Ghoste
Ghoste
About
- Username
- Ghoste
- Joined
- Visits
- 1,921
- Last Active
Comments
-
They should increase her crouch speed overall instead of requiring add-ons. She should move as fast as Ghostface at least.
-
I have a couple friends in green ranks I play with sometimes. Yeah it affects the matchmaking, but what am I supposed to do about it? Not play with my friends because the matchmaking sucks?
-
You know what slugging is right? The Killer doesn't have to hook you to win.
-
Monstrous Shrine.
Not only is the perk too small of a benefit to be impactful, but it promotes camping as well. I'm not sure it could be properly changed either, because the whole idea of the perk is to kill the hooked person faster, which will always promote camping and tunneling. So maybe just remove it from the game? It's a generic perk anyway so no real problem. The least they could do is get it out of my bloodwebs lol.
-
Good! They've been sleeping on the Bing-Bong-Boi for too long. It's his time to shine!
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1822512#Comment_1822512
True. But if you think about it, DS doesn't really need to be used. Think of it more as reassurance and with unbreakable you can get away scott free. Most killers who are good slug the person who was recently unhooked because they assume they're running DS. Just the fear of it alone is enough you don't even have to run it if there is another obsession perk, and running this with unbreakable makes this situation tip in your favor. Also, I hope he figured out that Haddonfield was unbalanced lol.
I agree, I'm not trying to argue the combo is healthy, and certainly it does give too much benefit when it does come into play.
Although, do you think perks that have an impact just by existing are so bad? Look at Power Struggle for example. Not a great perk by any means, but it will cause Killers to never walk through a pallet when carrying someone again. Is that unhealthy for the game? (Genuinely asking your opinion, I'm not sure on this one). Personally I feel knowing that perks like these exist and playing around them properly is the difference between a good Killer and a bad one.
-
I dislike that he roars EVERY time you use the chainsaw... it's super annoying after the 100th time.
-
@Haddix said:
https://www.twitch.tv/almo2001/clip/ObservantPlainCockroachSpicyBoy?filter=clips&range=7d&sort=time
Here you go. This may be why it's lower on the priority list.
He does have a point. You can run DS + Unbreakable and not get the chance to use them at all.
Also LOL @ him getting infinite looped on Haddonfield because they turned Bloodlust off.
-
@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1821444#Comment_1821444
What fps issues? @TheClownIsKing plays on new gen (PS5) so the game runs smooth as butter.
Welp he didn't mention that in his post so I assumed last gen. Plus the older consoles do actually have FPS issues, so the point is still relevant for many players.
-
I remember your post asking for advice. I didn't say anything then, but my honest thought was to avoid this Killer on console. The FPS issues combined with the wonky sensitivity and accuracy on a controller scream not to play The Twins, or any Killer that requires accuracy, on console.
-
@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1820913#Comment_1820913
The worst part about that challenge was the number of survivor who would disconnect to deny killers the challenge, meaning they had to attempt it multiple times. Talk about cutting your nose off to spite your face.
Yup I ended up having to farm for that one. I got lucky enough to find Survivors who knew about the challenge and let me get it. I imagine I'm not the only one who farmed it out.
-
Oh no, I'm having flashbacks to the first tome when "sacrifice 4 Survivors in the basement in one trial" was a challenge. The first person caught basically couldn't play the game haha.
-
Also I have to add that Prove Thyself often leads to a 3-gen for the Killer because Survivors will stack on the gens they spawn near, and then all the remaining gens end up on one side of the map.
-
I have to disagree. Often times I can't get my teammates to commit to gens, and they instead focus on chases and saves. Call me cynical, but after a few thousand hours of play, I've decided using perks that depend on my teammates performing actions are 100% unreliable.
-
@[Deleted User] said:
Situationally super strong, almost as bullyable as Nurse when played poorly, overall probably less-than-healthy for the game due to camping/tunneling/slugging being so strong on them.
Clunky as ######### around pallets/windows with Victor. And inclines. And certain objects with their fat hitboxes.
Kinda fun to play though.
The Nurse comparison is apt. When played poorly The Twins might be the worst Killer in the game. When played optimally though.. practically impossible to beat in solo queue.
-
Boring but optimal. There will always be a meta in PvP games, and we can't change that nor blame players for following the meta.
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1817755#Comment_1817755
You don't think it is worth the slot? I see that CoconutRTS plays with it all the time, but yeah it's competing with a lot of great perks.
No because the time saved is pretty small. Opening a locker really doesn't take much time in the first place, so making it faster with a perk is unnecessary. In addition, unless you miss all your shots you're only ever going to reload after you've downed a Survivor, not in the middle of a chase. So saving 1 second reloading just isn't enough compared to the other perks you can run instead.
-
@danielmaster87 said:
Spirit is nothing when she's not phasing, worse than Clown even. I honestly don't know why people rank her so high.
True but that doesn't matter so much when her add-ons allow her to phase significantly more often. You can stack duration and recovery add-ons and this downside is basically irrelevant.
-
The 25% Power Struggle requirement is not what's holding the perk back. It's that you need the Killer to walk through a pallet to use it, which won't happen most of the time.
-
Well it doesn't help that lots of people complain about Survivors playing stealthy. I've read plenty of posts on here of Killers saying not being able to find a Survivor is super frustrating.
Plus stealth doesn't earn you points. You get nothing for avoiding the Killer, so might as well get into a chase.
-
@brokedownpalace said:
What do you guys think it should be? Honestly anything less than 25k per day is kind of insulting.
They should get rid of the login rewards entirely and just do 2x BP for a few weeks. But they won't do that because daily logins artificially boost the player count and prey on FOMO.
-
Suiciding on hook is better for the both the Killer (BBQ stacks, points) and your teammates (More time to do gens, even if it's just 10 seconds).
-
This is why:
- Power Struggle: The perk cannot be used immediately if the wiggle threshold was reached before wiggling
This was listed as a known issue in 4.4.0 and was not fixed in 4.4.1
-
This is just anecdotal but in solo queue I see this perk used to troll more often than actually countering Ruin. There are way better options to deal with Hexes. Plus if the Killer doesn't have Ruin then what? It's more or less a dead perk slot.
-
Iron Maiden is a noob trap. That's the general consensus among Huntress mains anyway.
-
Love how the first thing you bring up is his add-ons. Yeah most of them are crap, but Paint Brush + Swing Chains is Freddy's version of Iri Head. If anything, this is the single best reason to rework Freddy.
I encourage you to play a dozen games with those add-ons and report how many 4Ks you got. I guarantee you'll win 90% of your games just because those add-ons break his kit.
-
The only way this game would not be toxic is if everyone who's playing now quit forever and only new players played it. And even then, the same cycle would repeat eventually. It is simply the nature of the game.
-
It's not the devs' fault that Survivors aren't scared anymore. Many people have simply played too long and have become cynical or trolls.
And you completely lost me when you brought up Moris. Nerfing them is the best game health change they've made in years.
Lastly, the game is easier than it ever has been for Killers. Aside from the Mori change, idk what all this "Survivor-friendly" talk is about. If they really wanted to favor Survivors, they wouldn't have released Spirit, Deathslinger, Pyramid Head, etc.
-
Bubba is definitely underrated. He was a meme for so long that it's burned into people's brains.
How about The Twins? I have to say I vastly underestimated what a good Killer player can do with them. It's been pretty hard to defeat them in solo queue.
-
I say good riddance! My only regret is not having used my mori stockpile before the nerf. Then again, I generally didn't use them out of principle.
I will say though that their cost should be reduced in the bloodweb now.
-
The range is just way too small. Also it only applies to basic attacks, so by default it's bad on a lot of Killers.
-
The real power move is to commit to crouching behind the tree and refusing to budge until you get hit! Every Dweet knows Killers can't see you when you're not moving :^)
-
It could go either way. Cross-Progression is a stated goal, but when it might happen is entirely up in the air. 2 weeks, 2 years, who knows?
What I will say is if I lost my PC account somehow, I would stop playing DBD. Idk about you but I've sunk some serious time already, and I won't bother beginning again should the worst happen.
Either way, I'm sorry you've encountered this dilemma, and I assure you you're not alone!
-
Just commenting to say I won't be buying a single mori ever again. They're a complete waste of points especially if you were hoarding them before like myself.
The mori nerf has really highlighted how terrible the bloodweb system is and how much fodder it contains.
-
It means nothing. Most people I know spam it because they are bored. Don't use it as reliable info ever.
-
Welp, I guess I'll say it. I like the updated look. Objects are now more sharp and crisp... To me it feels like a marking of how far DBD has come (The aesthetic, the design) and how far it has yet to go (map balance).
-
@sulaiman said:
The problem is not that swf exist, it should. The problem is that the game is not balanced around the advantage you get from it.
I know SWF is a problem mechanically, but it truly has become the lifeblood of this game. I have no doubt now that DBD would have died long ago without this mode. And while that might seem obvious, it's a perspective I thought some might not have thought about. As unbalanced as it is, SWF is a necessary evil.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/212836/anyone-else-remember
The problem is that the game actually is survivor sided when you look at tournaments and top level play. If it wasn't, then nurse wouldn't be the only viable killer. The math itself doesn't add up. Let's look at what a perfectly efficient team does.
Facts:
- Gens take 80 seconds each.
- Survivors move at 4.0 m/s
- Killers (most) move at 4.6 m/s
- Killers (most) have a 32 meter terror radius.
- Killer lunge range is 6 meters (generally you wait until 4-5 meters for dead hard, and to not get spun etc.)
- A survivor moves at 6.0 m/s for 3 seconds after getting hit.
The scenario:
- Match starts, every survivor splits up onto different gens.
- Killer runs to opposite side of the map (where survivors likely spawn)
- Crossing the maps takes 15-20 seconds depending on the map and killer.
- Assuming you instantly find a survivor in that time (which can be rare) this takes about 15 seconds.
- Lets pretend for a minute, the survivor doesn't use windows, or pallets, or anything, and they just hold w, as soon as they see the killer.
- As soon as the killer terror radius at 32 meters, survivor looks around for the killer. Human reaction time can be around .25 seconds, but let's say you have to look around to find which direction the killer is coming from and it takes 3 seconds. The killer is now 32 - (4.6 x 3), or 18.2 meters away.
- You now know where the killer is coming from, and hold w in the opposite direction.
- Killer needs to get within 4 meters of you to lunge. The killer gains .6 meters per second. Getting within 4.5 meters takes 22.8 seconds (i'll even round down for you)
- It is now 15 + 22 = 37 seconds for the first hit (remember no pallets, or windows, or anything, just holding w).
- Killer is able to gain 1 meter while cleaning their weapon for 3 seconds. The survivor uses their speed boost to move 18 meters, which means the killer is 17 meters away.
- It takes the killer another 20.8 seconds to get within 4.5 meters to lunge. Again, i'll even round down for you.
- This is now a down in 15 + 22 + 20 = 57 seconds.
- It takes 3 seconds to pick up the survivor, and another 10-15 seconds to walk to a hook, and it takes 1.5 seconds to hook the survivor. This time is 3 + 10 + 1.5 = 14.5 seconds (again i'll even round down and say 14 seconds)
- The first hook now took 15 + 22 + 20 + 14 = 71 seconds.
- Gen times are 80 seconds.
- During this time the other 3 survivors work on a generator, you now lose 3 generators
- Rinse and repeat, but now you have 1 survivor on a gen and another rescuing and healing, so it is a bit slower, but you still lost 3 gens.
Keep in mind. This ignores pallets. It ignores perks. It ignores windows. It ignores looping. This is literally just holding w for as long as possible. If a team plays efficiently, and hits the gens hard like they should, a killer can never win. The only exception to this, is killers who can shorten that chase window, like nurse, spirit, huntress (arguable), deathslinger, etc. Because you can't hold w against them. Now when you factor in pallets, windows, looping, etc. This basically means nurse and spirit are really the only viable killers at top level play.
Now, you might say "well you should get the first hit, then go find another survivor on a gen". And you are right, this is generally optimal. But now imagine that scenario i mentioned, where you do that. It took you 15 + 22 seconds, to find the first survivor and hit them once. It takes a survivor 16 seconds to heal. Now all they do is heal, and start hitting a gen and the scenario repeats itself. Now you can maybe do this only once or twice depending on your medkit. But by the time your team runs out, you easily could complete multiple generators.
This is the problem with the game. When survivors play perfectly, a killer can't win. A killer has to win by survivors making mistakes. There isn't a way for a killer to truly win a game against an efficient team if they play perfectly.
I appreciate you spelling out the math! Everyone should read this post. One thing you left out though: how would you go about solving this equation?
-
@dezzmont said:
I recently had to haul out of 20 as a survivor aftrr taking a VERY long break as a red rank survivor due to finding the role too easy (thank the entity that vacuum pallets are gone and a good survivor can actually lose a chase in the same year it started!). Got back to purple in a week, just taking a bit to hit red because survivor Q times are comically long.
My advice is some oldschool pre-swf advice: ideally the survivors work together and try to get the gate open. Ideally you just run a good chase rathrr than hiding.
Ideally.
But sometimes your teammates are potatoes.
It is therefore imperative as a solo survivor that you do NOT go down as first hook. Be willing to make significant sacrifices for this, such as stealthing out of the terror radius if you are approached doing gens. Assume your team is bad until proven otherwise and play for the hatch. You will know based on how well or badly they handle an early chase and some rescues.
If someone gets hit and then goes down instantly? Or gets caught and hit 10 seconds into the match? Don't assume your getting that gate open. Unhook for emblems, sure, but only when its safe, and once people are really dying and you can search for hatch do that.
You can easily pip consistently long as your good enough to recognize a weak team early, do your share of gens, stealth instead of chase to minimize risk of depending on potato teammates for rescues, and finding the hatch early.
In high end highly cooperative games these are very selfish things to do, because by divorcing your success from the team vs very good killers your getting at best a minor increase, and realistically just a decrease, in your own survival rate at the cost of everyone's lives, but if your teammates are dead on arrival their lives should aggressively be spent in the service of a greater good: your pip.
So be agressively anti-social until your team proves thyselves with a gen pop or two, or a really good chase. Your goal is to survive and pip, and the game has an alt win condition very well designed to allow you to do so if you are cunning enough to realize your goals aren't the same as other survivors, and are merely alligned towards similar ends that don't matter if they can't help you.
Late to this thread, but I just wanted to say this is an excellent write-up of how to play Solo Survivor!
-
@Aneurysm said:
You're right, I miss being on comms and making fun of each others' largebrained plays. Even getting tunnelled or facecamped can be fun when you have some commentary on it.
Right! Even our bad games were super enjoyable. Things that would've tilted me or made me want to give up on my own were instead just hilarious. What an absolute relief it is to play with a friend.
-
I main Nea and Claudette and try to boop every chance I get :)
-
@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/212519/survivors-more-toxic-than-killers
Welcome to the party pal.
Die Hard reference? :D
Also, reminder to everyone that it's not Killers or Survivors that are toxic, it's the players. And players can and do play both sides. If you had to make me choose though, I suppose Survivors might be more toxic on average because of herd mentality (4v1).
-
@jackofalltotems said:
So, first everyone who is talking about pallets and fences, we started there too and arguments came up. So we wanted to see if by any metrics available is there another way to determine neutral maps based on provable stats instead of peoples opinion. For example, pretty much everyone in our league agrees Ormond is survivor sided. Well, by kill rate and hooks its actually almost balanced. But we still know better, the size is what ends up making that map a problem. Of course Hadonfield isnt balanced as well because like the corn it has too many things to to obstruct the killers views. So, my point being is those got naturally weeded out by the data we had anyway. So where this information may not reflect every little detail it did help us determine which maps have some semblance of balance even if we werent looking at everything we use to determine balance.
The best example of that is midwich to meat plant. Midwich is not survivor sided because of the number of hooks spawned in relative proximity to each other and the fact that many killers gain advantages using narrow hallways with no turns or room to evade for downs and or teleporting across the entire map or easy way to stalk. Traps also work well on midwich because you can force people into them. Now with that said most people I know hate meat plant over midwich and even though most of us feel midwich is killer sided we would choose midwich over meat plant any day because at least its spread out enough to apply pressure across the map on some level.
Is our system perfect no, but its because we dont have all the data we would like, however did it get us to a fair resolution so teams can play their championship game on the closest to balanced we could get? I think it absolutely did exactly that.
Excellent explanation, thank you. My only gripe would be Blood Lodge. Is it really balanced since the Killer is visible to the Survivors for most of the match? That wide-open center is really a problem. Is that less relevant since there are more dead zones nowadays?
-
I'm fine with the change, but I understand why people might be upset that it took like 4 years for them to change a 1 to a 2 lol.
-
Why does the amount of hooks matter so much? There could be 50 hooks for all I care if there are a high amount of pallets, loops, and LOS blockers.
-
Personally I've given up. I reached tier 70 for the first couple rifts and it burned me out. The only rewards are skins anyway, not a big deal.
-
What a great change for the health of the game. This is how Moris always should've been, an offering to use a cool animation and nothing more. It's power to swing games was simply too much.
-
As is tradition. Great designs with buggy implementation. DBD in a nutshell really.
-
MMR. What a raw deal this has been though, huh? They coaxed us into not being able to switch killers for the sake of MMR, and all we got is killer-lock and no MMR for going on months now.
And yeah, I also miss switching to Plague against heal squads. Was the only reason I played her really.
-
@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1801477#Comment_1801477
The thing is, I don't think anyone really cares about that. We have, what, 20 survivors? All anyone really plays are the original 6, with the occasional Kate, Feng, Ace, and Bill. How many Zarina mains do you know? How many Jane mains? How many Jeff mains? What about Laurie Strode or any of the other licensed characters other than Cheryl?
This is what I'm saying. We have 24 Survivors with a whole plethora of skins. Surely one of them suits your fancy by now? I'm not sure how this turned into a thread about diversity or representation. I'd just like to see less resources be put into what are essentially just paid skins, and more into important things like game health and balance.