Gwinty
Gwinty
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I do not hate Dead Hard that much.
A good Sprint Burst is far more annoying than any Dead Hard because with the latter I get a chase with the first a chase does not even happen or happens on a very unfavorable tile. Which is why I take Dead Hard over Sprint Burst any day. Also Dead Hard allows for cool play like deadharding through the Killer to dogne him and confuse him. Good stuff.
They could however buff Lithe and Smash Hit a bit to make those perks more even. I would like to see more varity on my opponents and I think that especialy Smash Hit is underperforming for its requirements.
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@NOEDENJOYER said:
Killers like Nemesis, Pyramid Head, Spirit, Deathslinger and a few other additions have changed the meta. These killers powers ignore loops entirely, so it doesn't matter how good you are at looping, because someone like Nemesis, gets a hit no matter what choice you do.
The older killers didn't do this, they had powers focused on the 1v4 and weren't so focused on dominating the 1v1. Like Billy or Huntress for example.
Since these new anti-loop killers have become a thing, more and more survivors have realised that putting distance between yourself and the killer is the best defence, since if both of you are holding W in the same direction, it can take like 20-30 seconds to just REACH them before any loops happen if they begin running at 20 metres plus.
But then, survivors realised this also works against every single killer. It's largely why I love playing Wraith, he just negates the entire holding W meta.
While I agree for Slinger I do not think that Pyramide Head or Nemesis are that bad. Pyramide Head move like a monster truck and slows down while charging his power. You can see him doing it and react accordingly. Pyramide Head can not turn sharply and can not basic attack right after channeling his power, good survivors abuse the hell out of this.
Same for Nemesis. The guy needs 3 hits to down you with his tentacle. Sure he breaks pallets but his tentacle has the hitbox size of a spagetti and can be dodged effectivly. After that Nemesis has a recovery animation where you can gain distance. Like Pyramide Head he also can not basic attack right after chanelling his power.
Also I would add Trickster to the list. He is by far the worsed offender right now for anti-looping, especialy with his new add on shoes.
The conclusion you reach however is right. Deathslinger and Trickster both pushed survivors towards a more "running away" style of playing.
Now my guess is that this will empathise Killers who ignor this or counter this by catching up quickly: Bubba, Wraith, Oni and Billy come to mind. In addition Killers who do not care about your position but play the territory game will surge in usage: Hag and Trapper. I could also see a case for Freddy and Pinhead because both can enter the chase easier with their teleport.
Meta is evolving and if survivors hold W more ofter Killers will find their way to stop it.
Would be boring without this and also this is the reason why no Killer should complain about this.
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@[Deleted User] said:
Looping shows off one of the skills that a survivor has. They don't show the skill a survivor has. Situational awareness and decision making are equally, if not more important than looping skill. A 10 second chase in the right part of the map is better than a 30 second chase in the wrong part. So the question you're asking is: "Why are survivors trying to play well?"
Sometimes holding W is just the best option.
I will not blame a survivor for running away from me as I play the Killer. This is how this game is supposed to work and complaing about the "survivor" running from "the Killer" is...strange.
Also as a Killer you have ways to counter this. Approaching from a different direction or just eliminating the weak link that does not understand this first. Or if one plays Ghostface you have to be stealthier to get them. Or just use your Killers power to cut them off...(Clown approaching at dangerously high yellow bottle speed xp)
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I am begining to wonder how much of the Spirits power is people quitting out and leaving her with a 3v1 situation.
Sure thing, Spirit with Pop/Ruin and a good set of headphones is a pain in the ass but her winrate must be inflatet by those who quit out and sell out their team. She is the pinacle of Sun Tzus phrase "... supreme excellence consists in breaking the enemy's resistance without fighting." for that reason. Kinda funny for me.
I will not say that Spirit is "fun" because that is highly subjective. Also Spirit is not "fair" or "balanced" in any way. However she would be less of a pain if people would not just quit out against her...
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@latinfla4 said:
To win necessarily?
On killer I feel I need at least one gen regression perk regardless of the build.
As survivor I feel I need to use an exhaustion perk regardless of the build
Well yes, I feel pressure to play certain perks. Perks that are fitting fot the character and make a fun experience for me.
As a survivor I like to use at least 1 personal perk from the survivor. Most times I run 1 exhaustion perk too, because I think that Balance Landing and Sprintburst are a good way to make distance and are fitting for my characters.
As a Killer I need a feeling for the perk. Running Michael Myers with a Hex: Ruin would be something that can ruin my mood. Running him with Enduring to empathise his physical abnormality is way better. Using Pop on Ghostface is meh for me because Ghostface is not physicaly strong, however Hillbilly can kick a generator into the next dimension with his brute force.
The pinnacle of this so far is Pinhead. I run him with just his personal perks and Hex: Thrill of the Hunt. It works fine and feels fresh to use him in such a way.
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@이진욱 said:
Hello, I am a user who mainly plays Killer on Korean and Japanese servers. When I play Killer after the mmr patch, most of the games are only met with survivors of a few thousand hours. So if I pick the walking killers(Trapper, Doctor..etc) I play mostly, there's a high chance I'll catch only one of them and let the rest of the survivors escape.
So these days, I'm playing Survivor instead of Killer, and when I play Survivor, there is a high chance that I can only meet Nurse and Blight. It seems to have become a structure where users with high mmr scores have no choice but to play Nurse and Blight forcibly in the game.
Survivor users with high mmr scores on the Korean and Japanese servers have a high chance to meet nurses and Blight. This makes the game very difficult and uninteresting
What server are you playing on and what do you think about mmr? Are you satisfied with the mmr system?
(I used Google Translate, the sentences or words may be awkward.)
As a survivor I tend to get quit fair matches. I am a medium survivor, nothing special.
I get a mixed bag of Killers, different skill and different mind set. Most of the matches are quit fair with 2 escapes or at least 4 generators finished. Some are unfair in one or the other direction but this could be because I mostly play with 1-2 friends and our MMR mixes.
As Killer I tend to get descent matches. I play Pinhead religiosly since he came out with a no-meta build (his 3 personal perks and Hex: Thrill of the Hunt) and my good boy Ghostface also with a mostly harmless build (Whispers, BBQ, Surge and Safe the Best for Last / Hex: Plaything). Most survivor are at my level and once again 2 kills, 2 escapes are the usual for me. Rescently I got more survivors who screw themself over on the last few inches: 4 generators are finished, no 3 gen and they get greedy for chests and bones, buying me enough time to get a few more hooks and better pressure. My matches would be way harder without the greed.
So as a conclusion: Skillbased matchmaking is working quit well for me. I get my mixed bag of good and bad opponents, my wins are not stomps and my losses are fair. Some bad games happen from time to time.
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I do not think it is that problematic. More like annoying.
At least now I know what to expect and sometimes I get greedy survivors who want to wait for the last second and then eat the hit as a punishment. Now they can no longer blame the lack.
The only realy bad thing is when you get the audio for the hit and still get stunned without any hit. That one feels pretty bad.
On some Killer where I can not wast that much time I now run Enduring for a faster uptime. This screws survivors pretty nicely when they depend to much on those pallets. Also I tend to aim for more mindgames and not just breaking the pallet. More practice makes more perfection.
So while this is a direct buff for survivors I think this made my Killer performance better over all.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2501558#Comment_2501558
No win streak videos since sbmm went live. At least not as killer.
But as solo survivor he has had some win streaks. Makes you think, huh?
Could be because he already has winstreaks with the strongest Killers and all who are left are the B-Tier and below Killers. Those are significantly harder than Nurse, Blight, Spirit or even Billy.
I still think Otz can do it if he wants and I do not even know if it is harder for him now. He always had tryhard teams during his runs some even playing at his time just to get a shot at his streak when it was high enough (and no, I do not think this is scummy, this adds to the challange).
I did not watch his streams for some time, even thou they are pretty neet, because I had to play Pinhead.
@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/2501930#Comment_2501930
he's only playing against the good teams now because his MMR is probably rocket high, not the usual solo pub trash from old red ranks. He's not a good survivor, he has knowledge about the game of course but he's not a good looper, so he's not playing against good killers most of the time i guess.
Could be true. However that would depend on how the MMR system works.
If it has a cap not much will change for Otz or other streamers. If it does not that it gets bet. Maybe his winstreaks would even get a boost when he tries a truly new killer because that killer has a different MMR. Depends on how much MMR difference between Killers is allowed. And finaly the question is how fast does MMR decay when you loose. Because that would influence Otz opponents.
There are to many factors to considere when talking about this that are uncertain.
Its a bit like cryptography: We know what comes out be we can not deduce the original input.
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The problem is that Killers with slowdown that is build in can stack even more slowdown.
Remember "Forever Freddy" who just stacked slowdown add-ons on slow-down perks and fun stuff like that. Giving a Killer a direct mean of slowdown makes that killer significantly better and harder to balance. They can no just nerf "Hex: Ruin" because that would kill the small number of Myers, Clown and Legion players on higher level. Even thou Ruin is by far the most annoying and unfun slowdown that exists.
For survivor I think it is easier to run a non-meta build than for certain Killers. You can get away with many things as long as you just run 1 exhaustion perk.
@FrostySeal said:
https://forum.deadbydaylight.com/en/discussion/comment/2501785#Comment_2501785
I play fine without perks, but the issue is being tunneled out by a Killer or slugged on the ground for minutes leading to the whole teams loss, especially when it's a killer like Nurse. Witnessing a teammate being camped and not being able to do anything bc no borrowed isn't fun for them or me. Having multiple gens popped not because your playing bad but because you have nothing to stop those gens is unfun.
This sums it up quit well.
However while camping and slugging is a choice you as a Killer can make, genrushing is a problem. This comes down to a little game theory (no, not the chanel, the academic study): The good old prisoners dilema.
If you play a killer you have to choose running Ruin/Undying and if you camp or do not camp befor you know what the survivor side will do. Now there are some scenarios:
- You run Ruin/Undying, the survivors run off-meta for fun = You stomp them, maybe you feel bad
- You run Ruin/Undying, the survivors run meta = Equal match, both sides bring their best
- You do not run Ruin/Undying, the survivors run meta = You get stomped, you feel bad
- You do not run Ruin/Undying, the survivors run off-meta = Everything is fine
Now if you look at this, by running the more efficient set (or strategy, because you can replace Ruin/Undying with a scummy tactic and the survivor side with "genrushin") you get a good chance in 2 out of 3 scenarios and avoid a very bad one completly. Over all it is just better to run the scumback taktic here, because you get no reward for not doing it.
The original prisoners dilema is about their scentence by the way...look it up, it explains this problem here quit well...
By the way, everything I told from the Killers perspective is also true for the survivor side. You can open the same scenario for survivor with meta-build and genrushing. By not playing to the meta you risc getting a bad experience.
There is only one solution...
@Chocolate_Cosmos said:
As Survivor I understand it because you don't want to get tunneled, slugged, etc. Killer can try to "ruin your fun".
As a Killer I don't feel forced at all. I just play usualy non-meta perks all the time and play many killers left and right. I simply don't care about gens or wins or kills that much.
This...stop caring about how many kills or escapes you get and just play for some good moments. Or set up some win condition for yourself (4 stack BBQ before hook 5, alway porting as Pinhead, Pallet Freddy Fun Time and so on). This changes the scenario.
Because in the current scenario you can not "win" unless you play a certain way. As such you need to change the scenario to bring a different wincondition to the table.
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@IrishRedCap said:
https://forum.deadbydaylight.com/en/discussion/comment/2500076#Comment_2500076
I've been sick the past few days so my comments might be a little off kilter. Pinhead kit and perks are optimized in a 3v1. The most common occurrence in a 4v1 against Pinhead with his base perks and base kit would result in 1 survivor being chased, 2 doing gens, and 1 finding/solving lament configuration. This is by no means detrimental to Pinhead, I think he can and does play well in this situation.
Compare it to his strength in a 3v1 though. In a 3v1 you would optimally have 1 in chase, 1 on gen, 1 finding/solving box. Plaything becomes much stronger by forcing a totem hunt or stay oblivious. Deadlock massively slows down remaining gens if the 2 survivors decided to split and ignore box. Scourge hooks also punish 3 survivors exponentially harder than 4.
In short, trying to clarify my first response. Pinhead kit appears, in my opinion, optimized for a 3v1. For newer killer players that decided to buy Pinhead it would be a noticeable difference how their experience becomes a lot easier in 3v1 over 4v1. This will encourage the bad gameplay of tunnel 1 person out and always excel easily with an optimized killer.
First and formost I must say that I think a 3v1 is always more favourable than a 4v1. Tunneling out 1 survivor, especialy the weak link in a team is alway benefical for a killer, not just Pinhead. This is part of the game dynamics of dbd and follows the good old rule: 4 survivors = 1 hooked, 1 rescuer, 1 chased, 1 on a gen (optimal), 3 survivors = 1 hooked, 1 chased, 1 rescuer, no gen. of course this is oversimplyfied.
As such while we agree that this encourages bad gameplay, I think this is by design of the game and not by design of Pinhead.
Now I understand that this is problematic. This is also the reason why I dislike playing this way. For me personaly Pinhead offers a great chance to juggle survivors, because I can always teleport to innitiate a chase with somebody who volunteers. This way I can avoid tunneling effective even if there are 3/4 survivors who all look the same (and no, I will not check names. I need my concentration for those chains.). Whoever volunteers to getting chased by solving the box gets me, unless I am otherwise incapacitated.
So in my opinion Pinhead has all the tools to juggle survivors quit well. And if a player uses those tools she will be more effective with Pinhead then by just tunneling.
However on lower Ranks/MMR/Whatever the punishment for tunneling is not there. Simply because it is quit rare to run into a good looper who can wast your time efficient or who notices that you are tunneling and punishes that (predropping more and playing even safer to wast the maximum ammont of time).
And here everything comes together: Newer players are encouraged to tunnle because A the game design rewards it with a better expirience, B (maybe) Pinheads design and C no punishment for this behaivor / no reward for not tunneling.
I think the first big reward a Killer gets for not tunneling is when they unlock BBQ and maybe this needs to change to nudge newer player into a different direction.
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@hiken said:
and tipically with devour/haunted grounds/undying/ruin (a build that is actually banned even from the dumb tourneys due how stupid/dumb it is) i hate SBMM so much, so much damage is making to this game. and it doesnt matter if i lose a matches in a row the thing rarely changes, because SBMM is so rare that even if u lose you dont really lose you keep the same because u oftenly see the same people even if u lose, i wonder who did this thing ...because it doesnt make any sense.
can we actually get a satisfaction sheet votation? and see what actually the community thinks about this?
While I do not share your complains I think a evaluation of SBMM would be nice after a month or so.
Players need to adjust and the Meta needs to settle in. Then a look at the satisfaction level would be interesting.
Because for me it seems like all the complains about "bad lobby, me rank 5, survivors all rank 1" changed to "SBMM bad". As such I am not sure if there was actualy a change. xp
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Yes, yes, those perks are pretty neat.
I like all of them. With Hex: Plaything in the lead. Hell, I even like playing against this thing as I now have a choice: Risc the status effect to repair generators or cleanse my bones for safety? Good work, fun perk for both sides.
Deadlock is also fine as it slows down genrushing by a lot. Maybe the singular reason for that you can play Pinhead with his own perks alone.
I like his 3 personal perks with Hex: Thrill of the Hunt. Basic build but finaly something different yet effective...
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@IrishRedCap said:
2 specific reasons I can think of here.
1) PInhead being the new killer his perks and kit are better designed to fight a 3v1 than they are a 4v1. It had led to many people tunnel a single person out in a game where they are pinhead or to abuse the perks to get rid of as many survivors as quickly as possible (thx to the new gen blocking perk [Deadlock that has drastically cut down gen rushing). It's encouraging, in my opinion, a bad style of gameplay that makes the killers appear sweaty as overweight trolls seeping in their parents basement. This in turn has made survivor go more, what i like to call, "offend the killer". Emoting, body blocking, holding game hostage for no reason (seriously seen many survivors that have no teammates on hooks just camp around 99% doors refusing to open them lately.). Tit for tat.
2) MMR and SBMM encourages camping and tunneling. If it is in any way reading off the pip system as long as a killer gets brutal they have safety pipped and they're MMR won't drop drastically, if they get ruthless i imagine it grows as that is considered a win. Climbing quickly means lower skilled killers are getting frustrated hitting high MMR survivors and the only applicable way they know to deal with it is to camp. Honestly to cure this I think the EGC needs to be shorter and doors need to regress when left alone.
Unfortunately I think BHVR is proud of the MMR/SBMM system and all the work they spent on it so I wouldn't expect to see any drastic changes soon. Maybe when the community revolts, or when they actually see a dip in sales/player base.
I do not agree with 1.
I think Pinhead is a good killer in the 4 vs 1 simply because you have your box and his perks. When you run him with only his baseline than you got Scourge Hooks which you want to apply to all survivor and Plaything. Both perks get their best value when you apply them to many survivors and even more in combination.
Think about it: You end your first chase and pin a survivor to a Scourge Hook which also applies Plaything. This survivor is now pretty useless. He is mangled and has to heal because he no longer hears your heartbeat to evade you. After healing he is slowed down quiet a bit.
Meanwhile another survivor has to carry the box to delay the chainhunt. Leaving out only 2 to do generators normaly, 1 of them should be chased by you. As such only one survivor can work on a generator normaly. After your second down this accelerates even more and this is not considering you getting your own box.
Tunneling one survivor out would basicly deny me all value from my Hex: Plaything and Scourge Hooks: Gift of Pain.
Juggeling if far more effective and also more fun for the survivors.
With number 2 I agree. I think that deranking in the SBMM should go faster than ranking up and safety pips should be reduced. Killers have to be punished for camping a survivor to death just to get 1 kill. This however can still be implemented. I think BHVR qill monitor their system and tweak it here and there maybe even without us knowing.
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@Gottlos said:
I am sure these sorts of posts don't even enter the BHVR-sphere but just in case I will voice my opinion on the state of the game and the release cycle DBD has taken and why I am not purchasing another DLC until something changes.
Pinhead
I was REALLY looking forward to a Hellraiser chapter. It has been the one that have been looking forward to for a long time and honestly never thought it would happen. Seriously, I am beside myself that it finally came out and I didn't buy it, like it's breaking my brain but I just can't.
I will admit the initial frustration comes with the removal of the voice lines. I don't care about the memes it was just so iconic and I was so excited to play the PTB and for him to have voice lines.. and then they were gone.
So what? Who cares, it was PTB anyway? Well... why don't we have an official word from BHVR? This lack of communication is what has driven me to clutch my coin purse(more than normal).
Then follow-up to his ability.. his buggy.. useless chains.. along with the 'box' mechanic that is just a way for survivors to mess with the killer at this point. This feels like it wasn't playtested outside of PTB, it's like as soon as it worked at all they pushed it out.. this is not ok. We pay money for these DLC's, if they need to increase the cost to afford actual testers and to allow them to extend release cycles.. then do it.
Then to add to the underwhelming killer, that's all there is.. no survivor.. no map.. that's it.
Game health
BHVR is consistently showing us that whoever is running the show now, isn't doing it with passion like the original devs. I know this happens with games but the constant churn of new DLC's that haven't been properly tested has now reached a disrespectful level of the player base and the licensed franchises.
This has started to feel like a game that is only listening to the investors and it is affecting all aspects of it. I still play DBD and will likely continue to but I am not paying money for another thing until they acknowledge the long-standing game health issues. I like the game but it is in a bad spot and the only way I know how to impact that is with my money and yelling into this void.
I am not asking them to fix it overnight but acknowledge and show they have a plan. I personally think that we are in desperate need of a full release cycle dedicated to bug fixing and balancing. BHVR clearly needs more than 3 months to develop content and I think it would be wise of them to extend release times an additional month or two but I am sure that would make the investors literally weep.. which apparently matters to someone.
You Cenobite expirience must be vastly different from mine.
I enjoy him and I get some pretty good value out of those chains during a chase. Sure they are sometimes hard to hit and the hitbox can be a bit wonky, but you can do some pretty neat tricks with them. Also the box and the chainhunt always got me some interesting gameplay going. I like taking a survivor up for the challenge when he summons me and when the Chain Hunt starts you know that somebody is going to get hooked. I still miss the voicelines thou.
Pinhead is a pretty good design for me so far.
But well, that is all personal, just my tast.
However I share your concernce about game health. However there are some problem with your argumentation.
First there is that "test" thing. Not that many people play the PTB and that makes it harder for BHVR to test a new application to the bone. Part of this is their fault, because why the hell do you need to grind BP for Perks on the PTB? They could make it like trial mode...also for consol there are no opportunities to PTB test like this. As such content is bound to come out a bit more untested than it should.
Yes, bug fixing would be great and I support that. There are so many wonky interactions here...
@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2499563#Comment_2499563
This. Shows you where their priorities are, huh?
Granted, they do fix some glaring issues here and there… but obviously their primary focus is churning out paid content. Yes, they’re a business and not a charity but game health is important for the game to survive.
Unfortunately, like I’ve said many times before, the majority of the playerbase is perfectly happy paying for every furry, booty short, elf hat cosmetic that comes out so the majority of their resources will be devoted to that.
Not realy. This bug is probably more easy to fix than others also they have to stick to their deal with Silent Hill and other content.
The problem is that most bugs that exist gamewise can be pretty hard to fix once they are in the code, while a bug in the shop or cosmetics is easier to fix as it runs on a different level.
I do not think they have malicous reasons to delay bug fixes. I only think that some of those are harder than we imagin it.
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I started with Billy because he was fun and easy to pick up. The mobility gave me a good sense for the game and his Perks are pretty beginner friendly.
I dropped him for Ghostface and rescently the Cenobite. Ghostface is pretty dear to me as I realy like his story and his gameplay, stalking and jumpscaring survivors, mindgameing without a red stain and an overall tactical approach got me hooked. I have all the perks on Ghosty just to flip some funny builds on but my favourite is BBQ, Whispers, Surge and Safe the Best.
Then Pinhead came out and as I am a big fan of Berserk (manga) and the Cenobites from Hellraiser inspired the main antagonists (God Hand) of that manga AND I realy like some of the Hellriser films it was pretty clear that I had to get him. And now I am throwing chains and enjoying just his baseline perks with Hex: Thrill of the Hunt.
Still, I enjoy some casual Billy play from time to time. Hitting a sick chainsaw is just sweet and rewarding. 4 escapes, 1/0 hooks? Doesn't matter if you got that sweet chainsaw around the loop.
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I play more but not because SBMM. I got Pinhead and he is so much fun I just play more.
Also as a survivor my friends have had more time in rescent days for some matches so we played more.
I mostly ignored SBMM and just looked at how my matches went. So far they are fine.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2498159#Comment_2498159
So you are telling me that by equipping the Frosty Eyes cosmetics, I get free generator slowdown?
I do. At least against me and my mates. Xp
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2497815#Comment_2497815
I'd rather go up against 4 gen control perks because you can still play the game normally unlike an eternal chain hunt which disables you from playing the game.
https://forum.deadbydaylight.com/en/discussion/280157/slightly-worried-about-a-new-pinhead-build
Good luck trying to get any killer mains to sympathize with you on this topic. I made a thread about this combination/my concerns and all they do is accuse you of being a potato survivor who complains about everything -w-
I'm convinced that the people who are defending potential eternal chain hunt oppression are the same ones who think old Ruin and old Undying were fair and balanced lol
Now this is just mean.
I do understand the concern about this and I told you that we should watch it. However you have to give survivors some credit that they will find a way to overcome this build that has just been out for maybe a week. Otherwise you just think of them as potatoes too.
Maybe Hoarder has to change that it does not count special items any more or the box disappears when it get slapped away with Franklyns. However first lets wait a bit to see how problematic this build is and if somebody comes up with a counter. You should not stomp the meta when it has not even developt.
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Trickster lacks map pressure. His chase is quit oppressive and feels bad as a survivor but that does not help him in any way on big maps where 2 gens pop while he downs the first survivor. What would help him would be a less oppressive chase and a way to apply slowdown on his own (or genereate map pressure).
Maybe something like: He now need 8 knives again but they do not decay. Survivors can pull the knives out with the action, they can pull them out for other survivors twice as fast. Each knife applys a 3% penalty to healing, cleaning, reparing and a 3% movement speed penalty while not within the Tricksters lullaby.
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Frosty Eyes = NoeD Eyes.
It is very predictable and the best way to know that the time has come to rattle some bones.
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I just go on to play.
Usually I try to find a Key in the basement or any other chest and if that is not possible I will try to get as many BP as possible. Also I try out some fun stuff that would get my team killed otherwise like practising Flashlight and so on (I suck at those). Or just do some bones for extra BP or use the Killers mechanic to farm a bit...
And over all relax.
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Plague is fine. A very solid Killer.
Most people underestimate her and her power and never cleanse or cleanse at the wrong fountain or run into her on the way to cleanse... I like playing against Plague. The games are good, Plagues mechanic is cool and you have clear indicators for counterplay. A good Plague can get very far.
I think most people ignor her because she is not "fancy" enough or because they just never saw her in action. This is a cicle: People play what they see or deem powerful. They never see a good Plague, as such they never play her.
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Same. And I do not even play Nemesis.
His tentacle should hit over cars and small loops more relayable so that the player can know what to expect. I am not against crouching to evade a hit when the survivor disappears from line of sight. This seems reasonable: You can not see him so you can not hit him. However as long as you can see the survivor you should be able to get that hit.
Also nothing like getting blocked by a random bush or fence on Haddonfun. These are the moments where I stand up and just let the Nemesis hit me...
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Interesting thing is we now finaly got some idea what the devs are aiming for: 2.4 hooks for the Killer.
This should be an avarage of 2 kills per match. If this is implemented in the SBMM than we are in for a treat because most matches do not balance around 2 escapes but fall into 3/4 kills or 4 escapes from my experience. I wonder how this will impact the game in the long term...
Looking forwards to see key changes and boon totems. Also more Scourge Hooks are nice.
Over all, an avarange interview with some neat information.
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@dnj510 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496639#Comment_2496639
Why does everyone keep implying I think BBQ is "sweaty"? I never said that nor Infectious was, I just said they were used a lot in my matches from what I have observed.
"Sweaty" isn't even in my initial post, that was the guy under me that said.
Well I admit, I use BBQ on Ghostface. It is a good perk after all and Ghosty needs his recovery add-ons to get some stuff done. As such BBQ combinds information about my next stalking victim with BP that are required for my next match. I think most Killers who level or want to prestige use BBQ for those reasons.
Just like survivors use "We're gonna live forever!" for that reason (even thou that perk could get a better side effect).
I took it that you just saw a lot of BBQ and wanted to see some different perks on your opponents. Varity is fun after all and a Killer using some unique perks is always more fun than a Killer using the generic perks (Ruin/Pop/Undying with NoeD, Leathal or Tinkerer that would be the sweat-build).
This is why I like facing certain Killers more because they usualy bring a different build from the Meta. (Please not that I do not blame Player for use a meta build. I just like off meta builds more.) Most Pigs I face use some weird combos as an example and same goes for Nemesis and Plague. Which is why I like facing them.
I think it would be a good way if there would be a reward for using more creative perks on a Killer. However I noted that the best Killer players often use some non meta builds for their games. Maybe we casual noobs should try this too to get a bit closer to their level. XP
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@Sluzzy said:
This is a general discussion about how these perks are too strong.
The killer meta is overpowered and is a substitute for skill.
Can't stop the gens? Use Ruin.
Prevent the objective? Use POP.
Need more help stopping gens? Use Undying.
Need even more help stopping gens and help finding survivors before they can finish the hard to finish objective? Use Tinkerer.
Need more very easy to obtain bloodpoints for OP addons and auras to find survivors and stop the objective? Use BBQ.
NOED instantly causes the need to do 10 objectives. Devour Hope does exactly that as well.
Meanwhile, the killer objective cannot be changed or delayed.
Way too strong and is very unfair. These need to be nerfed.
It promotes unfun and unhealthy gameplay. It is causing genrush teams to be the only way to have a chance to win. With it being impossible to hide from so many aura and tracking perks, and killers having less and less counterplay, sitting on generators with no interaction with killer is the only way to win.
Until these are nerfed, if the killer wins with these perks you can't brag or feel good in the endgame. You didn't win. The perks won.
Okay, so here we go again.
Let us start with the easy way: Ruin. I hate Hex: Ruin. That perk can just chill under a chair in Dead Dawg Saloon and ruin the entire game without any skill needed by the Killer. Here I must agree with you. Ruin does not reward skill at all, it is there and then it ruins your day.
Pop goes the Weasle is different. It requires skill from the Killer as it can only be triggered by hooking a survivor and going for a generator. Sure the combo with Tinkerer is mean but I would take a Pop over Ruin any time. The Killer has to work for his Pop after all and as such there is skill, quit the most important skill: Looping. A good looping survivor can deny the Pop.
Undying is fine. It is only a problem when paired with Ruin and I already talkes about ruin. Or do you realy believe that Undying/Devoure is on the same level as Undying/Ruin?
Now you complain about BBQ. I do not see anything wrong with that perk. BBQ requires Skill and rewards the Killer for not tunneling. If anything I would buff this perk in a way that encourages not hooking the same survivor back to back like "You loose a stack for a back to back hook". However the overall concept is fine and you can counter BBQ by going into a locker. That is a ingame mechanic, no perk slot required. Use it.
Tinkerer is also not a problem. It gets harder when combined with Ruin, but as I said: Ruin is bad. With Pop it requires skill once more and good survivors can deal with the undetectable quit well. Just ask a Ghostface player.
Also one of your assumptions is just false: Killer objectives can be delayed quit easy.
The perks doing this are called "Dead Hard", "Sprint Burst", "Deceisive Strike" and so on. Any perk that helps you in a chase means that you delay the Killers ability to get a hook. Not getting a hook means not progressing the game in your favour because you only generate pressure on one single survivor, leaving the other to go generators.
As such every looping perk is a game delay for the Killer.
And yes, you said something true: Sitting on a generator is the way to win. And maybe try to add some stealth to your gameplay. It is realy good to counter BBQ...a good stealth player can hide from you for minutes even thou you use Whispers...
Over all: Ruin is bad, yes. Ruin should get some change. However everything else is just complaining about the game having some difficulty to it.
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Seriously, just like some people already said: Genrush the ######### out of that Killer to show him that camping is not working like that. Bring some perks to counter the situation (Kindred, Flashbang, Deceisive Strike and Borrow Time) and then go.
Camping is not a forbidden tech, it is a thing thats in the game. Does it suck? Yes. Is it punishable? No. So you need to adept.
I do not camp as a Killer unless certain circumstances are met (one on the hook, gates open as an example). However I will not blame Killers who do. I just hope my team gets their job done and my only wish is that I would get more BP for those games to buy my offerings and add ons back.
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I want my lines back. It is so sad to anncoune my arrival myself every time.
And I will not deal with it. If those were not his exact lines, then get me the right lines. Or you could add other lines from him like "It is not hands that summon us. it is desire!" to fill it out.
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Honestly...
I like the map. I like the design, I like the feeling and I like indoor maps.
As such I do not get the hate people feel for this. Sure it is big and you have to sneak a bit more to evade the Killer but...well, I like it and hope that it stays.
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How about we wait a bit until survivors come up with a good counter to this build?
After all this is a new Killer and a new strategy. I get that you think it is concerning and if it proves too oppressiv something has to be done. However as some people pointed out: Isn`t it nice to finaly play against a Killer that does not use Ruin/Undying/Pop/X and that works?
As said: We should wait a bit. Maybe survivors find a way to push through this or they change the way chains target the player with the configuration.
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It would not be the same but I would still play the game. Still I would miss him.
The question is how the game would evolve without him there and that is pretty unpredictable. Warcraft had the issue with the writers all quitting one after the other and it was a pain that ruined Sylvanas. Other games came of far better even when certain people left them.
I play the game for the game and not realy for the people who made that game as long as the company is descent.
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@Psycho_ said:
"we cannot say why we removed them or if we will add them back" - thats what we got to go on, you infer for yourself what that mean....
Now I am wondering.
I heared that there were "issues" with his voice files, however I am not aware what kind of issues.
Could you explain to me what happened or post a link to the source of this information? I miss the voice lines because I realy liked the movie and that scene in particular. Thank you very much in advance.
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@dnj510 said:
I'm a filthy casual, and after MMR was enabled, my matches have been like I've been playing in a tournament, not to say they weren't like that before. Why does every killer have BBQ and Infectious? I just want to chill and laugh while playing, but these past few days have been donkey balls.
What should I do?
Chill yourself.
You have 0 influence what kind of Killer you are getting but you can influence your own mindset. Try a new build with some new perks and set different goal for yourself. I run a chest focus build right now with Plunderer Instinct and Rummage. Is it any good: Probably not. But it feels very rewarding to find the needed toolbox to push through that Pop goes the Weasle 3 Gen Killer or the Map to find Ruin. I go in without any items and farm a little collection...
Maybe you can find such a goal for yourself too, to make it more chill.
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@Impose said:
You generally will want to teleport basically on top of them. Trying to skillshot chains basically loses you the chase automatically if you miss. Survivor just gains too much ground
This. Spawn the chain under their butt.
Or fire the chain when they vault or want to drop a pallet. A bit like Pyramide Head or Nemesis.
Another trick I learned: Fire the portal in front of them, do a 180 and fire the chain from there. Most survivors have trouble avoiding the chain when it comes from an unusual angle. Try not to get to predictable however, the more suprice your chain offers, then better your hits.
My best shot so far: Aiming the portal behind the pallet, shooting it in their back while dropping it and then walking around the loop to hit them.
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Funny I partook in this without knowing...
My builds only run perks that I subjectivly deem fitting for a Killer. And there is no way for me that Myers or Ghostface would use a Hex: Ruin or something like that. Also somebody like Bubba would never have the capacity to apply a Hex to somebody...
Sure I run regression where it is fitting: Pop goes the Weasle goes on Bubba and Billy. Both are decently strong and can kick a gen so much that they do further damage. Ghostlike entities can also use Surge as they disrupt the electric flow and so on. As such I have 1 regression perk at most on my builds and leave the rest for fun.
Pinhead is my most beloved Killer in that regard so far. I just use his 3 personal perks and then add "Hex: Thrill of the Hunt" for information and to torture people with "Hex: Plaything". Sure Pinhead would be better with Ruin, Safe the Best, Pop or something like that...but I have too much fun with those new Perks.
Do what you like as long as you have fun with it.
I play Myers with Monitor, Safe the Best, Enduring and Infectious Fright and enjoy it. You should enjoy your build too.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2495643#Comment_2495643
The box will spawn and be visible for all survs and a timer runs down. If the box didn’t get solved before the timer ends a chainhunt start, spawning random chains that interrupts survs in short intervals.
this ends as soon as the box gets solved, but the chains can interrupt the box interaction. While solving there shouldn’t spawn new chains for that surv (but it is probably buggy and chains that have spawned right before the surv started the interaction still go through)
Actualy a chain hunt is also supposed to start for the survivor holding the Lament Configuration. This was done to discourage holding the box hostage and denying Pinhead of his secondary power for too long. As such I would guess that there is a bit of wonkyness here because the Chain Hunt chains and the regular chains that are spawned by the box overleap and do not interact that well with the "solving".
Or maybe we got it wrong and those chains are supposed to make it more difficult to solve the configuration once the Chain Hunt started?
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Starstruck does not encourage camping unless you talk about "teammate interduced camping" where some idiot runs around your hook while getting chased. And this is not on the Killer, this is on your idiot teammate who made his choice to run around a loop next to you and not away from you.
MYC is also not a bad perk as it encourages to switch the target.
What is the Killer supposed to do? Pick up some flowers while hoping to find a survivor at random? Of course not.
Make your Choice sets the Killers patter and you get a clear warning when it is applied. You can still go and hide after getting exposed to not get yourself killed. Stealth is a viable option after all. With make your choice you have a target on your back and should play safe for a while...
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@babygirl91580 said:
https://forum.deadbydaylight.com/en/discussion/comment/2495627#Comment_2495627
It is broken, I did hide and it still spawned chains even up against a wall don’t worry I’ll post it so u can see, sometimes when chains activate when u pick up the box they stop. Sometimes they don’t leaving the player unable to solve it because the chains continues to spawn. This is broken because when you stop to dodge them the progress is not saved. So you have to start over every time.
Okay, that should not happen in my opinion.
The chains should interrupt you on open terrain when you try to solve it that seems fair to me. However they should not spawn through walls and other stuff. That should be the safe spot to solve it. So that would be broken.
Do not worry, I believe you that this happend to you. No reason not to after all.
Maybe the chain spawn needs to be fixed just like his lunge.
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Yes, I started to play Nurse some time ago and was working to get better with her. Then Pinhead came out and I was able to pick him up nicely as the aiming and chaining came very natural.
Their speed is different but you can notice some similarities within their power and that knowledge can be translated from one to the other. Not 100% of course, Nurse still beats Pinhead in difficulty as she can not play "normal M1 Killer".
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Yes, I know this new validation system can be frustrating.
However I receive more and more survivors who bank on that system trying to get the stun last second and eat a hit or a down for their stupidity. At least with this system you know what to expect when you lunge into a pallet and know what will happen. It is no longer a coinflip.
I sometimes whant to eat my keyboard too when this happens however I think it is still better. My survivor games feel much fairer and as a Killer I can adept to the change quit easy. Also, remember, stupid survivors will try to bank on this. Not respecting the pallet is the way (or just run enduring, it is now so much better).
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Just hide behind some cover.
Chains can not hit through obstacles and when you hide they will not hit you. This is not broken, this just requires you to get that box and solve it. Also once he teleports to you the box is gone.
Chain hunt triggering is the fault of you and your teammates. Or rather: It is a risc you took willingly to do other stuff on the map. You need to decide when to get the box and when to leave it or to hold is hostage.
Seriously I played against a Pinhead the other day and was able to solve that box 5 times, summoning him 2 times and having chain hunt on me the other 3. It was quiet possible to finish it when you get into a good position.
That thing is supposed to slow you down and give you a challenge after all...
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Just go into a corner or behind some cover.
The chains can not spawn through walls or other obstacles and you can solve the configuration that way. Also try to hit those skill checks as it will speed up the solving progress.
Honestly I think Pinhead is fine right now.
His chains allow for some cool plays and even have a descent ammount of counterplay. Holding the box hostage is a high risc, high reward action that works as intended. You can pretty relayable disarm the configuration when Pinhead picks somebody up and you will finish it instantly when he teleports to you. Just solve it somewhere safe and away from gens that are worked on...and...well you see: Good counterplay.
Sure he is pretty strong at unsafe loops and seems a bit weak during a normal chase on a stronger loop (Shack, long wall jungle) however that is fine for me. There should be some harder tiles for Killers and some better tiles too. Fix his lunge bug and that guy is just about right.
People are still learning what stuff you can do with his chains and I found many fun ways to get survivors down or interrupt them. Especialy when defending totems with him or stopping a gen from popping in your face those chains work wonders.
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Night and weekends are the fun times for me.
Best matches are from 3pm to 8pm. However the que time for killer is longer during this period. However survivor is quit enjoyable at these times because you get a pretty mixed bag of killer: Everything from tryhards with full-slowdown build to troll/fun build Killers.
As a killer it is the same: You get everything from the 4 men russian death squad to a full soloQ lobby that never found Pinheads box.
On the weekends however there are a lot more coordinated survivors and tryhard killers.
I know this, I accept it and honestly its fine as long as I know what I am getting into.
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@ArchGunRunner said:
https://forum.deadbydaylight.com/en/discussion/278969/i-cant-stand-this-sweatfest
There is a simple way i avoid tilting when these things happen as killer.
- Don't play to win, just play to enjoy the chase and have some fun
- (if you're on PC) ALWAYS type "ggwp all" in the end game chat....ALWAYS. Acknowledge the game was well played and move on to the next.
- Try to make peace with the idea that you are not going to catch everyone all the time. It's 1v4 and essentially 16 perks vs 4 perks. It's hard to manage that sometimes
- Try to make peace with the idea that sometimes people are just better than you. We're not gods that'll 4k every team or loop a killer for 10 minutes then escape.
- Play both sides as much as you can or want to. Killer is frustrating sometimes, survivor is often relatively chill.
- Enjoy these bananas, they're delicious. 🍌🍌🍌🍌
Just do the best you can to find whatever fun you can, getting frustrated and tilting just makes it all worse for you and drives you from the game.
This post is just right.
Some people are better than you. So what.
Set up other "objectives" for you to make it more fun and worthwhile if that is your thing. I for an example like the BBQ game: 4 stacks BBQ are a win for me. Simple as that. I try it every game and it relaxes me quit a bit.
When I play Ghostface I messure my success by how many stalking downs I get and how much the survivor gets supriced by the angle I am approching from. When I play Bubba I messure it by the fact if I can get a suprice chainsaw while sprinting around the loop...and so on.
The fact that we still do not know when a Killer won a match also means that you can set you own wincons.
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@DaBawb said:
https://forum.deadbydaylight.com/en/discussion/comment/2485405#Comment_2485405
I think it's hilarious people will call this guy high tier. There's only 1 thing that really matters in DBD, and that's getting fast downs. Everything else is secondary. You need to find people and down them immediately, and this guy sucks at it. What's better, gaining ~10 seconds through passive slowdown and needing 60+ seconds to down someone; or just downing someone in 10 seconds? I wonder......
Funny. I think the only things that matters is game delay and map mobility.
For this reason Freddy is a far better Killer than Slinger or Trickster. Sure he can get his downs a lot slower. But with his teleport he applys map pressure and can chain his chases back to back while chasing survivors off generators. Even with his nerf Freddy is better than most "quick down" killers.
This is why Pinhead is a good killer: He can apply pressure on more than one survivor with his passive chain hunt.
I had more than enough matches where the survivors get the box and I find them, down them and get my pressure going. Also with the add-ons for his box it becomes even better.
Is Pinhead an S-tier Killer? I do not think so.
Is he well designed and fun to play and to face? Surely he is. Even with all his bugs I still enjoy the hell out of this guy even when I get only 3-4 hooks. I also like facing him as his boxs adds an extra challenge. You basicly paint a target on your back by holding it and daring the Killer to come for you. Mess it up and your team get screwed, do it right and you safe the day.
Not every Killer needs to be a top tier murder machine like Spirit. Fun comes first and for me Pinhead is fun.
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The entity duplicated a realm with the box and somebody solved it for whatever reasons.
With this Pinhead came to the entitys realm but he can leave. However he has no interest in leaving.
In his story Pinhead is an "Explorer in the further regions of experience." and enjoys tourture, pain and pleasure alike. As such there is no incentive for him to leave as the entities realm is basicly a huge laboratory for his explorations.
I think the entity could force Pinhead out of its realm by force but I do not think it could "control" him. Maybe it could throw him into the Void to get rid of him for some time but he could claw back up. The problem is that Pinhead can not be broken any further and the entity could not tourture him to obey. Pinhead is already so far gone and would probably enjoy the new experience.
Pinhead is also not somebody who would just slaughter a survivor. He would tourture them and let them have a chance to escape a glimmer of hope to make the pain even better. This is a great boon because it makes his goals and the entitys goal aling almost perfectly.
As such it would be easier for the Entity to just throw him out and get rid of him if any problem would arise.
So my headcanon is that the Entity evaluated the Cenobite and they have silent agreement that is benefical for both sides. The entity can get new Killers from hell and the Cenobite can explore and tourture all they like. There is no reason for disagreement between both parties.
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I would wait a bit to see how player adjust to him and what players can do with his powers.
Pinhead is pretty new and also "hard" as such we should not expect good results from the majority of players early. Think about Blight, he was a pretty good Killer but he is hard to play.
Then I would look at what add-ons are the most used on him. Players would choose add-ons either to compensate for some difficulties most of the time. As such the most used add ons would give me a hint which part of his kid should be buffed.
From my experience so far however I would say that the penalty for holding the box to long should be increased. His chains should also not break when he touches them. Two simple fixes.
Also a few bug fixes, most important point on that list: Give him the voicelines back!
And lastly we need more skins. Kristy Cotton Pinhead would be the best.
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I over all like him very much.
His power is fine (please give players time to get the hang on it befor you buff/nerf something), his chase music is good, his animations are on point and he has just the right feeling. I had fun chases with him and against him, his Lament Configuration is a good mini-game and the only thing bother me are his missing voicelines (yes, I can live with disconnection bugs, but not announcing that I came is a serious issue!).
Finaly I hope for more cosmetics from him. There are a few Cenobites left and I would especialy appreciate a female one: Kristy Cotton as Pinhead.
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The problem is that this puts both sides into an awkward situation: The Killer just wanted to hunt you and now he knows that you have little to no way winning this. Same for the survivors, they can now blame their mate for leaving them.
The solutition? I do not know. The penalty will only do so much. People are entitled and will quit when they face a Killer they do not like (Spirit comes to mind) or if they go down to fast because they are bad (that pallet was not safe my guy). The best possible solution would be AI based however that is pretty problematic in itself.
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Hag and Trapper should switch things: Hags traps should be destroyable by crouching on them and then just sweeping them away and Trappers traps should only be deactivateable when you use a Toolbox.
Other than that?
Hag is fine. Sure, Hook camping is a bit annoying and if you 3 Gen yourself against a Hag it gets pretty bad. However there was no single game against Hag where I thought that she was unfair. Most games where I lost to a Hag had multiple instances of mistakes from me and not adapting soon enough to the fact that a Hag is my opponent.
This game needs strong Killer that you have to fear. Hag is such a Killer and also one that rewards good gameplay. I like her and I do not even play her myself.