GrimReaperJr1232
GrimReaperJr1232
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I can tell you that Whispers is just awesome in general, but especially on killers like Blight
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It's a power that can only down you if he hits you. If he lands a shot, then he's earned at least inflicting DW on you. He needs to hit you to kill you, otherwise he's a crappier version of Legion... which is saying a lot.
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Listen, you're going to fail with Nurse. It's not unusual for people to not even be able to land a single hit for dozens of matches because of how hard she is.
Don't be discouraged. Every game is about learning, not winning.
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Surge is a decent perk but is very... underwhelming.
There are 3 main regression perks: Ruin, Pop, and Surge. Of those 3, Surge is the weakest—It has the smallest effect but also a ton of conditions.
Pop - Hook a survivor, and then kick a gen within 45 sec for 25% regression immediately.
Ruin - Just get them off a gen and watch it regress at 200% the normal rate.
Surge - 1) Down a survivor. 2) Be within 32m of a gen. 3) down a survivor with a basic attack. 4) Have the perk be off its 40 sec cooldown. What do you get? 8% regression.
Now, Surge did get a noticable buff that it's the only one of the 3 regression perks that can damage gens that are currently regressing, giving it more synergy with Ruin/Pop. That said, there are far too many conditions for such a small effect. It doesn't need much; just a few tweaks
1) Have it trigger on any downs
2) Reduce the cooldown to 20 secs (i would say remove, but if you're a Bubba with a chainsaw, you can get an insane amount on regression on potentially multiple gens
3) Either increase the range to 40m or increase the regression from 8% to 12% (this one is just my personal opinion; I know some might disagree with this one)
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Err... no. I'm saying this as someone who loves Spirit, that is far from the issue people have with her.
The problem people have is that you never know ######### she's doing. Standing still? Is this a bait or is she phasing? There's 0 info to go off of to try and counterplay her.
One of the reasons people loved the Spirit bug was that there was something to go off of. You hear the Spirit in one location, but you don't know if she's doubling back or still heading towards you. There's actual interaction going on for a proper mind game. Currently, it's just guessing—and guessing isn't very fun. It basically makes all your skill irrelevant.
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DS is weird one.
In its current state, it's meant to be an anti-tunnel perk. This in of itself is fine. Overly focusing on one survivor is not only not fun for the survivor, but also detrimental to your efficacy as a killer in many instances.
The issue is that it's a very powerful perk that can be used very aggressively.
if you are unhooked during Endgame collapse, for example, unless you royally screw up, then you essentially have won—the killer cannot pick you up and you can probably crawl to an exit gate if you're even remotely close.
Gotta go for a save? You still have time left on your DS, so go for the rescue. What's the killer gonna do? Slug you? Ha, that's what Unbreakable is for.
working on a gen? Don't bother leaving. if he grabs you, he gets DS-ed. Oh, you popped it and now he's running towards you? Oh no, you already used your Unbreakable! Hop in a locker! He grabs you, gets DS-ed.
And that's the thing, survivors don't just lie around doing nothing while DS is active. They do objectives. They have a full minute of being able to do whatever the hell they want with little to no consequence. The most a killer can do is slug you, and that takes time away from the killer with al l the time they take chasing you—time your team is also spending doing objectives. And the time he spent slugging you is effectively pointless if you have Unbreakable.
You're a killer that managed to get downs very quickly? Nope, you're a filthy tunneller who somehow managed to tunnel 3 survivors at once according to their still active DS.
It's an anti-tunnel perk, yet it puts the killer in a lose-lose situation regardless of what they do. Just one with DS-Unbreakable (the infamous duo) is annoying, but an entire team of it? It's just hell to face. With 60 secs on each, that's potentially 240 seconds of invulnerability. It would take just 400 secs for one survivor to do each gen one by one. Are you seeing the problem here?
TL:DR
DS's use as an anti-tunnel perk is fine. The problem is how aggressively it can be used and how it can punish killers even if they don't tunnel.
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Currently? They're the weakest killer in the game.
However, the issues that are the reason for that are currently being addressed. We'll have to wait and see if that's enough. if they're resolved, they'll probably be... okay.
That said, many of us slept on Blight when he came out, so maybe the twins will surprise us.
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Yes and no.
Yes in that they share 1 essential skill - making reads. Both require you to use your power quickly and predict a survivor's movement to land a hit on them. Their powers are both simple to understand but are very complex in how you can properly utilize them to their full devastating potential.
The difference is that if you screw up with Nurse, you get a massive cooldown and have to wait 3-6 secs before trying again. Blight is more forgiving with the standard 2.5 sec cooldown (swinging makes the animation quicker but the cooldown is always the same) and he's an M1 killer with 115% movement speed.
If you're bad with Blight, you can still you his power for mobility. If you're bad with Nurse, you're screwed (don't worry, we've all been there).
To summarize, they're both very hard to use to their full potential and both rely on predicting the survivors. Blight is much easier to pick up, however, since his power is more forgiving for mistakes, can be used for mobility instead of downs if you're still learning, and you're still a 115% movement speed killer.
That said, being bad with any killer is how we all started out. Don't feel bad if you go on a losing streak—you're playing to learn.
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Increase the range to 24m, and I'd say it'd be great.
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@Pipefish said:
That build isn't as good as you think. First off you lack a few key perks
1. An exhaustion perk which are ridiculously strong
2. Borrowed Time which allows for unsafe saves
3. Iron Will which can make juking and escaping killers far easier
Now assuming the killer picks you up right away and avoids pallets that's 3 perks wasted as you only really get use out of decisive strike
It would really only be good for slugging killers and you'd definitely want David Tapp's perk to crawl faster and recover where you crawl as well so you can get to a pallet. But that'd be 5 perks and you can't have 5.
So as a killer I don't see it being oppressive.
This is true... except you don't need DS because the killer will assume you have it. So you can run any exhaustion perk. You can forget Unbreakable, so you can free another perk slot to run BT, or whatever you want.
I'm not saying an entire team is going to run this. I do think that this in combination with other strong builds will be hell.
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@FrostySeal said:
Holy crap this is annoying. People said any means necessary was gonna be extremely OP, people said breakout was gonna be OP, people said desperate measures was gonna be OP, yet after some playing people found out that they weren't OP. Its going to be the same case with this perk, people are gonna complain about how OP it is and then after a week it'll fade into obscurity.
I'm not saying the perk is OP. I'm saying this can be fit into some dangerously strong builds and is a bit problematic. And I don't appreciate your tone...
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@HollowsGrief said:
Power STruggle does nothing if the killer avoids walking through pallets while carrying a survivor, which all good killers will do so I honestly don't see this perk being all that useful, certainly not OP.
Or if a survivor crawls to/under a nearby pallet, which is one of the things smart survivors do.
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Ruin-Undying; This perk combo is good on every killer but especially on Pyramid Head as it's the only regression perk/combo that has no anti-synergy with his power.
Corrupt: General good perk on any low mobility killer (Note: I do NOT recommend running this with Undying-Ruin; this causes survivors to spread out and are more likely to find your totems)
Infectious Fright: Pyramid Head is a killer whose strength is in his 1v1. You want to constantly be chasing people. With this, you can get into the habit of down, cage, chase near survivor. If Infectious doesn't go off, then you know it's a better idea to hook them.
BBQ: When combined with Infectious, it ensures no one is outside your radar. While it is a hook perk... Blood points. You're going to be hooking people at least a few times.
I'm All Ears: Wallhacks on a killer that can hit through walls? Yes please!
Monitor: Smaller TR outside of a chase, and bigger TR for Infectious. Win-win
Enduring: Something you'll find that survivors like to do is as you're chasing them, when you're going through the pallet, they'll appear from the corner and drop it on you. You can counter this just by seeing it coming, but you can always run this perk if you want.
Nurse's Calling - You have no idea how many survivors think healing in your TR is a good idea. Believe me, the value you get out of this perk has to be seen to believe.
STBFL - A weird one. It depends on your playstyle really. You can conserve stacks with your M2, but it's a lot harder than with Pig/Demo. Plus, it depends on how much you rely on your M2 to attack rather than your M1. I wouldn't run it, but you're not crazy if you do.
Trail of Torment - It's a great stealth perk after its buff, and believe me, the less time survivors see this guy coming, the better. Plus, it's his own perk, so you always have it if you're levelling him up still.
Mad Grit - I'm mentioning this solely for its meme potential. Seriously, it's absolutely hilarious on PH just watching him swing that big knife around.
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Hey, it's important to have different opinions—even if we disagree with them... heavily.
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Welp, I cannot argue. That posture is perfect.
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Legion is... it's very complicated.
You see, Legion was a VERY different killer once upon a time. He meant to be like Nurse, able to ignore everything but easier to use, and had an entirely seperate health bar in the form of Deep Wounds in compensation.
Problem? You were a 110% killer, so downing people while injured was absurd. This meant the best way to kill survivors was to repeatedly stab the survivor which would deplete their DW timer which required 5 hits or 3 with Frank's Mixtape. This meant that in the 1v1, Legion was unbeatable. Say what you will about Nurse, but she has counterplay—Legion didn't. However, without the Mixtape, downing a survivor took too long and survivors could power through the gens. This meant that Legion was an unbeatable but slow 1v1 killer who sucked in the 1v4.
Old Legion nearly killed this game. It was that bad. So Legion was nerfed... hard. I dare say that they were the worst killer in the game. Frenzy was slowed, their vaults were slowed, he couldn't see blood in Frenzy anymore, fatigue was increased, add-ons were nerfed, Frenzy's lethality was completely removed, DW underwent changes—Legion was awful.
As time progressed, some nerfs were reverted. Frenzy was sped up (still slower than the original version), vaults were fast again, he could see scratch marks/blood during fatigue, and people learned how to use his Frenzy to apply pressure ot multiple survivors and then pick one to chase.
Legion is a mess because his original incarnation was a failure. I think the devs are scared of buffing Legion because of how bad he was originally. You are being punished for using his power because Legion's kit was redesigned to punish him as much as possible due to it, and many of Legion's design decisions are outdated (ex: a non-lethal power can't see scratchmarks but the one-shot Oni can).
The devs need to commit to a path and stick with it in regards to Legion. Either bring back Frenzy's lethality and balance him around it, or keep Frenzy as a stall tool and balance that.
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@GrimmReaper said:
https://forum.deadbydaylight.com/en/discussion/comment/1735936#Comment_1735936
You must be! But now we need to find MrsGrimReaper
I hope we do.
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@GrimmReaper said:
My child, is that you?
Is it?
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Freddy is almost universally agreed to be the easiest killer in the game. Nurse is the hardest.
Once you've learned Freddy, you can try PH—the real challenge is mastering his shockwave attack. Hag is a very good killer, but she's also very unique—like Nurse, she plays completely differently from any other killer.
Side note: Ignore the people saying Spirit is easy. Yes, having a headset and using Stridor will help a lot, but smart survivors will know how to trick you. Still, she's one of the best killers in the game if you want to take the time to master her
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Now, I'm all for nerfing Freddy, but in the "make him weaker" way.
Freddy is not OP; while difficult, he is beatable. My personal gripe with him is that he's so difficult to play against and is so damn effective, yet he's so easy to play. His kit is absolutely loaded with stealth, anti-stealth, mobility, anti-loop—all of this while being extremely simple and easy to use.
I think in terms of power level, Freddy is fine. He just needs to be harder to play, though a good way to go about this is beyond me atm.
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There are some things i'd argue with.
1) The reason Legion's TR increases by 8m is because while in Frenzy, Legion's TR becomes a detection tool—anyone in your TR is highlighted by Killer Instinct. I think this is fine and can stay.
2) I think Stab Wounds Study making survivors Oblivious isn't all that great. I'd recommend just having it so Legion can determine the DW timer like he could before.
3) I think fuming mixtape could use a few changes since you can't just liberally enter Frenzy to monitor gens.
But that said, good changes over all honestly.
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I don't know what I expected when I went into this thread, but I did not expect this.
I don't mind if Yui is lesbian or not. I do find it a bit pointless to argue for it being fact when there is (to my knowledge) no evidence to support it. Currently, it's all headcanon until the devs do something to confirm it.
If she does turn out to be one, then great. I'm glad the LGBT community can have some representation. There's nothing wrong with being inclusive provided that it's done tastefully.
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I would never in any lifetime recommend running Furtive Chase.
On paper, Furtive Chase is awesome—I mean, it reduces your terror radius! Great! The issue? It's ONLY in a chase.... which makes the entire perk useless. If you are in a chase, you don't need a smaller TR—if anything, you may want it larger for perks like Infectious.
For the build you want, I'd just run Monitor. It reduces your TR when you're outside of a chase which will allow you to get closer and sneak up on survivors.
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The difference I've found with Spirit compared to Nurse is feeling that there is counterplay.
To counterplay a Nurse, you break LoS, juke blinks, be unpredictable, etc. Now, a good Nurse (as I'm sure you're aware as an ex-Nurse main) can work around this, but the counterplay is existent.
The issue with Spirit is that you never know ######### she's doing. Is she phasing so you can try to trick her? Or is she faking and now knows where you are/where to phase to? One of the reasons why the bug that had moan while phasing made is easier to determine what she's doing, so it opened the option of counterplaying, so you don't feel so helpless. Again, a good Spirit had 0 problems working around this, but at least the survivors didn't feel completely helpless.
I hope I explained it well enough for you to understand.
Sincerely, Legion main trying to learn Spirit.
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There are a couple reasons for this.
- The camera... the god forsaken camera. Whoever thought it was a good idea to have his head constantly bobbing must've been on something, because that decision does nothing but cause extreme discomfort to the player.
- His add-ons. Now, yes, some only played him for insta-saw but that's not what I mean. They reworked his add-ons but the ones replacing them are... they're all awful. All of them except maybe 1 or 2. Lopro chains is cool, but... that's pretty much it. The rest are either niche, useless, or meant to counter that damn overheat.
- Overheat. It's stupid and annoying. Billy is a killer that requires a lot of experimentation, so why would they implement a mechanic that discourages such? The excuse given was that the versatility of the power means that they wanted to put a limit on it... because nothing like playing a game knowing that if you make too many mistakes or are trying to learn a new killer, your power will be gone any second. It even discourages certain add-on combos like Double Engravings (for the mad lads), or hell, Engravings with anything but something to lessen the strain of the overheat.
- He's still full of bugs that haven't been addressed.
- There are killers that fulfill his niches better. You want a killer with mobility? Play Blight. Want the ability to insta-down at the start of the game? Play Bubba. Want the potential to snowball with insta-downs? Oni will do just fine. He's simply outclassed by the competition.
So, you have a high-skill ceiling killer with all of these issues and... what's the point? Bubba is easier to use and gives similar results, Blight has better mobility and similarly high skill ceiling (for those into that), and Oni is literally just a better Billy once you get past the early game.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1718895#Comment_1718895
Because if the stun were too short, you could frenzy towards a survivor, cancel it with a small stun and attack.
The stun feels bad, you’re not wrong, but the nature of Legion’s power kind of makes it necessary. Their power gets survivors injured very easily and it can’t be avoided with pallets, windows or looping, and it discourages healing. If you make Legion able to easily injure AND easily down with their power then people would hate it, as proven by their initial release.
Legion's original release was hated because he could tunnel survivors with 0 counterplay. It was stab, moon walk while following blood, Frenzy, stab, repeat, profit.
And small stun? How much is a "small stun"? Let's say it's 3 seconds... that's already possible with current Legion (Cold Dirt + Joey's Mixtape), and that's not OP. Any amount of stun that's longer than 2 seconds is more than enough to get enough distance in a loop to be safe.
And if you're telling me that in the time it took for you to get stabbed, run further with the speed boost, him to get close again, and then cancel his power, you're still in the open, then you pretty much asked to die.
But to clarify, I don't mind the stun itself, it's that Legion has nothing to mitigate it. I personally believe Legion's stun should be shortened for every survivor he lands a hit on during that Frenzy (with his add-ons being reworked accordingly). It rewards Legion for doing well, maintains his counterplay of survivors splitting up, and allows his add-ons to be put towards other aspects of his power (Movement Speed, killer insinct, vault speed, whatever you can think of)
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1718895#Comment_1718895
I thought she had a 4 second stun if she uses three blinks and misses, since each chain blink adds .5 seconds onto her stun.
Sorry, I forgot to mention I was factoring in the time of the actual lunge as well since it's a miss. So, technically, it's 3.5-4 secs, depending on how you want to do the math.
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They're a relic of Old Legion. They're useless and trying to get value out of them is actively harmful to your performance as a killer.
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@Pulsar said:
I'll support it if it means Legion will get fixed.
He isn't super fun to play as or against.
Frank's Mixtape is still useless.
Stab Wound Study is still useless.
Killer Instinct Add-Ons are awful.
He has a longer stun than Nurse.
Last part isn't entirely correct. Nurse has a 4 second stun if she blinks twice... and misses. You know why? Bad plays are punished. So why does Legion get the brutal 4 second stun no matter how he plays?
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1718549#Comment_1718549
Exactly! It's astonishing how old Freddy get's glorified in this forum, when he was just a plain bad experience for both sides!
I think this is less of people glorifying a weak killer, and more of people wanting an interesting killer. As strong as Current Freddy is... he's boring. Loop? Snare. No loop? Hold W. Info on BBQ? Teleport, pop, repeat. It's so boring because there's so little depth to him...
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/202239/i-looked-up-old-freddy
I'm sorry, but if all you have to back up this outrageous claim is "I looked it up" with no actual experience for what it was actually like, I can't say yours is a very reliable opinion.
You're an outsider looking in. I'll tell you right now he sucked. He wasn't fun to play as or against, it was boring, it was tedious, and FAR from unique. I don't understand how the hell you can confuse "being unique" with straight up "Being an M1 killer" that's ALL he was unless you scaled really far up the chain to the most skilled of the old version Freddy's who used the brief glimpses of visibility during dream transition to mindgame, but even this wasn't reliable at every tile, (not to mention these people themselves were probably more rare than finding a good Nurse nowadays). Spirit does the exact same goddamn thing or at least something very similar, but consistently, yet I don't see you praising her for being "unique".
These "Old Freddy Sympathizers" need to die out already. I'm tired of hearing this being brought up, especially since it was us the community as a majority that pushed so long (2 FULL YEARS) for these changes. And now people on a whim decide to google it and think "actually, it looked like blast!"
You've got to be kidding me. Hell ######### no it was not.
https://forum.deadbydaylight.com/en/discussion/comment/1717430#Comment_1717430
^^^^^^^^^^^^^^^^^
That was a... strong reaction.
Yes, I am fully aware of how weak he was. Yes, I think the rework was ultimately necessary. I'm not arguing for them to revert the rework and bring back Old Freddy. No need to respond that harshly.
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Yeah, I've encountered this a few times. Try to get pallet stunned or flash light blinded when that happens while occasionally trying to trigger Frenzy. It might take a few tries, but you can get snapped out of it.
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Oh, PC Elitism. People tunnel/camp because they can, not because of the plastic they play on. Stop blaming people by the platform they're on.
All it does is make you seem like you want excuses. "Damn this killer! Oh wait, it's console player! Now it makes sense"
Just stop. And if your team is going down due to a killer camping, then it sounds like you earned the de-pip since the counter to that is to just leave the person on the hook. Scummy? Yeah, but it guarantees the killer de-pips. If you keep rewarding him for camping, that's your own fault.
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Best as in most powerful? Nurse, easy. She negates literally everything.
Best meaning most fun? I love Pin-Ball... bouncing around is fun.
Best as in most versatile? Probably Spirit. Her phasing allows her to get to places quickly, it's an awesome chase tool (even with the bug), and works in just about every situation...
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@gatsby said:
I don't understand why Legion is slow enough that its impossible to catch up to Survivors highlighted with your power that hold W the entire time even with full duration add-ons. Personally, I think Frenzy should be 150% minimum. Legion is the running Killer and they can't even outrun some of the Survivor perks with their power. Every Survivor highlighted when your power refreshes should potentially be possible to catch up to.
To answer your question, it's because of the Legion nerf combined with how outdated many of his design choices are.
Outdated because we have killers like Blight and Oni who are faster and in the case of Oni, can flat-out insta-down you.
How is Legion's nerf involved? At release, Old Legion was slightly faster (by slight, I mean 0.02%) but also had speed add-ons. So, current Legion's speed was Old Legion's base-speed, meant to have the ability to be sped up with add-ons.
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@enzil said:
Did you link your BHVR account to steam around two weeks ago? It's bugged & prevents the steam players from playing with their console friends. If you unlink your BHVR account, all of your aurics, BP, and Iri's go back to 0 and any progress you made on a survivor/killer since the account link will be lost.
I'm a console player, mate. It's my friend who linked it.
Nonetheless, good to know.
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Not bad.
DW changes are a MUST. However, if the timer is reduced, then Frank's Mixtape and Stab Wounds need a rework (I know you weren't considering add-ons, but I had to mention them). Having Snap Out of It pause mending is also a good idea, solving the issue with Doc.
I don't think this is enough, personally BUT these are really nice QoL changes. Excellent job!
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I agree and disagree.
Legion is a weak killer, but I think people exaggerate it. this is likely a remnant of Intermediate Legion who was fresh after the nerfs given to Old Legion who was... pathetically weak.
He has the ability to get the 1st hit guaranteed. This essentially makes Legion an insta-down killer like Infinite T3 Myers, which while good, is not enough. Luckily, while Frenzy has no lethality, once Legion gets one hit, he becomes one of the best tracker in the game and is able to locate anyone with a 40m radius.
Because of Deep Wound, survivors need to get off gens for at least 12 seconds before they bleed out. It's a useful tool for stalling for a few moments while you, as a Legion, commit to chasing one survivor. It's nice for keeping map pressure, something that is nothing to scoff at.
Of course, he still has the weakness of survivors splitting up and slamming gens... but every killer has that. This is why some Legions don't run Corrupt—it stops survivors from spreading out in the early game, so there's a higher chance for a Frenzy chain. Plus, it's rare that survivors are not within 40m of each other, even accidentally.
There's also the weakness that his chase potential is almost nonexistent, but hey, we saw what happened when Frenzy was lethal...
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My issue with Freddy isn't that he's OP. In terms of power, I think he's fine. The issue, however, is just how easy he is to play, mostly because he has so much and is rewarded for doing nothing!
Need to get to a survivor? Good news, on open maps, you're flat-out invisible until they start hearing your TR. Are they blending? Don't worry, you have anti-blend?
BT? What's that? Oh, need to have people asleep to even use your power? Eh, just wait a minute. They'll all fall asleep. Speaking of which, more sleepy survivors means lower cooldown on your teleport! All for just waiting a minute and doing nothing with 0 skill involved.
So what if they wake up? Well, they have to go across the map to go to an alarm clock that you can undo in a second. Fail a skillcheck? You know where they are AND free regression! Sweet! Waking each other up? Too bad that gets less effective the more they do it.
Loops?! Oh no! Better place a snare, completely disabling the loop and forcing them out into the open where you can hit them! Game too fast? Just get a few completely passive slowdown add-ons and stack them with slowdown perks.
Mobility, Slowdown, chase, stealth, 115% movement speed, easy to use—he has everything and rarely has to work for any of it. I don't think he's OP, but he is, hands-down, the easiest killer in the game. I know not to trust the stats, but Freddy and Nurse are outliers—if Nurse is the lowest in killrates due to her learning curve, then Freddy is the highest because his curve is nonexistent despite being so powerful.
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Well, there is a lot to why Plague is barely played and barely does well.
1) she's a pain to learn. I looks easy, but aiming that bile of hers takes a lot of practice, so even reliably using her power is hard.
2) she's the only kiler in the game whose power is completely dependent on the survivors. Don't cleanse? Congrats, Plague is basically Legion but arguably a little worse. Cleanse? Yay, you get to actually use your real power. Yes, you start with 1 fountain by default, but if it's simply too far off to the side or maybe the survivor decide to go immersed, there's not much you can do.
3) there is little incentive to cleanse. you're a one-shot and stealthing is a bit harder, but if you're good in chase, then it doesn't matter. It's not going to slow your gen speed or anything down. Why power up the killer?
She's too dependent on the survivors deciding whether or not she should have access to her power and has a high skill ceiling despite low rewards compared to Huntress, Spirit, Nurse, etc. At best, she's a roaring rampage of bubonic death, and at worst, she's a worse Legion.
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@Hugs4trapdad said:
I believe one issue with OoO is that if you're not a skilled survivor and you use it, it probably will get you killed, hence their stats that show a lot of people die with it. If you are a skilled survivor though or in a decent group, you can use it to bully the killer like no other perk can. As you mention, it's particularly effective against certain killers, e.g. trapper, huntress, rendering them something of a laughing stock. It's also very effective on certain maps, e.g. midwich, where it allows you to avoid the killer for ages.
That said, in my (anecdotal) experience, most survivors aren't that good with it, and if I happen to be playing Oni then it's great being able to charge them as soon as I have my power up. The heavily skewed nature of the perk though (e.g. it's broken-good on very good survivors and decent SWF groups, but mediocre to a liability on everyone else) makes it hard to balance.
It's hard to give the argument "well, they need to be good."
Yeah, and you needed to be good to be unbeatable with Old Nurse who was absolutely busted (hell, current Nurse is still busted in the right hands).
Object needs a complete rework. There is no way its current function can remain in a way that would be balanced.
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Skill cap.
Blight requires knowledge of hitboxes and map layouts, as well as being able to predict survivor movements.
Nurse requires you to learn her power just to be able to move with her. After that, you need to, again, predict survivor movements.
Both also have great catch up potential. If Blight hits you and you don't get to a tile and/or you're in the open, then you're pretty much dead. With Nurse, she can hit you, go through fatigue, and then blink next to you and down you again in seconds.
Nurse is still objectively the better killer (I mean, ffs, she literally ignores all survivor defenses), but Blight is still pretty damn strong once mastered. Slap Alchemist Ring on him, and if the Blight is good at landing hits, then you are absolutely screwed if you don't reach a tile in time. And if you do? Guess what? He's a 115% killer in a loop and that also does not care if you drop the pallet on him because he can break it and catch up to you.
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I mean... you could just not unhook when the killer is nearby.
Okay, yeah, there are going to be killers that camp, and the solution is... well, to leave your teammate to die and slam gens. Yes, it sucks for everyone. On the plus side, at least the killer is almost guaranteed to de-pip as long as you don't over commit to the rescue.
But yeah, as much as I absolutely hate Decisive Strike, I won't deny that it's one of the only 2 anti-tunnelling perks in the game, and without it, killers can do some pretty scummy plays.
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Honestly, I want to the change undone. It's a nerf that failed to remove the grievance survivor players had with him in the first place and makes him feel very clunky and unpleasant to play.
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@jeekae said:
Ok, so i am a survivor main. And I absolutely love this game. I’ve been playing for roughly 2 and a half years. But lately, I’ve been feeling like games as survivor just keep getting harder and harder.
I already know most people will just say the ole reliable “git gud” but I assure you I’m well aware about how to prioritize healing vs objective vs when to run vs hide. And I know how to loop, and get flashlight saves, and how to not get 3 gen’d. I have map awareness etc.
So let’s dive in. As a survivor main, I find the game to be way more exciting as survivor than killer. Which is why I play it more often. I don’t find killer to be as fun because of one simple reason.
ITS TOO EASY
I am a rank 1 killer and I often find myself getting back to back to back merciless victories vs red ranks. And the craziest part is, I’m doing this without Moris, noed, camping, or tunneling. I try to play as fair as possible when killer because I know how frustrating it is to be eliminated from the game immediately off your first hook. And yet, I still find myself effortlessly getting 4K.
The last few DLC’s have brought nothing but great killer perks and mediocre at best survivor perks. Built to Last? So you mean a generic version of Streetwise? Do these two perks even stack together? And if so why would I waste two perk slots just to have an item with extra charges when there’s a decent chance the killer brings franklins?
The only thing us helpless survivors have to defend ourselves with is pallet/vault loops and stealth. With certain killers, they have base powers that can easily counter pallet and vault loops (trapper, huntress, Freddy, doctor, hag, pyramid head). Not to mention perks (bamboozle, blood favor).
Everything survivors have to survive with has either been nerfed or there is an easy counter to it while survivors have literally no counter to a Mori. Many killers have 1 hit down abilities and yet we get the insta heals and Instant blinds taken away when the killer could’ve easily just brought lightborn or franklins or even just look at a wall when picking survivors up for that matter. The only time survivors actually stand a 50/50 chance of living is if at least 1 person dies and they’re in swf party of four. If you play solo, the actual agony of waiting 5+ minutes for a lobby just to get facecamped and get no bp when you throw up cake is getting too much to bare. It makes the game boring. It’s a strategy that takes zero skill. Everybody knows it but won’t admit it. I end up losing pips because I make one little mistake, or my game lags, or I get hit over a pallet after I threw it while the killer simultaneously somehow doesn’t even get stunned. And worst of all, I’m wasting my time with ridiculous que times all to have my game end before a single gen has even popped.
You can say run borrowed time and DS all you want but neither of those matter when he’s camping unless you have a squad of four to communicate with to take hits while you unhook. And even then, there’s a good chance you’re just doing a trade off at that point bc everyone has to heal. DS and borrowed time are not in any way overpowered considering it’s a wasted perk if killers just wouldn’t camp and tunnel. They can also just leave you slugged on the ground and wait for the timer to run out. That’s two wasted perks that the majority of ppl simultaneously run in their build. The only counter to camping hook is to gen rush. Oh but guess what, now you’re gonna lose a pip because you didn’t get any altruism or evader points. Killers also lose points for this cheap “playstyle” that they pretend is a legit strategy.
Sorry for the book, I just care about this game so much because it’s so unique and unlike anything I’ve ever played before and I dont want to see it go downhill. My point to all of this is, I have way more experience as a survivor and I still find killer to be entirely way too easy as a rank 1. I’m saying without using Moris and noed and facecamping and tunneling. I run thrilling tremors, and pop goes, so my perks actually encourage me to go find more survivors instead of sitting there taking the entire game basically hostage. It’s unfair and I’m worried ppl will soon stop playing bc they’re sick and tired of it as well as me.
There needs to be some kind of penalty for camping hook. For example, maybe a slower timer when the killers within 20 meters? Maybe something such as survivors getting at least a safety pip no matter what if they escape a trial so they won’t feel as obligated to make a hook save that’s clearly not manageable. Or maybe even change the emblem formula to equal overall contributions adding to your pip bar instead of each category needing attention. For example, if I get chased by the killer for a total of all five gens, do I really deserve to lose a pip all because I had nothing in benevelont or altruism? Staying alive and looping for five gens certainly isn’t easy and requires a lot of focus, skill, and luck. The pip progress bar needs to be more generalized, instead of specific category focused. If survivors could also get a green offering that would block mori for themselves and an ultra rare that would block everybody from getting morid, then at least it would be more balanced and fair in that aspect. This game is getting more and more killer sided.
I appreciate anybody who took the time to read this. It’s the only game I play, and I just want to have fun again on it, and make a difference in the community.
I think you're missing an important part of this. Most people play DBD with their friends—it's organized teams that lead to the belief that this game is survivor sided due to the killer needing to have to keep up with a well coordinated team.
Furthermore, you make looping seem like it's risky to even try because of the counterplay by certain killers. This is... all sorts of wrong. Literally every killer you named has some sort of counter play. And the perks? who do you ever see use Bamboozle? Better yet, who uses Blood Favor with its pathetic 16m radius?
From the sound of it, you have never seen a group of really good survivors. The groups where all of them are good at looping, so you're stuck multitasking between trying to do a chase, but no commit too hard so you can still apply map pressure, read literally every move the survivor is going to make because every second counts. That's to say nothing of facing keys with Objects....
Also, I'd advise using rank as justification/validation for opinions. It's well known ranks don't mean anything. The exception is when you're getting matched with rank 20s since they're literally just getting into the game and shouldn't be matched with higher ranks.
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Um... no?
Okay, so let's say things like Sloppy suddenly inflicts blindness... so what? That doesn't solve the issue of Object being broken. Should I just have Sloppy as a mainstay in my kit due to the sheer possibility of facing an Object with 0 warning?
Of course, that's if you can apply the hit in time, considering chasing a competent Object is one of the hardest things in DBD rivaled only by trying to play Nurse on mobile since they have a massive warning you're coming.
and let me see if I'm getting this right, you're suggesting expanding blindness options due to the possibility of facing one perk. All this does is show just how much of a problem that perk is if all of this needs to be done just to make facing it more bearable.
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@GoshJosh said:
What is said bug?
While she's phasing, she still moans and makes sound.
Personally? i think there should be something that helps make her not completely opaque, but this isn't it.
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Because a killer's success is largely based on their objective—killing the survivors. Survivors don't have to escape to pip. It's much easier to pip up as a survivor because of how lenient the system is to them.
But that's not the main reason. The main reason is that in higher levels of play, survivors never play alone; they play with their friends and are on things like Discord. It's a team of organized and experienced survivors that a killer cannot feasibly keep up with. Teams often use similar perks and one of the most notable combos is DS-Unbreakable, so that's potentially 4 survivors each able to possess a full minute of invulnerabilty. Collectively, that's 240 seconds of the killer being able to do nothing to the survivor team as they all keep slamming the gens. If the team's members are competent at looping, then getting enough downs in time to pressure other survivors is extremely difficult. There is a big reason the Nurse is considered the strongest killer in the game because of just how lethal she is, so she can move on to the next survivor.
I hope I answered your question.
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@GoodBoyKaru said:
If it makes you feel better I main him and actually hoped the devs would fix those issues so people can enjoy playing against him more but... No. No they didn't. He can still mindlessly zone, just fake putting the sword in and you can still stop them dropping the pallet or vaulting the window because you hit them still anyway if they commit and hit them if they don't because there's no cool down. They didn't fix his issues, they just made him feel worse to play.
I guess I'm gonna be going nurse full-time now and putting ph as my back burner main because yeah, these changes didn't kill him and he's still as strong as before, he's just a lot clunkier and I cant be asked to relearn everything.
The issue is that you can bypass the cooldown that he's supposed to have when he lifts the sword, both in his current and previous iteration. That's the thing that makes him so goddamn unfair in chases.
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Almost 20 minutes after posting, I apologize for how i conducted myself in writing the above. I'm just rather displeased by these changes, despite the effect being very minor overall.