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Gwinty

Gwinty

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Gwinty
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  • Just the same as always. People who are satisfied with the game and just have fun have little reason to go to the forum. Then they see this posts and have even less reason to stay.

    Try making a positive thread here about "your favourite chase music" or "biggest improvment since 2020" and you will get maybe one or two positive answeres and a lot of negativ and sarcastic ones. Not that I mind but this is just the way people are.

    I make some sarcastic statments myself. It is fun. But trying to post something that is not a complain will just not result in a long thread here.

  • Why should Boons have counterplay?

    The overall mechanic is fine and even the relighting of the Boon is not that big of a deal. The problem comes that the first two Boons have both a problematic aspect to them: Cycle of Healing allows uncaped self-healing, Shadow Step can be played with Iron Will.

    Not the base Boon mechanic is a problem, these aspects are the problem. One denies the Killer an entire playstyle and the other denies all informations. Wasn`t there a Killer when survivors said that having so few informations was bad?

    Overall the mechanic is a fine addition. I have no problem with a healing-zone or a "harder tracking"-zone. However I have a problem with the speed of self-healing and getting Iron Will on top of Shadow Step especialy on multi-level maps like Midwich, Haddonfence or The Game.

  • Interesting. Thanks for sharing this information.

    Trickster with mobility would be quit interesting especialy if it was bound to a skill based mechanic like "hit knife, get faster" (of course with more than 6 knifes needed for a down). Would be way more interesting to face than Trickster right now...

    The whole character feels more and more like missed opportunities for a good and fun Killer to face...

  • It is?

    Maybe I missed the memo while I was stacking my BBQ.


    The question is if it ever has been an option for people who played to win at all, which is something I highly doubt. Camping and tunneling was always the most efficient strategy out there especialy if you combind it with a 3-gen. Good old Bubba standing in the middle of good defendable 3-gen with a survivor proxy camped in the middle is a valid idea of how to "win" your games.

    The only difference is that they now told us that kills and escapes are all that matters to MMR and this encouraged more people who wanted to play "high MMR" to embrace camping, tunneling and other tactics like this. Because this is what "high MMR" is supposed to feel like: Two highly competitive sides bashing each others skulls in...


    However I do not think that the other playstyle is dead. I play like this, I do not camp, I do not tunnel and I rarely Slug when I expect a DS or a flashy save. For the most part I play to stack my BBQ and juggle hooks fairy in order to gain a good score at the end.

    This has cost me quit a lot of matches. However after a while it seems like my MMR decayed enough to match me against survivor who are fitting opponents for this playstyle. And this is for me a good thing: Now I get fair survivors more often than with the old system.

    The old system would constantly increase my rank because I made lots of points my priority. This had me facing survivors with a highly competitive mindset more often and resulted in less fun for me. Of course they were better and gens flew by. But I never dropped down enough to get a good amount of fair and fun matches.

    As such the new MMR system works for me: I get ~2 kills per match, sometimes I get no kills but 8 hooks, sometimes I get the same number with 2 kills and so on. Works for me.

  • Just nerfing the poor buy will not do it.

    The problem is that Trickster ends chases too fast while having no pressure on the map. If anything he needs a slight rework again to compensate for this and make him a better rounded killer: Nerf his chase, buff his slowdown or map pressure...

    Something like: Okay, you now need 10 knifes for a state of damage. However the meter no longer decays and survivors have to pull the knifes out 2 seconds per knife, double speed when another survivor does it. Per knife still stuck you receive a 1% action speed debuff on healing, cleansing and repairing. Add-ons to increase the debuff (0,2% brown, 0,3% yellow, 0,6% purple) and add-ons for slower knife removal (+0,2 seconds yellow, +0,4 seconds green, +0,6 seconds purple).

  • Yes, it works.

    I play without gen defesense aside from some of the less popular choices like Surge, Dying Light or Scourge Hooks: Gift of Pain. Most times I just use perks that are immersed or compliment the playstyle of the Killer I use and 7/10 times I go for BBQ.

    Doing tome challenges while also looking for hooks and good gameplay (curves on Billy, stalks on Ghostface, chain 180s on Cenobite). I am having fun, I believe my MMR is somewhere in the dumpster but who cares? I do not play for MMR that I can not even see. I play for fun and cosmetics.

  • @Myla said:

    I'm a strong killer that regularly gets 4K and I win most of my matches. Only time I lose is I get a 4 man SWF and that's rare. Not every match is a 4 man navy seal making full use of their 4 meta perks unlike people here are leading you to believe that is the case.

    Shocking I know.

    Good for you. Other people have more issues and anecdotal evidence only gets you so far. They are right and you are right because you are telling us about personal experience. This is fine and not controversial for me.

    It would be a controversial point if you (or the other anecdotal side) told me that they are telling the truth or that they have hard evidence. You do not do that and as such...well, congratuations I guess.

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611207#Comment_2611207

    That still doesn't magically solve the problem with those killers. They still have those problems, Ignoring them does not mean they are solved.

    These are two seperate points for me. Plague becoming more popular is a good thing and M1 killers now having even more issues is another. I agree with both statments.

    There should be better perks for M1 Killers to counter self-healing. Sloppy Butcher used to fill that role but with Boon: Cycle of Healing, Botany Knowledge, Medkits and Build to Last this is no longer sufficient. Not that you need to stack more than 1 healing perk on top of a Cycle of Healing...

    Legion is in need for a buff or rework anyway. Their power is just not rewarding and there should be something more to them. Maybe even adding a funcionality like "if you hit a player with deep wound, they become broken for X seconds / can no longer heal themself".

  • I played insta down Killers for quit some time and I am a huge Ghostface enthusiast. Like @Yamaoka I also try to master Hillbilly which is a challenging but rewarding task (the sound of hitting a chainsaw is somehow more satisfying than Bubba). Most times the Boon: Cycle of Healing is no problem for me because of this.

    However Boon: Shadowstep proves to be a huge problem especialy as survivors are not dumb because they combine it with Iron Will. This takes away all the information I usualy have during a chase. Even phasing with Spirit provided more information than both of these perks. Now there are maps where this is no problem. On big maps the boon has to be repositioned to be kept effective or the survivor has to go out of their way to place a boon. This is fine and I can deal with it. However on maps like Midwitch or The Game the problem shows: You can not snuff out the boon without going out of your way and even a boon in a corner of the map offers a big enough area to abuse.


    A good and easy way to deal with this would be to cap self-healing (not the healing of other survivors) and to buff "Forced Penenace" a bit (longer Broken duration). Forced Penenace right now is a meme with 80 seconds duration. However if you buff that duration to 120 seconds (remember the condition is harsh) this would become much better and counter heal-spamming.

    I tend to run more Nurse Calling these days just for this...

    However I have no idea how to fix Shadowstep + Iron Will. Most of the time this combination is just too good and other "tracking" perks do not work.

  • For me DS still works just fine. Deliverance + DS it is as I can not use BT to protect myself.

    If you get "tunnled" for 5 minutes...the question is what happend to your team? Did they just chill at the balcony of Ormont, sipping some drinks while watching your chase? Five minutes is more than enough to finish all generators if no pressure is being applied.

    Sure, getting tunnled feels bad. Happens to me too and the worst thing is when a Killer knows what he is doing. However then they are not tunneling you for 5 minutes...its more like: 20 seconds and its over.

  • @Phasmamain said:

    Seriously you can have your own opinion on this chapter but I personally hate it and I’m tired of it being pushed down my throat.

    Trickster has so far received 3 new full sets of cosmetics. Twins has got 1 and slinger has got 3 unique sets for comparison. Even blight only has 2 non recolours and one is a set.

    Not to mention both trickster and yun Jin have got archive lore way earlier than most characters. Their base lore is already long so I don’t see the need when characters like feng or Adam are in much more need of extra lore.You could say it’s because they are more popular but from my experience neither are that popular even with all of this

    It just seems like BHVR is trying to make a big deal out of an underwhelming chapter and not accept it was a disappointment

    Well, because the lore is actualy pretty good and the trailer is also good work. Trickster may not be your piece of cake and he surely is no Killer I like either. However they actualy put some effort into him and made a quality piece of art here.

    Actualy we should not be angry or disappointed that Trickers gets this much attention. We should ask for other Killer sto get as much attention too! I for one want a Ghostface tome and a survivor beside him that fits this. And I for one very much enjoyed the Hillbilly lore and want more of that too. I saw mentions of the Twins here and a few other Killers lack lore too. This is what has to change.

    Do not be angry that one Killer got something nice. Be angry that your Killer oder your survivor got nothing.

    It is quit debatable if Trickers fits into the DbD universe. For me he does because crazy artists are always a good archetype for horror and his neon colors and knife throwing somehow remind me of the Joker (just give him a crowbar as a weapon so that he can beat up Dwight already...). My issues with him as a Killer are more about his gameplay and less about his aesthetics.


    @DarKStaR350z said:

    https://forum.deadbydaylight.com/en/discussion/comment/2610384#Comment_2610384

    Thing is I consider myself a massive weeb lmao :)

    I've watched most of the horror\psychological tagged anime on Crunchyroll\Funimation, stuff even my weeb friends haven't heard of lol :)

    The chapter just sticks out like a sore thumb, the killer isn't cool and looks a bit duck like when he runs, power is pretty lame and definitely not a good killer.

    Why not make the killer good if they want it to be popular?

    Korea as well has some of the most amazing horror I've seen recently so its really weird to choose what they did for the game, unless there was an ulterior motive ie wanting to meet Kevin Woo :)

    Some great K-Horror they could've taken influence from:

    The Wailing - one of my all time favorite folk horrors, definitely recommend checking this out if you haven't!

    Gonijam Haunted Asylum

    I saw the Devil

    Train to Busan\Peninsula

    Host

    A tale of 2 sisters

    Thirst

    Even Oldboy

    But no, they wanted to add a popstar to their horror game, oh he... throws knives and sometimes laughs.

    But he winks on the character select screen OMG meta!

    Had to make this edit to honor this post. K-Horror is great and they should take some notes here...

    I still stand by my word that I like Trickers by design but not by gameplay. However I am all in for more K-Horror.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611146#Comment_2611146

    Thx no. Swamp is already dark enough i barely see anything with my short killers. Don't make me blind.

    How about offerings that bring in the fog only for survivors but make it more transparent for Killers. After all the fog is supposed to be the Killers ally, right?

  • Some survivors are just...you know, like me. A bit up in MMR because they got lucky all the time. I am by no means a good survivor. But sometimes you just meet the potatoe-squad 0.1 who tries to finish the first generator as 3 people while Bubba runs at them reving his chainsaw...

    I honestly think that a part of this difference comes from people who usualy play in groups of three or four friends. Because of their communication their skills at the game are less impactful. However their MMR goes up. Then they play a few rounds solo and their missing skill shows. And now imagin that you do not have only 1 of these people but 2-3 in a lobby.

  • I do not understand your problem.

    Tunneling is generaly a way that I do not like to play. Yes it costs me a few matches if I would count "wins" by the number of kills. However I just have more fun not using this. MMR adjusts to my playstyle by giving me survivors who I can beat with this attitude. Less Kills means less MMR and this progress will continue until I hit a level where I can get good results my way.

    Camper and tunnler go up on the ladder and rightfully so. If you "play to win" this is a strategy that you can go for. I just hope you never complain about SWFs who also do their best to win.

    And this is how it is supposed to be: Causual BBQ-Players like me face less organized surivors and camping/tunneling players who want to go up the ladder face the better SWFs. Seems fine for me.

  • I would be all in for more fog on the maps. Especialy different versions of fog: Imagin a more gentle and white morning fog on the corn maps and a creepy dark version on the swap...

    Damn...there are so many possibilities...also those offerings would no longer be a joke.

  • I am all in for fully costumizable controls. They are important not only for quality of live.

    However I must say there are few things funnier than the situation when I chain a survivor with Pinhead just as she drops the pallet only for them to jump back into my arms for a nice little hug. There you see the true seekers of pleasure...

    No seriously, I die a bit every time I see that this was a consol player who got messed up by her controls. However it is quit funny when it happens to PC gamers because they just got messed up by their own choice of controls...

  • The pro-move is to coordinate yourself so that multiple procs of Tinkerer happen within the same window. This reduces the overall time that the undetectable status lasts by a huge ammount and demoralizes the Killer, especialy if it happens during the first 3-5 minutes and even more if 3 gens trigger at the same time. The key is to use the perk against the Killer...

  • Overall the mechanic is fine and no problem. The survivor is not supposed to get hit while dead-harding and as such this part is okay. The perk has to work as intended same as with pallets. At least now you can say that a survivor dropped the pallet too late when you hit them and they can no longer complain. Same for Dead Hard, now if they are on the ground, clearly they pressed E a bit too late.

    However I do agree that this system is ugly right now. I had a few instances of hitting a survivor, they were screaming and I received no hit. Especialy for newer or uninformed players this looks like a bug and that in itself is a problem. No feature that is as prominent as Dead Hard should look so buggy.

    Still, better to fix the mechanical side first and then the audio/visual site.


    With pallets this is no problem. You as a Killer now know the outcome of swinging into the pallet: You will get stunned unless they mess up big time. This is easier to handle: Your expectation is bad (stun) the other possible outcome is good (hit). So you get a pleasant suprice. The "buff" happended when you consider interactions such as Hillbilly and Bubba, where it go easier to stun them mid sprint.

    Now with Dead Hard it is a different matter: Your expecations is good (hit and you get a scream), the outcome is bad (miss + loss of distance) without any indication beside the survivor dabbing away. This feeling makes Dead Hard hitconfirmation so weird and unpleasant to deal with.


    I also advice everybody who hates pallet stuns to run Enduring. The perk is now much better because you get stunned more often and get more value...

  • @alex511 said:

    i think the game is on a downwards spirale sadly, if there be no significant changes like more gamemodes that separate swf from solo queue the playerbase will start declining imo, there will be new games like vhs that will take at least a part of the community, also the game is reaching character overload while it has too few (active) maps, same mistake was made with other games, Overwatch f.e., many devs don't understand how much more weight a map has over a character beyond some point, 30 is the magical number for whatever reason, when you go beyond that new chars aren't welcome anymore, there is a limit for how much a player is willing to learn, grind and memorize.

    Also the heavy amount of cheating that recently raised will be hard to handle, if they even try. I said in the early year that behaviour is gonna have problems and i feel like i have been right, i wish for a good future for this game but i can't see it coming. Also the recent reviews went from 85% to 75% within 2 month, it starts showing. I mean imo it isn't hard to make the game better but history shows that the devs just don't do it, what's very silly because it's their only product, who knows what's going on with them, i don't.

    In my opinion Overwatch died mostly because they started to manipulate the que for quickmatch and where hellbent on making it competetive even for the casual player. For me the breaking point was when I could no longer play Doomfist on a regular base and had to play Tank or Healer in a quickmatch.

    I only wanted some wonky fun, unbalanced bs and a good time with my friends. Those limitations killed the game for me. I never played competitive very much and only wanted to master my one character. As such I did not care much about other characters, because you know, Doomfist was here and I loved him. Free for all and mayhem (no cooldowns) were the only other modes I enjoyed on the side but both for the same reason: I got to play my Doomfist.


    I do not agree that too many characters can kill a game. It realy depends on how good those characters are and what they bring to the table. I like different Killers with a different feeling and horror icons in my game. As such they can add more characters with ease and I will enjoy them.

    However I agree that new maps would be more helpful for the game. As in my Overwatch example I would get to enjoy Pinhead, Ghostface and Billy on a new map. I would not get as much enjoyment from a new Killer. As such a new map is better for me and my preferences.


    I think that the reviews got that bad because of the NFT thing. Lets not forget that many people posted bad reviews just because of this making the Hellraiser chapter the worst rated chapter of DbD even if its content by all means was good. Pinhead was well made and true to the scource material (unlike Freddy). Even "Binding of a Kin" with the Twins, one of the buggiest Killers, has a better rating.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2608371#Comment_2608371

    Honestly I’m fine with the roar but yeah his animations are pretty bad right now

    I agree. The roar is totaly fine: It acts as an audio que to the survivor that Billy is now sprinting and it fits his character. However his animation could use an update especialy when he stops on his own.


    For me it is Legion. They are just not in a good state right now because...when you rather take a pallet to the face than your own cooldown you know it is bad.

    Also I think that Twins could use an update. They are not "bad" but they are clunky and not much fun for both sides. The idea of being at two places at once is fine, Victor is a good piece of body horror and they allow for some interesting plays...yet their best way is to slug and camp. Damn, thats a good piece of work down the drain.


    I like playing against Cenobite, Oni, Billy and Ghostface. They are all fine and I like playing against them just as much as I enjoy them myself (aside from Oni). All of them are interesting for me: Cenobite is fun because I know how to solve the box and mess up his teleport, Oni and Billy are overall two very interesting Killers (+ Oni has a sweet chase music) and for Ghostface...well, I play him myself, I know from where they approach and how they try to mindgame and I enjoy showing that I know all the tricks myself. And should I lose I get to learn something new for my own Ghostface-game.

  • @ThiccBudhha said:

    Ghostface, but I would buff him. I hate playing against him because of his playerbase. Not because he is strong. Lol.

    Anyways, since you asked. I am going to need his power permanently activated. And also to make his teabags disable DS.

    What have we Ghostfaces done to you for this? o.o

    I always though I had descent manners...

    @SunsetSherbet said:

    Ghostface but I don't know how I'd change him aside from making it so his reveal is more consistent. Half the time it feels it just doesn't work. The character often feels broken and not in the strong way. In the "not functioning right" way. The other aspect is that the intended way to use him is to not get seen and then oneshot a survivor before they can even start a chase. Which is, kinda boring to play against. It's not that it's strong, it's just that it's not super fun to go against since it by passes the chase, where as other stealth types don't really do that. I'm not sure how you'd fix that besides completely redesigning the character to the point it's not the same character, similar to Freddy's changes from old to new. But I don't think he needs that, unless the intent of that is to massively buff him, since he's not strong despite being annoying.

    Please do not take away my Ghosty...I enjoy him very much and while I know that it is annoying to get downed by this it is quit fun for the Killer and as you said...Ghosty is mostly on the weaker side of Killers right now.

    I would opt for an audio que when I stalk you. Also I am all in for a better reveal mechanic. This thing is dumb for Ghostface too as I sometimes get revealed from people behind a solid wall...and that feels bad...



    And to answere the question: I would not change Huntress. I hate that character, she is no fun for me to play against but that is all a personal issue. Huntess is fine and not OP or anything like that.

  • When I play Hillbilly and my chainsaw bumps off a bush...kills me every time.

    As a Killer: When I hook somebody in the basement, go to chase someone else and they let the poor soul die there on their first hook. Like...dudes, I was miles away, you were all safe and my pressure was on another survivor. I am Billy or Ghostface...I do not camp...

    And when I go for the unhook with Babysitter and Borrow Time, then unhook them, see the Killer coming and try to make myself the target by any means just for the survivor to run head on into the Killer because they want to bait borrow time.

  • Spirits new soundtrack is dope and I am sad to face so few spirits these days.

    Most of the team is quit good. I enjoy the stories, the soundtrack and the visuals of the characters very much and I appreciate the effort they take even for characters I do not like so much (Trickster). @Pulsar made the point already and I agree.

    Best chase music...hard to say: Oni is quit good but Nemesis is close second for me with an honorable mention to Spirit.

  • Yes you are. But not more than any other fandom enjoyer.

    I personaly alway thought about crossover episodes of my favourite Killers. Like "Criminal Mind" but with Ghostface as an opponent. "Ghost Whisperer" but the ghost is Rin. Scooby Doo but the villian is Legion. Supernatural and they meet Blight...

    So yes, it is weird. But fandome is always weird and as the saying goes: We are all mad here.

  • @Wampa1 said:

    With all the recent changes to the game some arguably controversial, what direction/changes do you think the next 6 months will bring…..

    You know, predictions are kind of difficult if they are about the future...

    However it depends: If they are staying on course with their changes then it could be pretty sweet. The last patch buffed some Killers who needed love (Ghostface and Myers) and nerfed others that were highly demanded (Spirit). Sure people hate Dead Hard hit validation but for all intents it is just the right thing to do as much as it pains me to say this.

    If they go on with patches like this, the game is on a good course. Also it will get competition which should enhance the positive development even further.

    Finaly it depends on their licenses and other ideas they have. I personaly hope for one or two new maps and a bit of a rework to others.

    If they stray from this path...well, I guess buisness as usual.

    @ThiccBudhha said:

    More mid to low tier killer nerfs (Ghostface and Legion are more or less confirmed to be victims). New killers that are mid to low. Powerful survvor perks that are neglected in favor of DS/Borrowed/Unbreakable/Dead Hard. Window vault validation. No BP events. Performance issues. Killer bugs ignored. Survivor bugs hot fixed.

    Many call the Bodhisattva clairvoyant. You shall learn the truth yourself with time.

    Why do you think that they will nerf Ghostface. Most people are whining about Cenobite so he should be the first to be guttes...oh and we need to nerf Pig.

  • @Sluzzy said:

    Yes, if it is not intended by the devs, it should be removed. Blight is definitely strong enough without that.

    Well, let me tell you about another video game where uninteded interactions lead to some of the best gameplay. Maybe you know this small indy company called Riot and their mostly unknown character Lee Sin. "Ward Jumping" was intended, but the Insect was not, yet they kept the Insect for it was a cool and flashy technique that required tons of coordination. Or maybe you know this other character called Yasuo and his technique "Keyblade"? Never inteded, yet up to now a very important part of his kit and another cool and flashy move.

    Or maybe you know this other retro game called "Devil May Cry"? The main character, some guy called after an ancient drama, has the ability to keep opponents in the air by shooting them with his pistols. Totaly not intended, but the fans enjoyed it and thus they kept it in the game. Now it is one of the signature mechanics of the game.

    The thing is, just because it is not intended is not a reason to remove it.

    Flick-Billy is a dangerous beast and should stay just as Blight techs. They could just make them official and let people enjoy them if they want.

    @Impose said:

    No. For the thousandth time no. You don't make games better by removing cool things you can do. Intended or not. 90% of the cool mechanics in games nowadays are the result of people doing an unintended mechanic that actually works really well. The ENTIRE fps genre is currently built on a movement that was an unintended mechanic.

    I hope I could show that your point is valid. Some of the best techs in gaming come from unintentional interactions. Going away from this when most of the community enjoys it would be pretty bad.

    Blight techs and Flick-Billy as well as Oni should stay. However they should give consol players the ability to performe like this too by adding more options to tune your controls.

  • I must say I enjoy the swamp map with certain Killers and I hate it with others. As an example playing on the swamp with Ghostface is pretty sweet: You have tons of angles to approach from, you got massive ammounts of cover and the generators are mostly place in a way that allows for easy stalking. On no other map have I gotten that many jump scares when I sat next to a survivor on a generator. And finaly the buildings are nice: Ghosty can sit here and stalk from above.

    However when I play this map as Hillbilly I am...let say not amused. Some objects have collision some do not. Some objects that look the same have different hitboxes and when you spring through the tall grass you can bump into the most random pieces of wood. Also yes, the building. I think they should have collapsed long ago on top of me for hitting their walls with a chainsaw...

    However I agree that the totem spawns are just mad. This map has spawns that are worse than the ones on the Saloon.

  • @GannTM said:

    He’s a fun killer to play as and against imo.

    For me it is this way to. I like his chains and they allow for some interesting play. My favourite feature is that the survivor needs to think if she Dead Hards the chain or riscs not getting it broken in time and taking the hit.

    Also his slowdown is nice. I can run fun perks on him and skip things like Ruin, Undying and Pop without getting totaly destroyed.


    @Beaburd said:

    All I ask is the ability to de-link the breaking chains button from the generator repair button.

    Please, just do that and I won't mind him. Until then, I hate him with a passion.

    This would be totaly fine for me. More quality of live changes are always good and I think the game should allow you to mess aroung with your controls all you like.

    @BadLooperQ said:

    I hate it. Mainly because I'm on PS4 and if I'm chain stucked near a downed pallet, the chains will make me go through the pallet direct in the killer's arms lol.

    Also, gotta hate when I'm trying to do the box and the chains stop the progress, even worst with slowdown addons. When I see my fellow random survivor trying to do the box, I try to block them so they can finish it.

    So that is what happened! I play Cenobite often and I always meet survivors who just slowly climb back over the dropped pallet to me. I was honestly wondering if they were having pitty with me, were throwing or if something was off...

    No, this is not nice. They should make it so that you do not jump into my arms unless you want to.

  • Otz because he got me into the game very much. Some friends talkes me into trying DbD, then I found his videos and enjoyed them and wanted to play more. Also his guides helped me quit much when getting startet. Right now I enjoy him for his entertainment value and chill.

    I also like Scott Jund because of the way he brings up topics and elaborates them. I also watch some Dowsey because I think he is funny.


    However this tread is great, thx. Keep up the work I am always searching for some nice videos or streams to enjoy.

  • @El_Gingero said:

    Honestly I think one strong killer is more than enough for this game. We don’t need Nurse AND Blight, so yeah I see no issues with removing tech.

    Okay and how about nerfing Nurse and leaving Blight?

    At least Blight still plays DbD and not "the Nurse game". The problem is not how many "strong" Killers there are but how much effort they need and how much counterplay they offer. I would be okay with 5 strong Killers if all of them would require the dedication it takes for a Blight player to become good (and as long as they are playing DbD).


    So overall...

    No, make those techs official and leave them. Its not a bug, its a feature.

  • I think Hillbilly is on top of the list, with Blight being a close second and Nurse probebly coming in third place. Billys curving and flicking is difficult but very rewarding to master in my opinion and as you said the combination of angle, distance, feathering and input makes him very hart to master. Once you try this you will also note how limiting the overheat system can be as it is a deadline towards certain mind-games you can try.

    Blight has so many tricks around map geometry thou even without all of those issues in consistency that he is close second. A good Blight can ping-pong around a loop while getting speed and hits some can only dream off. Like Hillbilly he has sensible controls and needs profune map knowledge.

    Both Blight and Billy change very much depending on their add-ons making them even harder to master. Billy can run double engravings, Blight can run topspeed, Billy can become drift-Billy and so on. This adds even more issues towards masterings them because can you say you mastered something when you can not control their best add-ons?

    Nurse is difficult as well but does not need that percise amount of map knowledge and percision that Billy and Blight need. She therefor lacks that one aspect that makes Blight and Billy the kings here.

    Honorable mentions to Huntress because they are a curved projectile, Cenobite because Chains are quit hard to hit and curve and Trapper because you need good knowledge about setting them, collecting them and not wasting too much time. Trap placement also is a topic of its own.

  • I like him. Overall enjoyable Killer. Also I am a fan of Hellraiser and they nailed it with this.

    He is fun to play and his chains require skill but also allow for some counterplay. Sure they could be stronger but I would wait a month or two more befor buffing or nerfing him. His chains can be used to bait or force a Dead Hard which is very useful.

    I also like playing against him. The chase music is nice the animations are good and he allows for some fun interactions.

    Some people seems to have problems with a box and are not capable of solving it in time or holding it hostage. However there is plenty of counterplay to him. Most complains here are from uncoordinated players which is an issue with coordination for SoloQ but not with the Killer.

    Also many survivors complain that a Killer finaly has a descent slowdown mechanic that is not Ruin or Pop and allows for a different gameplay which I can not understand. Nerf Ruin or Pop and give me more mechnics like Pinhead.

  • Gondor calls for aid it seems... o.o

  • @Sluzzy said:

    Match after match, the killer wins very easily unless it is somehow a polished coordinated team. A skilled Huntress, Nurse, or Blight if they were honest would say they never ever loses unless it was some kind of pro team comes along. This is never talked about, it is sweeped under the rug.

    Killers say all the time that high MMR is not fun, but raising your MMR is based on kills. I know why it is not fun, it is because you have to work hard for your kills. Contrast this with solo survivor in that no matter how hard you try to win, you won't regardless of your skill.

    The irony is that killers will do their damnest to get kills and raise their MMR and then complain when someone escapes. Since MMR has been implemented, the amount of sweat has been off the charts. I have never seen a killer not slug the third to capture the last one remaining. If high MMR is so stressful as it is claimed to be, why would a killer wait actual minutes letting someone bleed to death while you find the last one. Your reward is only to increase your MMR. You still won. The gates was not opened.

    I hope the devs are looking how easy it is for killers to increase their MMR and hopefully changing the hatch mechanic so it is not so killer sided. Nerfing killers in general or buffing survivors in general in such a way that SWF is not necessarily buffed but so in every match there is an opportunity to win.

    If you are so scared about high MMR and waiting in queues for a long time, stop slugging, give survivors a chance. Take off slowdown perks. It's OK if a couple of survivors escapes. It really is OK.

    And where is the problem?

    Sweaty Killers meet sweaty survivors. SWFs go against Nurse with Ruin, Undying, Pop while bringing along Styptics and Brand New Parts...seems fair to me.

    Killers who play less sweaty get letts sweaty survivors, running fun builds or less powerful Killers while facing survivor with memes and Mettle of Men or uncoordinated teams.

    Now...where is the problem? You can either say that you are going against sweaty Killers all the time but then you are maybe a weaty survivor and should be proud of your level or you can complain that your MMR is too high. In the latter case maybe I am right and the decay of MMR should be harder on both sides to adjust them better.

    Why buff or nerf a side just because they are trying their best?



    @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598524#Comment_2598524

    The killer does get more pressure after they hook someone. So it's only smart for survivors to get some gens done quickly while they can because killers can snowball fast. Killers don't show mercy. Always slugging even with 5 gens still up. Why should survivors not try to get the objective done as soon as they can?

    Well, as I said: Play sweaty, get sweaty opponents. Both sides trying their hardest...

    So where is the problem?


    @MikaKim said:

    Welcome to the killer dominated forum.

    Where any killer push back gets insta downvoted (oh the good old reddit dbd days).

    Why? I am all in for some balance changes like a good nerf to Hex: Ruin. However I am not in for general Killer bashing where you throw all Killers in the same batch. Its clear as day that Nurse is gamebreaking and that Legion is underperforming, so why talk about them that way when they are different matter.

    Balancing is more complicated that "Muh Killer OP, SWF unbeatable".

  • Funny thou: Sometimes I feel like these spawns are better than any "hidden" spawn. I could spend a few minutes playing the game with a totem like this but my Bloodfavour got cleansed asap when it spawned very well hidden on the Saloon.

    Sometimes hiding in plain sight works.

  • I like the holiday archive especialy the idea of including short stories into them. This is a pretty nice touch. Also I like that we get free stuff and both looks good. I do not play Doctor but a friend of mine does and is happy about the free skin and another friend of mine like Michaela and enjoys her free outfit.

    Pumpkins are also a nice addition and special generators/hooks are a must. I would have liked it more if there were some special animations for those generators and hooks thou.

    Overall this event is nice. Not a 10/10 but a solid 7,6/10. I would play this format again next year however I would like some more special animations and overall a bit more pomp and prestige for Halloween.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599440#Comment_2599440

    There are killers with basic attack instant downs. Ghostface and Myers are the specific ones that come to mind.

    Surge (Jolt) on Ghostface is pretty good. I run it on regular base and it helped me a lot, providing information and regression. The best feature is that if you have 2 survivors on a gen and stalk them you can down one and the other is not able to finish the gen even if you pick up your victim. This allows you to get your power back and then down the other survivor too after finishing the stalk. Also on maps like The Game and Haddonfence this can come in handy as you regress generators without being near them.


    I just added Hex: Thrill of the Hunt with Hex: Plaything to my builds. Plaything works quite nice as it blocks the Totem for some time, Thrill is a good combination as you just wast tons of time blessing this or cleansing your Plaything. Most survivors are quit desperate to get Plaything undone and I take it. Free slowdown.

  • I ran Vanity Mirror Myers yesterday.

    Infectious Fright, Enduring, Bamboozle and Monitor and Abuse. I send myself to Haddonfield (the only time in the year where that offering has any use for a Killer!) and had tons of fun. Lucky enough I got some nice survivors who played the game with me. In the end I had 1 kill and tons of fun.

  • @Dito175 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596803#Comment_2596803

    In a past stream when asked about mutiple survivors exitsting the devs answered that there's only one version of each person at a time in the realm.

    This is kind of hard to believe in my opinion and the idea that you can meet yourself from different timelines in a pace out of the timeline is kinda mindblowing. I always imagined the interesting meeting that could happen here: Dwight commenting himself on his stupid costum, Heather meeting Alessa, Ace playing against himself...

    Damn if that was all only fanfiction material...

  • @KayTwoAyy said:

    If I can 4k with 4 hooks, what really is my incentive to do anything else?

    You decide. For me it is more fun to go for hooks or a immersed gameplay (Myers = Obsession last). But this is totaly up to you.

    You get more BP for hooks thou and some archives are based on hooks.

  • Well...I play him a bit less because I got the new Hillbilly skin and right now I am learing how to play Billy better. That takes times.

    But I still play him at least once per session because is still pretty much fun for me and I can run some wonky builds on him. The chains are good and the box is a nice slowdown too so I can drop slowdown perks in favoure of more fun perks and I still run Hex: Thrill of the Hunt with Plaything on him.

    That said I also did not face a Cenobite for quit some time. This is sad because I like playing against him too...

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596861#Comment_2596861

    Couldn't you still just use insidious to camp the gen instead?

    You could but Trail Allows you to move and confuse the survivors. In my experience they are used to Insidious and know that when the Terror Radius disappears they can not go back to the generator. With Trail you are more flexible and can even play around people communicating.

    Especialy on indoor maps: Did I leave the generator to sneak up on another survivor or do I camp it? You well only know by touching that gen...

    Trail seems to lure survivors in because it highlights the generator also causing confusion for players who think that somebody placed a blast mine. I sometimes even go the extra step to add "Mindbreaker" (Fearmonger) to the mix, that way my Terror Radius does not appear to the survivor even if they touch the gen.

  • @AetherBytes said:

    at least on mid MMR. Had survivors confused as ######### because they'd run long before I got there, usually ending in them running into me. They'd go "Ok, biggerr terror radius" then suddenly I'd come in next time completely silent.

    If you like to play Canibal try Trail of Torments on him.

    Everybody knows basement camping Bubba. Nobody expects generator camping Bubba, especial on indoor maps.

  • I think that Deathslinger needed a change but not this one. The goal should have been to ease the 1v1 a bit and make his 1v4 a bit better with some slowdown option like a Scourge Hook effect after mending the wound and an increase to his mend timer or the penalty via add-ons.

    The problem is that it was always intended that survivor where able to dodge the shot of slinger. They even added an audio que that played when you are in Slingers focus so that you could guess how he was aiming. The instant shooting of our cowboy was denying this.

    As such I think they always wanted Deathslinger to work this way that a survivor could evade the shot.


    That said I do not think they acomplished this in a good way. As far as I understand Slinger now feels clunky and this is something I can not and do not want for any Killer. They should be fun to play and their abilities should feel smooth.

    Also I am not a big fan of a nerf-hammer where they change this many things at once.

    And I like Deathslinger. He has the story, he has a sweet chase music and his mechanic overall is a cool one. That reeling and that feeling of getting hunted hit all the right spots. And he laughs when he hits you, bonus points for that.


    Now how would you change Slinger so that dodging the shot becomes more possible?

    Well, I would say that the nerf to instant-shooting was a fair idea. However I would have entertained the though of nerfing his projectile speed over nerfing his overall abilities.

  • I also think that Blight only zoomed in on Pyramide Head and Nemesis and then injected them with the serum. Same for most other killers as I do not believe he would go thorugh the trouble of catching and capturing them more then absolutly needed.

    Nemesis is sure an interesting upgrade with that serum and Pyramide Head probably does not care much about it. However it fits quit well in Pyramide Heads theme of self-harm and guilty when you read through Blights law. Pyramide Head would hunt Blight I think...

    That said I think those skins are "kind of canon" because the entities realm is a weired place after all. It can capture many versions of the same Killer or survivor and add them to its collection as we see with Heather and her skins, Ace different versions and so on.

    To think that an eldrich being like the entity is limited to a single timeline would be kinda outrageous. Xp

  • @XANA7274 said:

    I would like to ask why NOED get so much salty hate from survivors. Survivors have a huge arsenal of 2nd-Chance perks...

    Borrowed Time

    Dead Hard

    Unbreakable

    Deliverance

    Decisive Strike

    Adrenaline

    SWF/Comms

    Now it's one killer against 4 survivors, facing against potentially 16 2nd-Chance perks. Mind you the killer is also now playing the match with only 3 perks (since NOED isn't activated). PLUS the totems can be broken and cleansed before the last gen so you still may not even get to use it. Let's face it, Totem spawn locations are trash as it is anyway.

    But you get ONE down from NOED, not even necessarily a kill, and suddenly you're getting t-bagged at the gates and the end-game chat is full of salty survivors saying how trash the killer is, how broken NOED is, telling the killer to uninstall, go kill them self, etc. So why do the survivors have such contempt against one perk that has a 50/50 chance of actually being useful?

    I have no problem with NoeD as a survivor. After all I can just leave and let the Killer get one kill.

    Most of the perks you called out however are uncalled for. Borrowed Time is fine and BT-bodyblocking can be punished by the killer even thou some survivors will cry about tunneling after that. Unbreakable is also okay as there is Murphys Law with it: You bring it and the Killer does not slug, you forget it and you get slugged 24/7. Deliverance is fine as it has to been earned (also: Murphys Law), Deceisive Strike can be outplayed and has been fairly nerfed and Adrenalin also suffers from Murphys Law.

    That leaves Dead Hard and SWF/Comms. And to fair: Yes, Dead Hard is a pretty good perk. But it can be baited and you can play around it. It is fairly overcentralizing the meta for survivors which is bad in my opinion but it is not overpowered.

    And SWF? I would not compare a perk to a mechanical issue.


    Now NoeD falls in the same place as Dead Hard. I do not think it is overpowered. The problem comes with another mechanical issue...

    @ukenicky said:

    Typically I don't have a problem with NOED. Lately however, I see it paired a lot with the strategy of face camping the first survivor you down until they, well die. Then you go and try to catch someone else.

    If the survivors rushed out gens like they were supposed to then they will not have had the time to find and cleanse all dull totems much less keep track of where they all are. After the final gen gets completed the killer can use NOED to insta down whoever they find after the first person who was camped dies. Then they just camp again with NOED.

    Used in this fashion I think it's unfair. It's allowing killers to always gain MMR from 2 kills, sometimes more if survivors aren't efficient or make mistakes. Survivors have to gen rush and not do totems to make the most of the camped persons time and NOED punishes them for gen rushing/not doing the totems I don't see how that's fair.

    Otherwise though like I said I have no real problem with NOED tbqh

    ...this issue: Face camping.

    NoeD would still be a strong perk in this szenario but it would not be as much of a problem if there was no face camping here. This is a cheap strategy indeed and I think there should be a way around this...


    @ElusivePukka said:

    It's pretty dishonest for people to say Haunted Grounds or Devour Hope are the same. Both of those have real and engaging risk/reward, NOED doesn't, and moreover: NOED doesn't tell survivors they're exposed until someone gets hit.

    Watch a NOED user 'play' versus someone who actually engages with play. You'll see what I mean when I say I'm disappointed in anything which makes my fellow killers stagnate or plateau.

    However I would like to argue that there are Killers who benefit from NoeD in a way that makes them quit more potent and makes NoeD indeed a superior choice: Trapper and Hag. Both are late game killers with their playstyle and benefit greatly from having NoeD without the need to camp.

    Hag can be especialy mean with NoeD up her back and a good web of traps. Is it cheap? Maybe. But it is still a pretty good tactic and I would not say that a Hag using it is hindering herself.

  • Survivors:

    • Jake
    • Claudette
    • Dweight
    • Bill
    • Nea
    • Meg
    • David

    Killers:

    • Hillbilly
    • Wraith
    • Trapper
    • Nurse
    • Huntress
  • Effectwise this could be considered a buff. Consistency wise I was wondering when this would happen and I am glad they did this.

    Now, I do not like Dead Hard. But not because the perk is so strong, rather I dislike it because I see it too often. I wish I could see more different perks and get supriced a bit in the end screen and not see Dead Hard and Iron Will on 3/4 survivors.

    However Dead Hard should work as intented. Lantency issues are not something that should "balance" a perk, they are issues and should be solved. BHVR did this right now and this is a step in the right direction. As much as I dislike survivors overusing this perk and forcing me to bait it every time they should get a working perk and not a hot mess.

    Of course this is a buff by effect. Dead Hard now does the thing it is supposed to do more efficiently.

    Killers now have to deal with the confusion situation where they hit a survivor that screams but does not get injured or goes down. This is another problem in itself because now Dead Hard will add to confusion happening on the Killers side. When this happened at a pallet there was no problem as the Killer got stunned either way and had to deal with the pallet. Dead Hard now creates an issue by showing the Killer a confirmed hit that never happend however unlike at the pallet the Killer should still be moving.

    As an example: Imagin I play Hillbilly. I chainsaw into a direction and the injured survivor uses Dead Hard. I get the hit confirmation sound and stopp my power (because I would stop either way). Now I lose distance and have to rev up my chainsaw again probably missing on a down because of the added confusion.

  • It does? I do not think so...

    Boons made it more of a 4v1 then ever because now you can set up a safe zone for yourself and your team. And as a Killer you have to juggle survivors a bit and sometimes you have to drop a chase when they are going to wast too much time and another target is avaiable. Why chase a survivor around shack where the generator is already finished, when you can instead run over another that is on an unsafe loop or at a LT-wall where you can mindgame?

    I think you need more 4v1 thinking than ever right now in order to apply more pressure and make your games longer. Map mobility is king over leathality as you can see with Trickster...

  • #########...players cry about the most random stuff...seriously let the doc have some time off or do you want him visit you while he is stressed af...

    If your goal / win condition / comfort zone is to defend that chest I have no problem with that. Sure I would look a bit baffled when I see you just defending that chest but I see no need to report or even flame you. However I may be tempted to challenge you for that chest...after all I like to run Plunderers Instinct and Appraisal...

    I got flamed yesterday for playing chainsaw only Billy...so...you know, just people crying about things because they want to cry.

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