Not able to touch or anything
    • Require a dull totem to make it work.
    • It will be powerful, but only work for a limited of time, then either the perk disable or you have to re-activate again
    • Since there are only 5 totems with 20 perks. A Killer can disable survivors ability to use Boon, by using Hex perk, since they always activated in the beginning.
    • Since Boon exist, Survivor tend to leave 1-2 dulls incase their team mate using Boon. Noed may come in handy

    The description we got said killers have to cleans them. Full hex builds aren't all that strong plus if survivors are looking for dulls to put there boons on your definitely going to lose most your hexs and end up with like 1 perk to stop one survivor perk.

  • @Aven_Fallen said:

    "Now before you guys say oh we don't even know if they will be any good first this is behavior we are talking about and second its a survivor thing so I have no doubts that on release they will be op and the killer will have to deal with them or lose."

    So, you are saying that the side who did not get a Meta-Perk since David King will get good Perks? Bold statement.

    I thought MoM was meta for a bit? And if they make them anything like the good hex totems they could quickly become problematic.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2490880#Comment_2490880

    The thing is, Boon-Totems will be mediocre at best. They will probably a bit better than the average Perk released over the last 4 years for Survivors, but since the Devs have to keep in mind that 4 Survivors can equip a Boon-Perk each, they will not be strong.

    Obviously, when the first wave of Boon-Perks drops, at least one of them will be called OP. This is a nice little tradition in this forum to say that a Survivor-Perk will be OP, just to not see them at all after the Chapter dropped.

    But they have a habit of not thinking about that look at DS for what 3 years it was totally busted I still have flash backs from getting ds 4 times in one match I was rare but there was at least 2 in every match.

  • @lordfart said:

    Idk man it's just sus to me that IW only ever gets brought up in tandem with Spirit and no other killers. Makes me think it's not that it's IW that's the problem, but more that Spirit players are frustrated that there's a perk that counters a part of her power. But that's kinda the point of many perks, no?

    I thinks its strong against almost all killers if they run behind a wall on a loop its so much harder to mind game not been able to hear there position on the other side or just run away and your wasting time trying to mind game nothing. I would compare it to light born you just throw it on and flashlights don't work.

  • @GannTM said:

    Arguments on why Spirit is a problem is that she’s too opaque as you can’t tell where she’s phasing making it impossible to counter her, and also that she takes no skill to play despite being powerful. Now, I’m a firm believer that Spirit should get changed to give survivors more information, so please keep that in mind before you verbally assault me over an opinion.

    Now given these two reasons people bring up on why Spirit is a problem, couldn’t we say the exact same thing about Iron Will? Iron Will completely robs killers of information while in a chase as it makes it hard to mind game at certain tiles due to no sound cues that are so important for the killer to have. Also, does it take any skill whatsoever to slap on a perk that makes you almost completely silent while injured for the whole match with no downsides? Both seem very counter productive. And now after Stridor got nerfed, Iron Will is even more strong with it’s only counter being completely useless on every killer now.

    Now, if you disagree with me, please feel free to have a reasonable debate with me. It’s fine if you disagree as this is just my opinion but this has been something that I’ve thought about lately and just wanted to get my thoughts out there to see what other people think.

    So what do you consider to be strong enough to have a downside? There is alot of perks on both sides that are strong with no downsides. If you change IW then you have to start looking at all the older perks and start reworking them because everyone is going to start with oh perk x has no downside now perk y doesn't and it snowballs into a bunch of broken not working reworks.

    Spirit is fine for the most part the whole point of her power it is to turn it into a guessing game for the survivors instead of the killer. Now that been said I think she needs a clear tell when she is phasing but the killer should definitely have the upper hand when they use there power.

  • @Altarf said:

    Play at the 45-55% sensitivity range. Going too high with sensitivity will make accuracy even more impossible than it is already. 50% is my normal balance for ranged killers who need pinpoint accuracy - yeah, you get spun easy, but being spun easy is better than your power being largely useless.

    I was wondering about this but I don't think I could flick my shots as well at lower sensitivity. I'm still learning to flick them I would say I'm like right above baby huntress lol.

  • @Moxie said:

    Turn your sensitivity up as high as you can handle.

    Besides that, Godbless. I used to play Killers exclusively on Controller (I'm on PC) and since I switched to Mouse/Keyboard I can never go back.

    I've played at 100% sensitivity since day one almost. I'm actually not to bad i know ill never be on pc level but do I really need to be that good?

  • @VikingWilson said:

    Ok, but you have the Broken and Hindered status for 16 minutes.

    Actually adding the broken status if you get picked back up could balance it out maybe even adding a more beneficial effect to make it less niche like maybe increased crawling and pair it with tenacity and you can heal and crawl but if you get picked up your broken for a minute

  • @VikingWilson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2481432#Comment_2481432

    Seriously, people act like their account's curve should be flattened in a few matches on the first day of its release.

    Give it time, people.

    I thought they were going to use past data to help with the mmr? I have to say I'm on a 15 game losing streak today and I've only gotten gold and iri grade players and the last 3 have been all iri. I know grades don't count but they are directly from rank and when I was a green rank I was getting 90% of my games had 2-3 red or purple and then a green or yellow and and I couldn't really keep up with the purple and reds and now that's all I'm getting even know I'v gotten 2 kills in 15 games and they seem to be getting harder. I was looking forward to SBMMR but it only made my matches more lop sided because all 4 survivor are more skilled then me.

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482188#Comment_2482188

    Yeah it's too situational they need to be in some random empty zone so u can catch up with them

    They added in a bunch of LoS blockers in alot of maps which seems to hurt his power. I feel like his power varies way to much from map to map as well

  • @raze_ said:

    its so fun boys i swear...

    no baby survivor anymore im bullying..

    always 4 people everyone atleast 1.2k hours... its challenging but its so fun i never had so much fun playing killer.

    playing against people with your skill is just awesome dude im so happy :D

    i hope i will also get good survivors when i play soloQ

    I'm getting the same thing except I only got 400 hours it seems killer mmr starts hight

  • I'm on a 10 match losing streak today(1k or less) and still facing survivors way out of my skill. I played deathslinger who I've never played for a daily yup same skill as with other killers.

    I'm starting to wonder if SBMMR is even on I was playing against purple and reds as a green rank before and now all I've seen is gold and iri and one silver in 10 matched today. I'm silver btw

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2481922#Comment_2481922

    I find his power absolutely terrible designed too don't know who's idea was that they can break off from it faster than u can catch up with them unless they're in really bad zone

    I agree especially because the killers time is worth about 4x a survivors. For it to be a 1:1 tradeoff alot of the time is actually a loss.

  • Its going to be messed up because alot of people are trying to play pinhead atm. Killer q time are like 10-15 minutes right now.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2481841#Comment_2481841

    I play on console lmao he is not that hard, im pretty sure controlling the chain is equal the amount of difficult as it is for pc. And I mean, the amount he offers is a very strong slow. The point is that you can't just use it willy nilly. It is a skillshot and you have to learn when you will get the most use. I've already found some great tips for it, and some optimal spots to use it on some loops

    Are any of them safe loops? I haven't found any that his power is useful on.

  • @Hektic3000 said:

    It doesnt help that pinhead himself breaks his own chains that spawn in the way of the survivor he caught/is chasing.

    The rechain spawn is pointless its to slow and telegraphed they almost never hit

  • @justbecause said:

    What kind of satisfaction are u looking for in hurting people? It's just normal m1 like any other just look at nemesis punching ppl like he came straight from Scooby doo cartoon

    It seems like in most cases if I hit his power i i spend more time using the power than I get from it. If I spend 3 seconds using it and they brake the chains in 2 seconds I actually lost time using the power.

  • @[Deleted User] said:

    I disagree. That may be because im using a mouse though.

    Why would you disagree? Maybe I'm not doing something right he is new.

  • @EntitySpawn said:

    I mean hitting them is satisfying, just a shame they arent more useful. If the remove the environment insta breaks and you breaking them then he would be really good (I'm console too)

    If I compare them to hitting a huntress hatchet(which i believe is easier) its not even close to how disappointed I feel when they brake the chains and continue looping the same loop.

    @botrax said:

    https://forum.deadbydaylight.com/en/discussion/278437/pinheads-power-doesnt-feel-satisfying-when-it-hits

    The thing is clown bottle give you a better reward compare to pinhead chain and its easy to land too. You play on console so you already have a disadvantage compare to the pc player when you use pinhead.

    In my opinion pinhead need some major buff maybe the dev will work hard on him just like they did with depipster and we will have work on him for the next 3 or 4 patch.

    Honestly I think his kit is good the chains need to be more durable imo and the chain that spawns if they brake is useless because its so slow it almost always never hit I think it should shoot out faster and not be so telegraphed I mean I did already hit the trick shot.

  • @Lochnload_exe said:

    Pinhead has barely been out a day, and it seems like everyone wanted a killer that was super easy to pick up and play. Pinhead is a very hard killer to play, but he is in no way the worst killer, he isn't even near the bottom lmao. Maybe we have been spoiled with killers that have very little depth and skill needed like trickster and Nemesis. I'm already calling it. Pinhead is gonna get big buffs, and then there will be posts saying "me no like he is so strong and annoying now!!" How about we actually practice and try to be patient when they finally add a unique and skillful killer lmao the amount of posts or things I've seen where it is just "I played 1 round with the new killer that I haven't had practice with and obviously won't 4k with and I think he is weak pls buff bhvr" is sad

    Actually its just his power does t feel rewarding for the difficulty. I play on console so its harder for me to get them shots but when I do most the time I don't feel like it accomplished anything. 9/10 it seems like 2 chains have already been broke by the time I get control back.

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480336#Comment_2480336

    They usualy release 2-3 bug fixes before next bigger patch. Each patch is like 1 week from eachother, usualy 1 week after a release of the DLC. Maybe they will fix it faster but from past experience it can take 3+ weeks before they mostly fix him. However with each patch it gets a bit better (I hope).

    Well I hope its sooner rather than later because he's literally crashing the server's which in most games would have been fixed by now especially for something you paid for.

  • @ThiccBudhha said:

    I thought they would get it fixed in hours... But, like... idk anymore. It might genuinely be a few days.

    I was hoping the same I guess ill try again when Sbmmr rolls out and hope it's fixed

  • @Chocolate_Cosmos said:

    If I would quess, I think like 2-3 weeks minimum.

    But he's fun and I don't want to wait that long

  • @Heartbound said:

    Trickster just got the buff where it takes 6 knives to down someone.

    Ok but that doesn't stop matches crashing with pinhead when there's only 2 survivors.lol

  • @Jago said:

    It tooks 1.5 months for Nemesis (and the game in general) to be kind of playable on consoles.

    Have fun.

    It seems like its still unplayable on last gen.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480143#Comment_2480143

    What loops is his power helping you at that aren't already unsafe or mindgameable?

    I will say if you hit your chains in certain loops you can cut the chase time because you don't need to mind game plus mind games are a 50/50 situation at best. But I do think his power is a little underwhelming

  • @MikaKim said:

    New DLC/update que NOED killer: 'why cant I get easy kills?'

    Sorry this is a non troll post thank you

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480117#Comment_2480117

    I personally disagree. I feel like his power has often enough given me hits where I wouldn't normally get hits.

    You could be right. I will say I might get the hit faster because I don't have to mind game. I'm also on console so there's that lol.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480103#Comment_2480103

    O? My bad. I assumed since the new rank symbols are out, MMR is here.

    I don't blame you but for whatever reason the pushed it back a day

  • @ad19970 said:

    I have had a few painful matches with Pinhead, but in general I feel like he is pretty solid already. His chains definitely help in chase, and he has a second objective built into his base kit, which is pretty good.

    His power feels useless in strong loops they just brake before you can get to them and the loops that I can hit them with the chains and get a hit I feel like I could of got a hit anyway.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480051#Comment_2480051

    Except I'm still thrown against sweaty survivors. Since he's brand new, shouldn't everybody be on the same playing field for the moment?

    MMR didn't happen today its on the 8th

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480050#Comment_2480050

    The problem I have found is when you get hit by a chain whilst solving the puzzle it resets the progress made. I have been downed so many times failing to solve it due to getting hit by the chains. Maybe they weren't just holding it but stuck trying to complete it.

    I just hid behind something and the chains don't really get me. It also feels like the teleport takes to long the survivor normally has some distance by the time I get there or is in a strong tile for them or way away from the gens.

  • I'm playing him on ps5 and he definitely feels high risk low reward for his power. The chain hunt is cool but its easily negated. I've had a few people just hold it. I was wondering about a exposed status effect after like 15-20 seconds of holding the box when not in chase and maybe it lasting like 10 seconds after it solved.

  • Yeah its happened 6 out of 8 matches i played as pinhead and 2 of 3 that I played against him. He seems to be baking the servers.

  • I've dc 3 times in a row on ps5. The last 2 they were doing the box. It really suck especially because I have to wait like 10 minutes to get into a match then I dc half way through

  • @Karltastisk said:

    Is it just me or is he really, and i mean really weak?

    I've hit survivors with the chains behind an L wall and not been able to catch up to them before they get to the medium vault window. Then its like, what is even the point of using his power?

    I've got his power to work pretty ok for me in the 2 matches I've played. It seems like its best used at smaller loops. I haven't got a chain hunt yet though.

  • @lemonsway said:

    Honest question... every damn match today an SWF, gimme a freaking break. Remove this busted ######### from a freaking ranked mode.

    To he honest there will probably be alot because people are going to want to play against pinhead and new dlc normally brings back people

  • Ok thanks everyone I'll have to pick it up after I'm done playing with pinhead. Huge RE fan and Nemesis fan im pretty excited to play as him.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/277790/dlc-prices

    Why should the price go down?

    It is more expensive than other Chapters because it contains 3 Characters. Pinhead will most likely be cheaper than a regular Chapter, because it is only one Character.

    I've just noticed they drop in price I wasn't sure when. Didn't want to buy it and then the price drop if I could avoid it happening.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2473254#Comment_2473254

    To be fair, chase time depends on a lot of factors. How many pallets did they use, what tiles spawned, were there body blocks. Blah blah blah. Ghostface sucks, but you can have games where you average chase time is below 10 seconds if you are constantly marked stabbing or pulling people off gens. Heck, I end chases fast just because he can get rid of red stain and trick the survivor who is probably better at looping than I am. He is still bad.

    Yes but alot of maps got buffed and it seem on some maps there are strong tiles close together which can make chase times up there. And then I'll get downs in like 10 seconds because its a deadzone.

    GF doesn't count he's like cheater mode in some loops. I love doing it though lol

  • @Jasix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2473245#Comment_2473245

    Contrary to the exaggeration of the forums - not all survivors play in 4 man SWFs. I have almost 1800 hours as survivor (1900 as killer) and less than 100 of those hours have been in SWF and NONE of them were 4 man SWFs. So no.. we don't have 16 perks - each survivor has 4 - hyperbole weakens your "argument."

    I think he was implying it survivors 16 vs the killers 4

  • @botrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2473217#Comment_2473217

    All that depend the hour you play. They said in the article you can be an average killer and play with high tier survivor if they play during the slow time.

    But that happens now.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2473249#Comment_2473249

    The problem with this is power creep. Games at high level already go way too fast, how would you make a perk better than BT or old DS? Or any of the meta perks. The only way you could do so would be to make ridiculous perks that are even stronger which in turn would shorten games even more

    I understand that there are some perks that won't leave the meta without adjusting them but at least there would be more options without completely screwing you over. Alot of it comes from behavior making game mechanics into perks.

  • @BabuDweet said:

    Yeah, the incompetent matchmaking is overall the reason for the implementation of sbmm.

    Red ranks going against literally green rank killers at times.

    Survivors going against a killer they have no chance against on top of bad teammates which leads to just a lot of bs matches.

    Sbmm will help balance most of this out, won't solve miracles but it'll defo help.

    I also played against a red rank killer yesterday(im green) with a squad of yellows. It was a bloodbath

  • @Leachy_Jr said:

    Can more people play jake please for the love of god i'm lobby dodging until I get jakes and literally nobody is playing him help.

    Why did you make this challenge so hard BHVR, I don't even know how many more jakes i need to sacrifice in order to get it.

    I play jake. You'll bring the marshmallows though right?

  • @Ghouled_Mojo said:

    https://us.v-cdn.net/6030815/uploads/DHLY2WJ926Q2/829fb377-7074-4656-9772-31028a202e87.jpeg

    Is this not the reason they are trying to get it going? This game was not fair to the survivors at all.

    Or is there more of a concern for the upper crust players? I haven’t really been following the topic very well.

    I get this reversed as a killer all the time 2 purple a red and a green or yellow. Yeah so fair 3 of the 4 are way over my skill. I'm looking forward to sbmm

  • @ezrank1 said:

    The game lacks creativity which is to the detriment of balance. It's just a reskinned template for most of the killer palettes.

    M1 reliant killers need buffs in the chase, seems that base vault speed increases would be helpful or increased base lunge speed or distance. Hell, even speed increases. Better chase will help with adding time for map pressure.

    Stealth killers need help in stealth, buff undetectable and nerf spine chill. Reduce myers size and make GF's ability better - reduce his TR range.

    Boost ranged killers to 115, reduce lunge range if required.

    This lazy 1 size fits all approach to killer is horrid for a game implementing SBMM. The top-tier killers all have 1 thing in common. They are time efficient in the chase aspect of the game. The low-performing characters are simply not. There are some outliers but I am sure you get what I am saying.

    I just watched a video that said the average spirit(in her prime) chase time was about 36 seconds now the average chase time for a killer should be 40ish. I find that so unrealistic most the time if one of the most op broken killers can barely make the chase time ######### are your weaker killers suppose to do?

  • @Chilli_man2400 said:

    Not just killers how about survivors they need more good perks than killer cause almost 90% of the survivor perks are useless

    I agree with this. Let's not throw the nerf bat at everything and start making perks better. The meta mostly exists because there's like 10 good perks in each side

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