Gwinty
Gwinty
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Playing selfish and hiding for hatch is fine.
I only dislike teammate who loop the Killer next to the hook or make the generator explode. Throwing me under the bus is fair if you just stand by that and say it. No pretending that you are a "good teammate", just say that you want to escape and do not care about me, I can respect that. The goal is to survive after all.
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@Okonar_ said:
Since the last update survivor has become UNPLAYABLE, even professionals can't keep up with killers anymore, they have become an unstoppable force and its shameless the game has been left in this state for so long. When I see Freddy "4k" Krueger himself I already know its gg and don't even waste my time, just smash the dc button to free myself from the pain. PLEASE BHVR, listen to the community, heres the NEEDED changes to make survivor playable again:
- 1 - DS (buffed ofc, needs to be at least 8 sec stun imo) basekit so killers don't tunnel so ez like they do;
- 2 - The following maps should have higher priority over the others: eyrie of fun, garden of joy, goodham, haddonfield, cowshed, ormond. The Game would be fine as well, but only if gets a rework with more pallets;
- 3 - Every map needs a building with at least one infinite, the killer shouldn't be able to get survivors anytime they want;
- 4 - Nurse blink shouldn't go through objects, recharge addons need to be removed;
- 5 - Revert gen speed, they take WAY TOO LONG now, its impossible to keep up with the killers opressive meta when you basically need to build the gens from scratch;
- 6 - Remove franklins, OP and UNFUN, survivors shouldn't lose their hard earned items so easily;
- 7 - BLIGHT NEEDS A MASSIVE NERF! I was watching this streamer the other day, LimithOwen I think??? And its CRAZY how broken that killer is, alch ring, all kinds of tricks the survivor doesn't even have time to react, like some moonwalk bruce lee shenanigans but on the speed of CRACK! ;
- 8 - Well, I already mentioned Nurse and Blight, but we can't forget the next one in the big three list: The Spirit! Spirit has always been a problem in this game and the reason is clear, shes been always OP and this is well known in the dbd community. With years of being an unstoppable force with 0 feedback for the survivor to outplay, but thankfully bhvr took an step in the right direction gave us sounds, which is great, but not enough! Spirit with broken addons is faster than the speed of light itself, giving the survivor no time to react even with deadhard, not even after 3 red bulls comp players can keep up with it, so imo it clearly needs to be adressed asap;
- 9 - Ranged killers completely change the feel of the game, doesn't even feel like dbd anymore, its like we are playing cs:go but we are defenseless sheeps vs the big bad wolf throwing hatches and shooting at us. The way to fix it: every time its a ranged killer, the survivors should be able to loot guns from the chests. Any sucessful hit by the survivor should stun the killer for 10 seconds, this way its a fair fight and not "shoot the Meg simulator";
- 10 - To finish off this list, one of the most fair changes imo. Once the team finished all gens and opened the gates, if the 4 survivors are still alive, the team should be able to group up and mori the killer. It's only fair after pulling off the impossible of completing gens vs the unbeatable gen defense perks killers have been stacking for ages and have not been adressed.
If you read until here, THANK YOU so much. This feedback needs to be seen and hopefully bhvr will listen and make dbd great again. Thats some basic ideas I had in mind when I woke up today, if you guys got any other suggestions feel free to comment below <3
Okay, I made my way through this and I am pretty much confused. There are some things I agree with and others who are a massive overshoot. As such I am not sure if this is fun or for real...you confuse me here...
1 - Reverting DS to the original duration is fine. Right now it is a joke when facing Nurse, Spirit or Blight. 5 seconds was a good duration and I would like that back. However you do not need a baseline DS that perk lives by deterrence, the possibility that a survivor has it is enough.
2 - Just no. Bring a map offering if you like them so much.
3 - Quit the opposide. There should be no infinites but there should be more hiding spots for survivor to further stealthy gameplay. Hiding should be a viable option.
4 - Nurse = problematic 101. However the main issue is that her blink attack is a basic attack. Make it a special attack like with Blight and reevaluate her.
5 - This has nothing to do with gen speed and everything with stacking regression. The problem here is that you can take 4 regression perks and call it a day. BHVR has done a pretty good job in shacking up the meta but this problem remains. Make regression perks limited to 1-2 per load out.
6 - Nope. Franklins is fine. Just get back and grab your item or search for a new one...depending on training wheels and holding on items for "just the right time" should be punished.
7 - A, the sacred number 7 and I finally get that this is a joke. Took me long enough I guess, right? Still, Blights add-ons are overtuned. This should change a bit.
8 - Funny enough Spirit still has her one dumb add-on combo. I rarely see a Spirit without those damn two things...maybe change that but how about we give other Killers some playable add-ons first?
9 - Wait? It is not? I was having so much fun play my MegHunt simulator as DadSlinger that I forgot. Anyway, pls give Trickster more knifes, I go back to reeling back that funky christmas present Dwight over and over again, I like the jingle.
10 - Yeah right. But only if you are Nea and the killer is not Pyramide Head or Cenobite. After all the entity can get ride of a killer if she wants unless they are especially sexy.
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I enjoy my new Dead Hard far more than the old one.
Dead Hard for distance was too easy to use and even I was able to get my value out of it. Also it never felt like I was "tapping into my adrenaline". Now it feels like that and personally I think that a successful new Dead Hard is stronger than the old Dead Hard. The perk just got overall weaker because it is harder to use.
However now I feel like I did a risky play with a good reward.
Also old Dead Hard was far to common. The lack of other perks was the boring thing about it for me as a Killer.
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@Johnny_XMan said:
You're wrong.
I've seen many players on here who I know for a fact play survivor who understand how this perk has been nerfed too hard. What you didn't read was that they also specifically said that killers like Legion and Plague was where the problem is. Because there is currently no fair threshold on terms of how much you can slow gens down when they can stack multiple effects at once.
I am not sure what you have been reading but even a 2% extra Thana effect, is going to mean something different for every killer. A killer with high mobility and one that can get fast hits like Legion, yes 22% was too much. Because guess what a lot if not most of them do? stack even MORE perks of the same effect.
Stop pigeonholing every survivor simply because you think they are out after every buffed perk.
Regression stacking was always a problem.
I play more survivor than Killer these days but even as a Killer I could see how stacking regression was just making the game so much easier. You want some kills? Just equip Ruin, Undying/Pop, Pain Res and BBQ. Made it so easy to finish those quest where you had to kill or hook survivors in one match.
And because I switch so much I am by no means a good Killer. I am average at best.
Now, I enjoy that they shook up the meta for Killers.
However I was and never will be a fan of stacking regression and slowdown perks. Old Ruin was painful, sure, but only when combine with Pain Res or Pop it got so bad that it could carry a Killer without any effort. They should have their own perk category or something like that that limits them a bit. However I am aware that this creates other issues.
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I play Bubba with Insidious, Monstrous Shrine, Bamboozle and Agitation.
I bring them into the basement, just once flicker to undetectable and then leave to hunt some more. It is a bit funny how many people kill themself on the hook even when I am getting totally destroyed by their teammate just because they think I am still there...and Insidious is quit funny when you camp generators.
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@Tsulan said:
MMR is working perfectly. I mean, what did people think would happen if they continuosly dc/suicide on the smallest inconvenience?!
Their and their teammates MMR dropped to rock bottom. Then the MMR matches them accordinly, believing they are bad players.
It will take a lot of time to correct that IF survivors start to play normal again. If not, then well... elo hell it is.
People always have a problem with the consequences of their action. Bad players get matched to bad player just the way it is supposed to be.
Sadly it is the inverse for Killers: I am not a very good Killer, however I get boosted by anybody who kills themself on the hook. Especially as even I can win against 3 people on 5 generator, adding more MMR to my bank. This brings me up against survivors who are a bit out of my level more often and only when que time is out of order I will get a better mix.
I had to let two survivors escape when one person kill themself just to keep the balance...
This is an interesting chance of behavior for me: If one person kills themself or DCs I play with the survivors, try the hell to hook everybody twice and enjoy some chases only to let 2 escape in the hope that the match made my MMR stayed the same.
People tend to forget the unbalance past and always only look at the good things.
Nostalgia is strong...
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@Nazzzak said:
I could be wrong but I'm pretty sure Oni is bugged right now. Something to do with blood orbs and being able to demon dash more than often
Shush, that bug does not exist. The council of Onis has decided that survivor drop just the right amount of blood while vaulting and not one bit too much. We do not speak about this...
@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3114565#Comment_3114565
See you’re the smart survivors I ignore. 😂 But you would be surprised how many people just hand out the free hits waiting for the last second to start running away. Then they don’t heal and I have my power all game. It’s too funny. When I’m SWFing with the boys, as soon as oni goes into power, we all hit the lockers! Lolol
Oni is a bit of an IQ check for the team, sadly it is a team effort and you loose once your teammate gets hit. Nothing annoys me more than survivors who try to stall my power by predroping, taking no risk and hide once I go Demon Mode. And I as a survivor like nothing more than to show an Oni player just where he can not get me and outrun him, a little mini game if I understand my Killer well enough to wast his entire power...
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I think the game is more balanced than ever.
Honestly my survivor games are working great and if I do not face a good Nurse or a camping Bubba the game is quit fun. The changes to pallet breaking and hit-speed made the good old shift+w require more skill to fool the Killer where you are running, the buffed survivor perks are fun (Off the Record is dope as solo player, no more hook farming me) and Killers are more diverse than ever.
And most important: Survivor teammates now split up fare more than ever, making our chances to do something that game even higher.
DbD always had the tendency to feel bad at first. When I started the game I had the same feeling as you and it was frustrating because I was unable to spot my mistakes, the Killer found me any time, I could never get a survivor and so on. As a Survivor I had to improve my stealth game and play more to the objective here, learn a few tiles that I now can play decently and add some helpful perks (Kindred mostly) to my kit. As a Killer it was the same: Learn some tiles, learn when to drop a chase, spam my ability to get better with it and stop using NoeD...
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Well I play duo que with a friend and we made some pretty good plays with the new Mettle of Man.
Usually you take one protection hit and heal up, as you said. Then you mostly forget about it until the time arrived for endgame or so. Mettle is pretty good for unhooking or bodyblocking as the Killer will only see the aura if you move away from him and has no way to prepare (honestly who track if the survivor had a single protection hit).
The "best" situations we had so fare were one where I was working on a generator injured and the Killer came. I continued working and my friend bodyblocked. The Killer hit him, Mettle goes on, the generator pops and we both run. The Killers hits him again and we both get away thanks to Mettle.
The other time was when it goes for unhooking during the endgame. My friend has 1 stack Mettle. He unhooks me, the Killer hits him, it counts as a protection. The Killer ignores me because of the new unhook-BT and goes for my friend, Mettle lets him tank another hit and we both escape.
I think new Mettle has its place however it requires some coordination and at lest one other teammate that helps you. I imagine it becomes even better when you play as a full squad and coordinate your Mettle. My friend and I used Borrow Time and Empathic Connection for this. Maybe you can add some other perks to the mix to get more value.
Does Mettle of Man work with Object of Obsession by the way? That would be fun...
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Cry some more or do something about it like adding Whispers, Lethal Pursuier or Stridor to your set.
Playing stealthy while still doing generators is quit challenging and not easy at all. Hiding is a important part of the game and I as a Killer enjoy it more than playing against a super confident survivor who knows how to play every loop. It makes the immersion level go high and adds another layer to this game.
I enjoy stealthy survivors, as long as they still manage to do generators and push the game forwards.
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@LDominating said:
https://forum.deadbydaylight.com/en/discussion/comment/3089371#Comment_3089371
85% of killer roaster have a built in counter to looping.
90% of my defences against killers are tiles and loops which are countered by said killers.
The issue isn't them countering,it's them beign able to mindgame and stop looping at the same time with relative ease.
More so once a pallet dropped and it isn't a stun,goodbye freedom,you're going down in no time,there's barrely any line of sight blockers to consider juking and hiding so just BUY TIME..even 5 seconds.
And yea the SHIFT+ W meta was born because of necessity and not boredom,it was imo the last hope of survivor enjoyment...maybe a miracle stun pallet or line of sight...but no more of these,reduced MS remember?
I mentioned SWIFT + W because killers were complaining it became too strong and "boring" ,because running slow down builds isn't boring and overdone,freaking hypocrites.
The perks I mentioned,Dead Hard,Decisive,Balanced,Borrowed?
You're the one telling me I'm hyperbole,yet from PoV you're the one hyperbole DH & BL yet downplay BT and Decisive nerfs.
Sure the first iterrations of DS were unjustful awful and only when it became an anti tunneling did it any recognition as a good perk..
Borrowed Time had it's down when both survivors would get it...then it was ok..the new BT effects after unhooks?
AWFUL and short,not to mention the killer for some ungodly reason are STILL alerted that an unhook happened,even with BT the tunneling will be easy to do so,a bit of patience chasing another player and picking up the injured trails to tunnel him,that's how good tunnelers do it,atleast in my region.
Dead Hard wasn't able to freaking extend a loop to infinite unless you made multiple mistakes at which point it was a YOU issue and not a DEAD HARD issue,not OP,overrated and lack of better options,yes.
If you tell me like some killers did post "People realise SB is still good" I'll just ignore you..it's an awful exhaustion perk,has been and will be.
Balanced Landing on old Haddonfield was OP,man everything on OLD Haddonfield was OP,new one is so killer sided but it's no problem to you,I'm sure,especially when there are like 6 pallets and 2/3 of it are missing pallets or tiles,just a few houses with useless windows.
By mid 2019 there were no infinites,only huge loops remained of them,still bad but not as bad as before.
When I started,when clown and the shop were released,there were only 3 infinites left,a month after there were some changes and they became long loops,which were still OP..
I hate and I find it despicable that Killers think it's ok to nerf and balance around SWF!
Let's fcking balance killers around Blight and Nurse,sounds good?
I think you need to get out of your comfort zone,swallow that pride of yours and click PLAY SURVIVOR and I'll give you 5 days until you switch your opinion completely.
Wow, that is a lot of spite for Killers.
You know, usually I played more Killer (still around 60/40 ratio) but ever since this patch dropped and a good friend of mine had more time we played a ton of DuoQ.
I do not know what you are complaining about. I am an awful survivor, I go down quickly during the chase and my only saving grace is that I know how most Killers play and that I have pretty good feeling where I should be.
Tunneling is better than ever. Killers who tunnel the wrong person throw the whole match if the survivor has the new Borrow Time (which is pretty sweet during endgame as well) or brings Off the Record and Lithe/Sprint Burst. Sure my friend died but we managed a solid 3 people escape.
I agree that camping should get punished harder. Maybe they could increase the timer for the first hook stage up to a minute or so, to encourage Killers to win more time by hooking different survivors. I am open for other ideas.
However I strongly disagree that survivor plays as hard as you tell us here.
The most annoying regression perks where nerfed hard: Pop goes the Weasel is a joke, Ruin is not even worth searching for, Pain Res can no longer trigger Deadmans Switch and Corrupt Intervention stops once somebody goes down.
The "new" regression require the Killer to go out of their way and can no longer instantly stop a generator from getting finished. If you use Overcharge the regression starts at 75% now, lower that normally and the whole effect can be undone by one skillful survivor. If you stack Call of Brine you either need mobility from hell or go out of your way unless you managed a pretty good 3gen.
Sure some Killers need nerfs or adjustments: Nure should get her hit after a Blink reworked into a special attack to make her unable to abuse lethality perks and Blights add-ons are far too good on a Killer with a basekit like that. Maybe even a slight nod to Spirits add-ons and Myers Tombestone Piece, by the way.
So no, survivor is not miserable. It is fun for me.
Most of our matches were a lost case because of somebody using Self Care or somebody DCing instantly when they face Legion. Most times those are the same people who wanted to sit on the same generator with me against Legion...
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@Lordofweed said:
Hello,
I recently started playing the Cenobite, however I have the problem that a successful hit with the Chains does not result in me getting closer to the survivor.
The moment I use the chain ability with the Cenobite I stop moving and the Survivor can gain distance while i have to hit my chain, also as a Survivor you can drop pallets and also vault through windows which raises a question for me:
What is the benefit of the chain ability and when should I use it?
Conjure the chain right under the survivor and fire away. Maybe even a little bit in front of the survivor so that they run into it. You should never aim for longer than a second. Sure you will miss but once you get the hang of it this style improves your game a lot.
Also try more fancy stuff to catch survivors off guard. Conjure in front of them and fire a 180° chain and things like that. However same here: Never aim for long.
Try to hit survivors at pallets and at windows. With Lithe being more popular these days aiming at windows can get a good way when you time it right. Survivors have a little time where you can not hit them while they fast vault. However you can hit them right after it. With good timing you catch them and their Lithe is wasted.
Around loops you need to use the chains a bit more creative depending on the loop.Thing about how the survivor runs and fire the chain in a way that blocks the escape route as well. As an example: When you are at shack and the survivor is inside, conjure the chain at the other door and fire at the window. But mix it up a bit to not get predictable.
Never aim the chain upwards. You want it either to hit the survivor fast or hit terrain so that you return to your body. Aiming it upwards lets the chain fly in the sky and costs more time. In case of a doubt aim slightly downwards or for 180° chains aim at yourself.
Cenobite gets better than more you practice the unpredictable and tricky shots. He is a hard Killer so do not get discouraged.
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This is a harsh topic.
First and formost because we are dealing with our SoloQ teammates and we all have our tale to tell. Playing like this led me to the conclusion that more information are not the way to go if you want to buff soloQ to SWF level. I took Kindred, I too Empathic Connection, Aftercare, Better together, Blast Mine...and the amount of survivors who used that information was just not worth it.
However I would argue that we should differ between making soloQ able to play at the level of SWF and them actually living up to it. Maybe we should ignore that people do not use the information and just give it to them. Then they can blame their team for not doing anything.
I played a lot of duoQ yesterday. Me and my friend tried out a bunch of different perk combos, did the archives and some more. Most times when the game went south it was because we had a teammate with Self Care or Urban Evasion who did nothing. Otherwise we got 2/3 escapes, mostly with one of us dying.
Now, I am not a good survivor. But the information about how bad Self Care is now is written on the perk. I was even using a healing build with Empathic Connection and Botany Knowledge and those survivors would just ignore me...
Long story short: Buffing SoloQ with information will not do it, because many will ignore it.
Any other approach however would buff SWF.
I would still argue for more information for survivors. At least show them who is getting chased, we already know that the mechanic is there for the obsession. Why not add that for the other survivors too? SWF already know who is getting chased and it would make rescues more easy.
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@JohnWick1654 said:
I know there are a lot of Nurse haters,
and as far as Nurse being ballanced there is one thing that stops her from doing so.
Nurse doesn't need add-ons,
yet she can equip them and become even stronger.
Devs could just nerf the add-ons, so that bringing them only gives a slight advantage and not 4x longer blink or same blink range on 1/4 of a charge time..
The Iredescent ones could be unchanged or have more interesting effect. Wait what does her iri add-on do? Does she even have one?
My main problem with Nurse is the amount of power she can squeeze out of a combination of add-ons and lethality perks. A Nurse with Starstruck and Infectious Fright who uses range add-ons is just a recipe for desaster.
The problem is that a bad Nurse just needs one good blink.
A good Nurse would have no problem getting two hits in but gets even better with lethality.
As such my conclusion is that her add-ons get tones down slightly (remove unwanted interactions for range and recovery). I do not want Nurse to be the new Ghostface when it comes to add-ons. I like Killers with meaningful add-ons and this should stay.
The second conclusion for me is: Make her attack after a Blink a special attack that can not benefit from things like Starstruck. There is no reason that this should stay a basic attack.
The result would be that good Nurses would remain the same: A very scary Killer with very good add-ons. However bad Nurses would no longer be able to benefit from lethality forcing them to get better and more consistent with their blinks.
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@Whitkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3076218#Comment_3076218
yes the counterplay...lemme see.
in case you get tunneled: bt for 5 seconds doesnt help, DS for 3 seconds stun...everyone knows thats just "ok whatever" for killers. rather then that? oh yes the unsafe pallet...every killer will just bloodlust.
yes so many counterplay :)
Ah yes, when the Killer bloodluts the loop...
Well then you just played chase with them for what? 15 seconds without them breaking any pallet or using their power. I see no issue here. Assuming you do that twice and your team should get 2-3 generators done. Assuming you play against a Killer with a power...well then you will never see Bloodlust unless they are very bad.
By the way, the first threshold is the same as before the Patch: 15 seconds.
Sorry, I play survivor and I am not a good survivor and my average is 2 escapes for the team or loosing on 1 generator left. Thinking you are "high MMR" is usually not true. Most people overestimate their MMR because they can not see it. This is the same as people who call themself a "above average driver" when it comes to cars...
Playing Killer got easier, yes. However the changes mostly matter for M1 killers who were in need for a buff anyway. The top Killers remained the same and do not care about that. Nurse is getting you with 1-2 blinks after a hit, Blight catches up as well and Spirit mostly got better because of Iron Will but was catching you also.
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@PiiFree said:
9 out of 10 Killers straight up camp and tunnel. Ironically, most of them are Survivor mains that switched to Killer after the recent patch.
There's still no incentive to not tunnel for Killers, so I can't even blame them. In fact, it's even easier to tunnel now. The removal of the bloodpoint bonus of BBQ & Chili certainly didn't help this at all.
All in all, I think there were some good & much needed changes but unfortunately, I really don't feel like this update had a good impact on the overall gameplay experience.
There should be more incentive not to tunnel or camp as a Killer. Maybe make the first hook stage take a while longer, while keeping the others the same.
I also wonder how many survivor mains switched and now tunnel for the other side.
Still I had no more tunneling than before this patch. I mostly see Huntresses who tunnel and camp, sometimes Nemesis or a sweaty Nurse. I however noted no increase.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3078442#Comment_3078442
Really? My matches look like this:
https://us.v-cdn.net/6030815/uploads/1N8G85EOVJJD/inked20220721144902-1.jpg
https://us.v-cdn.net/6030815/uploads/Q4DZQ9O1T9JQ/inked20220721105556-1.jpg
https://us.v-cdn.net/6030815/uploads/8ORTY1YAUVG0/inked20220721101030-1.jpg
https://us.v-cdn.net/6030815/uploads/8JCRSAAZ4TSL/inked20220721094555-1.jpg
https://us.v-cdn.net/6030815/uploads/VQDTTE695EI7/inkedinked20220721092920-1.jpg
https://us.v-cdn.net/6030815/uploads/0NCUQPUNOCW1/inked20220720204704-1.jpg
In case you wonder, i had some survivor dailies.
Mine were the same. A pretty mixed bag, some escapes, sometimes I was unlucky and died, sometimes I was bad and died and sometimes all 4 got out. Just like I want it.
For the record, I mostly play with 1 friend on discord.
The biggest difference to your games are my Killer: I have not played against an Oni in ages and Slinger was off for even longer. Had 2 Slingers and 2 Onis (Titan skin, so good) yesterday. Good matches, good players, nice to see those killers. Also some Legions, a tunneling Nemesis and a camping Huntress and one Pinhead...I finally got to see more Killers, which was quit nice.
@drsoontm said:
The utter beginners are more rare which makes matches way better.
I only got two hard campers and got tunneled twice on a 5 hours session.
Just saying.
(But I got an impressive number of Executioners and Blights)
Same, same. I had few of those and mostly good matches. Patch was nice for me so far.
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I enjoy Off the Record. Best perk to counter tunneling in a long time, even better than old Borrow Time and Decisive Strike combine. Now I have two health stats coming off the hook and get Iron Will on top.
Sure the Killer can still tunnel me. But now I get to play a chase with a second health stat. This is as you already said, a regular chase. Except that I have Iron Will without having Iron Will and can still bring 3 more perks to annoy the hell out of the Killer. And as a cherry on top: Unlike DS you can not just slug it out. Either you let me go or we play that game.
"It feeds STBFL". Well, this is an argument. But first and foremost: Not every Killer brings that one perk. Sure some do, but not all. Then you can be the obsession and actually cost the Killer more stacks with this perk, you may even use "For the People" (or another Obsession focus perk) to force this.
If somebody uses it for bodyblocking then they are just dumb. This is the same as people using Borrow Time to bodyblock...you deserve to go down to the Killer for that.
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Actually I thought so too. However I am playing more survivor right now.
I get more BP for it, I can now prestige my characters and I like the new mini BT. Getting unhooked without BT was always a major letdown for me and now my team is no longer able to do that.
Also I no longer get flamed for not bringing certain perks. I always enjoyed off-meta perks and weird builds but my survivors mates would quit often flame me for using them. This is mostly gone by now and I get to enjoy using Deja Vu, Empathic Connection + Botany Knowledge or Overcome + Build to Last with a good MedKit.
SoloQ could still use help but right now I am having more fun.
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Have you ever considered that maybe you just got better once you dropped the gen-regression perks for more chase perks? Blight dominates his chases like no other and you can now play into this strengh a lot better with your build and you get a lot more practice in as well, further improving your skill.
Slowdown perks are first and foremost a crutch for Killers like Blight and Nurse. They do not need them, they need to get better with their powers to stomp.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3077885#Comment_3077885
The patch is not fine for solo q.
Hard to say. I like the baseline BT quit a lot as my teammates are no longer able to unhook me without any protection. Also I am now able to bring Off the Record as my own pocket BT.
On the other hand my teammates are still not smart enough to take over the generator when the Killer kicks it with Overcharge and then chases after me. Even Kindred lost its magic on some of them as they are still acting like they have no information at all.
Also I still got some annoying Killer perks off me: No more NoeD is true and no more Hex: Ruin. The latter was especially painful when I got chased off a 80% generator (Tinkerer) and no one would take over for me, wasting all my effort. Pop was pretty much the same and it just disappeared as well.
I say solo Q is in the same bad spot as before overall.
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Well I like the new basekit BT and speed boost. I no longer have to worry about a random player unhooking me just to get downed again because they have no BT. Also the regular BT is pretty dope now as it lasts like forever. Seeing a Killer who tries to tunnel that person I unhooked with it is just hilarious.
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I was never one for camping and tunneling when I played Killer because I enjoy the chase. I only did it during the endgame because there is no other objective for me.
However I am all in for further reducing the reward for camping and tunneling. As a survivor however I noticed that mostly the really bad Killers will camp and tunnel. Most of them have no chance to end a chase quickly and thus fall back to the only option they have left.
Maybe, just maybe it would be an idea to increase the time on the hook like they increased the time on the generators. But not equally across all stages. Increase mostly the first stage so that the Killers gets rewarded for chasing down and hooking everybody at least once and punished for just staying near the hook.
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I think the devs should wait a bit and give people time to adjust. The patch has been out for what? Less than a week. How to you expect survivors to adjust to it that quickly especially the more casual players.
Survivors have to find new ways to run (shorter speedboost), which of the buffed and nerfed perks are still worth it and how things affect each Killer. This will take time. Like: How good is the buffed Botany Knowledge? Is Dead Hard not as dead as you think? And many more.
Survivors need to find their new cooky cutter perk-loadout now. This can take time. Some need to learn how to loop better (no Dead Hard when you lost the mindgame) and some need to get rid of past muscle memory (looping). Also buffed perks from Killers need adjustment in playstyle: Overcharge and Call of Brine require you to touch that generator.
And these are just the things I come up with right now...and I am not a good survivor.
As such: Please no quickshots just because "Killrates are too high". Killrates are always to high when new Killers or new Killers perks come out...but survivors are not dumb or helpless as you make them.
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Honestly, I do not get it.
I played only survivor since the patch dropped and only two rounds of killer to check how the faster recovery and pallet kicking worked. I die plenty but usually we work out 2 escapes. This is pretty good.
Camping and tunneling are still there but they do not feel worse. If anything they feel better because many people are using "Off the Record" now which allows better unhooks. Still an issue that should be adressed thou.
I think once survivors figure out their new meta and get used to the shorter speedboost things will balance out a bit more. Same for the new Dead Hard. I think people are sleeping on it now and ignore just how good it can be once they get used to it.
While I was dead I watched my better teammates and they were able to put in quit some work with those perks. Also the new Botany Knowledge is dope and can save your team plenty of time.
So overall this patch feels good as a survivor. I especialy enjoy the nerfed Hex: Ruin when Killers pair it with Undying...
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2991057#Comment_2991057
Ok, I am more that willing to admit I'm wrong if the data shows otherwise. So since there were so many people telling me I was wrong, I decided to check and see what the kill rates are for the 3 killers off the best DBD data aggregate site. (Hey DBD, you all should go ahead and just show the data). It has about 6,000+ games in the past 180 so days, so should be about the best source of data, outside of DBD actually releasing the data.
Based on the data from the site, it shows Freddy as having the best kill rate, Sadako the next best and Demogorgon the worst. What's interesting is Sadako has a much higher 4k but her escape rate is much worse.
With all the people telling me wrong, I figured that I was, but the data supports my opinion.
https://us.v-cdn.net/6030815/uploads/1F8295V8Z08D/image.png
Killrates are a difficult thing thou.
Even on the side you used it shows that we once again should ask for nerfs to Pig. She has a 61,4% kill rate and that while only being picked 2,23%. That is higher than even the so called "best killer" in the game, aka Nurse, with 5,87% pickrate and only 51,54% killrate (perfectly balanced it seems)...
Now aside from sarcasm: Kill rates are a joke as long as you do not know certain variables. And those are player skill on both sides. Going just by the killrate any killer with below 49,29% killrate (the average) should get a buff. However then you see what monsters are lurking there and you can quickly understand that something is off about the data.
Most killrates are highly susceptible to SoloQ issues (Pinhead), new survivors (Pig) or the people playing the Killer (Twins).
Pinhead has a mechanic that is not that strong as soon as survivor organize a bit and know how to solve that cube. However as soon as they either let a chainhunt happen, try to solve the cube in Pinheads face (I had multiple instances of this as Pinhead) or just do not know how to solve it things go down, resulting in a 57% killrate for Pinhead.
Pig is just a mechanic that new player can not deal with. A widely know issue. Even the best Pigs struggle quit a lot more that the average Blight player.
And then there are some issues like Twins. They are quit powerful, I would argue for A tier but that is personal. However people are just not enjoying them and only bring them for challenges or memes. Serious Twin players however are quit strong. Yet their Killrate does not reflect it.
As such my conclusion is that killrates are merely an indicator for things. A good database should at least add additional information about MMR or skill, DCs and perks used to get the usable results.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2989947#Comment_2989947
Oh, so "staying alive until everyone else died" is an achievement that deserves a free escape?
Good to know.
Time to load up on Sole Survivor, Left Behind and Self Preservation. Now only add Diversion to throw it at other survivors and have fun with a ton of well deserved hate during the endgame...
But hey, looks like that is a viable strategy that should get its reward... o.o
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For Ghostface that map is quit funny. The main building is a nice vantage point for stalking, and the amount of plants is descent for hiding as well. Overall a fun map.
Sure it gets bad with all those pallets. But I rather play here than on The Game or Autohaven as Ghostface.
I wonder how this map works out for Huntress, Slinger and Trickster. Most loops aside from the main building looked quit low...
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I honestly do not see that problem.
Dredge is quit slow while doing his teleport thing. Its not like he is Spirit and can catch up to you. On longer loops his power is pretty worthless on shorter loops you can even reach his Remnant. He has descent counterplay even in the loop.
I do however agree that he is just a far better Sadako.
I bought Sadako because I liked her design. However I bought Dredge yesterday and had more fun getting stomped than I had while winning with Sadako, just because I had a funny power and could sometimes be a stealthy pile of meat in the dark. He was tons more fun, which is quit sad for Sadako.
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@Crowman said:
His anti loop ability requires skill to use effectively. It's not like you can just place the renmant and teleport back for a free hit.
First you have to zone the survivor into a spot where they just can't simply run away.
Second you need to plan how you want the survivor to run into your renmant and looking in that direction when you start the channel do you teleport back facing that direction. This changes if you use the addon to make it so you teleport back and keep facing the direction you were, but honestly I don't see that addon being good.
And this is why I like this ability. Dredge is not braindead with its anti-loop and you can quickly see if the player has an idea or is just as confused as you are after porting. Good design in my opinion, I hope it stays like this.
@BadZilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2990060#Comment_2990060
Yeah I noticed smart survivors will hold w
Either that or you can try to run into it. I think holding W is a double edge sword. Sure you could escape but then again Dredge could just port to the locker in front of you. If you just hold W while breaking line of sight it gets quit interesting for both sides.
I enjoy this a lot.
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I agree. Dredge is a fun killer to play as and to face as a survivor.
His overall style is very well done, showing once more the heavy lifting of the design team. A worthy monster / body horror killer. His chase music is good, the sounds during nightfall are creepy and his Mori is very fitting.
Now the gameplay is pretty sweet as well.
He has a bit of a chase power with his teleport that can be countered quit nicely. His teleport his strong and allows for map presence but you can hear him and hide or just stay away from lockers. Locking also has a meaning when you do a generator or cleanse a totem as it wasts the most important Killer resource: Time. And finally Nightfall is creepy and makes him very strong for a limited amount of time.
He allows for some interesting perk choices and comes with descent perk himself. I can see him with Devour Hope, Play with your Food, his own info-perk and many more. Maybe even Relentless to remove locks or Make your Choice...
Is he the best designed Killer? Well, that is subjective as hell but I can understand when people say so. He is a good addition to the game and shows that BHVR can work out some good Killers. The only grain of salt comes with his relation to Sadako. The poor Onryou is just a worse Dredge now and playing him after using her for a while I must say that he does everything she can, just better. Its like the meme from Suicide Squad...
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@Grandpa_Crack_Pipe said:
Yeah, I said it. And i'm brave enough to stand still while you get your various tomatoes ready to throw.
The live theme's nice, but it just doesn't have a kick. Plus I can clearly tell that the 8-0 terror radius is just the PTB chase theme at like double speed and that, that in particular for reasons only I can comprehend pisses me off. I don't know why.
If you hate the PTB theme, well that'll make sneaking around a map with a Ghostface afoot a little more tense, won't it? Checkmate.
I like his theme now. The first version was to hard on my ears but this one is good. It fits the character and is even better when play against him. Whenever I play Ghostface I regret not hearing the entire theme...
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Funny take.
I played a ton of matches against the Dredge and I am not a good survivor. I am maybe average when it comes to chases and a bit better when it comes to game knowledge. I often hide and take little risk as I know I get downed very quickly. I also often use pretty off meta builds while doing so because I like my survivors themed. I mostly play duo que with one friend.
So fare Dredge is pretty sweet but nothing special from the power viewpoint. He has his moments and gets pretty good during nightfall a mechanic I as a survivor enjoy a lot. However I did not feel that he was as oppressive as you made him here. Most matches were 2 kill, 2 escapes; some were 4 escapes, some were 4 deaths, mostly because of tunneling, camping or a bunch of regression perks stacked.
Dredge is fine. He does not suffer from no mobility, he has a clear counterplay.
Maybe you should adapt your way of playing against him a bit. He is not Trapper or Wraith, you can hear him and you can destroy his remnant. Also once he "teleports" you can leave the loop and run to the next one, forcing him to play "normal M1 killer".
I also played some matches as the Dredge. Survivors come up with tactics quit fast and learn to evade locker dense areas. Also locking the lockers is quit nasty.
Overall I like this killer. He is fun to face and not a joke like, say, Pig.
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Honestly, I have no problem with Borrow Time, UnbreakaBill and Decisive Strike.
I always go for the person who unhooked and if I have a player who likes to bodyblock with BT then it is tunneling time. I can bait a vault to grab them, I can stack my Safe the Best on them and so on. Also BT is a very good perk because it rewards you when rescuing your teammates and using other perks like Deliverance or We are gonna live forever. I want more perks that reward safe unhooks...
UnbreakaBill follows Murphys Law: When I have it I never get to use it and when I do not the Killers slugs. However when I play Killer this never becomes a problem because I rarely slug extensively and even with Oni I have no issue with this perk. It even allows some fun build like Flip-Flop and Powerstruggle and I love that.
Decisive Strike has its ups and down. However most times I can see when a survivor have it. They never try to hide it. The fun thing is that those survivors do nothing to progress the game for 60 seconds. That is more slowdown than Ruin ever got me. Most times I just pick up that survivor while loudly saying "This is Decisive Strike and I am going to eat it."...The only time this perk bother me is when the endgame starts. However this is the time of NoeD and survivor need DS to have a chance.
Now to the big one: Dead Hard.
Honestly, I do not hate that perk. It is mostly fun and there is nothing like a survivor deadharding into a wall or dcing when I down them as Pinhead because the can not dead hard. The only thing I hate about this perk is that survivors only use this one perk and little to no other exhaustion perks. I rarely see a Lithe, Smash Hit, Balanced Landing or Overcome and I hate that part about Dead Hard. I want more different builds from my survivor, strong builds that put up a challenge for me and reward smart play. Diversity in survivor perks is one of the top priorities when it comes to my fun as a killer. Dead Hard is so overused that it kills a part of this joy...
An NoeD...well...
Where is the fun with that unless the Killer run a full endgame build with Remember Me, No way out, NoeD, Bloodwarden? The Killer downs one guy with NoeD and my team leaves. Easy. No interaction, no fun, no gameplay. Just leave when the Killer has NoeD. It does not add anything to the game for me as a survivor to do this. I also expect my team to just leave when NoeD is on. Do not rescue me, take the win and make a three man escape. I will just struggle for points. Thanks and by.
I am not even salty about NoeD. It is just a bit boring.
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I hate facing Huntress.
First and foremost let me point out that this is subjective. Huntress is not overpowered, should not be nerfed and is by design a good Killer with fun interactions. There is nothing wrong with her.
I however hate playing against a Huntress. No single Killer, tunneled or camped me as much as Huntress and yes, this includes Bubba. No single Killer got as many unreasonable hit against me as Huntress and not Killer bad mannered more often than Huntress. Nothing like playing against a Huntress with high ping where her axes are the size of a baseball...
I have little to no good matches against Huntresses. And it is not because I lose against her. I get killed plenty and my worst match-up kill wise should be Pyramide Head or Hag. And I rather face ten Pyramide Heads or ten Bubbas in a row now than to play against two Huntresses back to back...
Again, please note that this is very personal. I get that people enjoy Huntress, I do not think she is a bad Killer, however I only have bad memories about this Killer and therefor hate facing her.
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@53nation said:
I was thinking of bringing No Way Out/Bloodwarden/NOED and mostly ignoring gens. Will this be fun? I don't know what the point of this game is anymore.
It is for me. Overall an interesting build as most survivors get pretty confused by your action and you play "fair" until the end-game starts. Survivors will however cry about NoeD sometimes even if it only gives you a single kill.
Now to generally have fun? Play a Killer whos power you like. I play Cenobite and Oni and I love Ghostface. Cenobite feels rewarding for me with his Chains as I love nothing more than to have a survivor who misstimed his Dead Hard gets chained and then downed. I can end the game with one hook, 4 escapes and it was still worth it for me. Oni has the very good feeling when I smash somebody with that kanabo and even when I miss I do enjoy drifting around the map and having survivors play a very dangerous game with me.
Ghostface is just masochism these days. It seems to me that his reveal got more wonky but overall I still like the Killer and getting a good down after some stalking still feels pretty good.
Overall I do not play for results, I play for a good situation.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2797575#Comment_2797575
youre not listening
the window between more chains is like 5 seconds. you cant solve it
Many survivors in my Cenobite games prove you wrong time and time again. It is perfectly doable to solve the configuration when the Chainhunt is active even with this bug.
@Tsulan said:
Why is a killer always referred to as boring, when people don´t like his power?
Personally i find his power interesting, since it gives the killer a choice if he wants to continue a chase or go for the box.
Because if they admit that it is a "strong power" they will get told that they are just crybabies. If they say "boring" then that implies that they "can deal with it" and it is just "no fun". That way they doge the argument that maybe they have to step up their game against certain Killers.
I like his power too. Faced a few Cenobites and I love that you now have another objective to play with. Also you are pretty much free to go to a safe space to solve the configuration even with the chainhunt active. Nearly every map has some area where you can do this no problem.
Good survivors also manage the time quit well, picking up the box, doing generators and solving it at around 80% charge. Spine Chill seems to be a real kicker here to to get caught with the box.
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I disagree. I still think Legion got the worst kit.
The Shape at least has an insta down and a 16m terror radius. He can get hits and stalk in and snowball the game pretty nicely. Even without add-ons and perks he can yield some results.
Is his power on the weaker side, yes. Can survivors outplay it. Pretty much yes. Do you need perks (Monitor and Abuse) or add-ons (faster stalking, different effect) to bring him to shine. Also yes...however there is one soul that is worse off:
Legion...well...okay, you use your power. You injure a survivor and maybe if they did not split up (which is the smart move anyway) you get another one injured. Great. Now what? You either hit the same person again for no effect at all beside a speed boost or you cancel your power.
Also Legion punishes you for using their power. You cancel? Well, eating a pallet to the face has a shorter stun than that. You hit a basic M1? Well, here goes 50% of you power gauge, please wait and play M1. You miss a hit? Enjoy you stun.
There is so little rewards and you represent so little danger to a survivor. I will just ignore a Legion in power for the most part. I just eat the injury, mend and maybe heal later.
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@MikaelaWantsYourBoon said:
Artist has great pressure on generators with DMS, she is almost unstoppable. She has pressure even in chase. She was rare before but not anymore. I don't know i faced with how many Artists with this PR + DMS combo at this week.
This feels like Pre-Nerf Freddy. Ruin + Pre-Nerf Undying + Tinkerer with slow-down add-ons. And put snares around loops and make survivor out and take hits.
Now Artist has same issue. Strong gen pressure and strong anti-loop. Before DMS's buff, only counter of her was Shift + W. So she was losing generators if she would run with you. But now even in chases she can force to block generators.
I can not see any counter. Please tell me how i will counter her while she is blocking generators with DMS and regression with PR.
There are other ways to loop an Artist then to just hold shift+w. Just running from her is the lazy way out when you do not want to try it at all. Artist has a pretty good tell when she sets her crows, she slows down loads when doing so and you can even see the Crows.
I agree that Artist with DMS can be hard to deal with. But what is so bad about this? Finally you get to see some other perks aside from Pop/Ruin/Tinkerer/Undying and the meta changes a bit. This is a good development. Crying about DMS is just like Killers who cry about the mere concept of Boons...we want a shift in the meta and then when it comes.
I am quit happy to finally face some different perks and I am also happy to finally see another Killer aside from Blight and Nurse having some strong points.
The only thing they should change is the fact that Pain Resonance can affect generators who are already regressing (Ruin). This should get changed because it makes little sense to me.
The idea should always be to nerf Deadmans by the way. Anybody suggesting that we nerf Artist is on a pretty wrong track. Perks should be balanced around Killers and not the other way around. A Killer should feel good, fun and rewarding for both sides. Artist brings this. If anything the perk has to change and not the one Killer who is good with it.
@neb said:
Can they just do a full rework of artist's power? It's extremely boring to play as, I have more fun playing pyramid head and nemesis than playing bird lady, even though all three are anti loop. I expected her to have a canvas or something to paint her different powers, and when her power was shown, it honestly looked extremely boring and frustrating to use, I mean IT IS. Hell, it's not even fun going against her either, you end up holding W, even though with other anti loop like nemesis and PH, you have some fun counterplay, like greeding pallets, or juking PH's judgement. The counter play to artist is literally just to hold W. How fun.
Sorry to tell you this but that is quit personal.
My friends have a blast playing Artists and comment on how she is a pretty good concept of a Killer with good visual, chase theme and ability. Pretty personal as well because we all have different taste. I for one do not play her because she is just not my style.
Bu I have a blast playing against Artist and as an example chaining two loops into each other. With only 3 crows she can only do so much. I think survivors will just have to adapt to her power and come up with a few counters and then those have to become a bit more widespread.
Thinking that survivors have so little creativity and abilities to counter a Killer feels a bit like an insult to them. Shift+W as the best counterplay is like telling the Killer just to "camp and tunnel if you want kills"...
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Never had a problem with this perk combination so far. Only when Killers stack even more regression it becomes boring to play against because you first have to get ride of Ruin, then play around this perk. If they remove the fact that DMS can regress generators that are affected by Ruin then it would be no problem at all.
Letting go when the hook happens,further repairing the generator after that and only letting go once the Killer comes for you is valid counterplay.
And about hiding...how about you do not run when you try to hide? I know, funny concept but the Killer will see you if you run. You have to well...be more sneaky. I suggest using Fixated because that perk makes hiding quit easy. Even I can do it and I am a bad survivor.
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@Mringasa said:
BBQ was supposed to be the anti-camping Perk since it mimic'd WGLF's Bloodpoints, but also gave Killers an aura read for performing a hook. It worked out pretty well too in the beginning from what I can remember. Camping became less of a common strat, and more of an outlier.
Of course this was all in Billy's and the Nurse's prime. When a skilled Billy player could hook someone across the map, rev and zoom, and navigate the entire length of it to drop you with a saw to the face almost before BBQ's read wore off. Hehe. Good times, good times.
I still do a similar thing with Oni. Hook, rage-mode on, rush and bonk. Wish I could still do it with Billy too however I am either not good enough with him (most likely) or maps just became that much harder to navigate through.
For me BBQ just like Hex: Devour Hope are still anti-camping perks and I enjoy both of them. Wish they would bring in more perks like that again.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2788877#Comment_2788877
"I don't see camping as particularly rewarding without the survivors making it effective"
Unhooking is typically something that comes with the role as a Survivor and should not be a tool of the killer.
I dont see why preventing face camping, where a player will get a minus pip without being responsible for the killers behavior would damage the game. Sometimes i see good Bubba players, which won't camp at all - not even proxy camping, which still get 3 or 4ks but in a honorable way. In fact most of the bubba players on Twitch wont camp someone, except for some very annoying and intrusive players, which kinda deserve it to be camped i guess.
And yet when I play Bubba I see this scenario in at least 3 out of ten matches: I chase a survivor. I see somebody running past me for the unhook. So I turn on my heel and chase the "rescuer". Said survivor ignores me, runs to the hook, I rev my chainsaw. The "rescuer" unhooks (sometimes without BT), I chainsaw into him an the unhooked survivor, I chain another token and down the unhooked survivor too. After the game the survivors cry about how OP Bubba is and how unfair I play by camping and tunneling them.
It is as if many survivors just lose some of their skill when they face a Cannibal. They see him, they hear my chainsaw and just drop their skill into the dumpster and play like 30-hour newbies. Not running loops correct, predropping everything and then wondering where the pallets went, not abusing windows (I do not even use Bamboozle!) or greedy the generator while being stacked as 2 or more people...
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2788889#Comment_2788889
His skill ceiling is really underrated just because his skill floor is quite low.
Indeed. Bubba is fun to play and running against a good Bubba is always a scenario that I like. As I play him myself I know what he can do and what he can not do and I when I go down it is mostly because I made a mistake or because the Bubba did a pretty good job. Never felt unfair.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2788778#Comment_2788778
I heard they got the Freddy license like right after they got bubba's and they put more into freddy(weakest killer to ever be made) and bubba became a Billy variant.
The good news is that Bubba became a good Killer after another rework and now plays quit different from Hillbilly. It is always sad when you see a camping Bubba because that character has some pretty sweet moves and interesting counterplay as well...moon-chainsawing Bubba and survivors who take risks to run the loop thigh as hell with Bubba trying to adjust it...honestly, I like playing against a good Bubba.
There are just so few because most people just abuse his facecamping abilities.
The sad thing with Freddy is that they took away his interesting abilities and replaced them with a grey filtered boredom while Bubba later became a fine Killer. Kinda ironic...
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@Pulsar said:
Instead of answering, I'll make a prediction.
It's about to be either Legion or Ghostface
Please...don't do that...
Do not rework my Ghostface into Freddyness...
I played a few rounds of Freddy the other day and his gameplay is just fitting for his grey filtered world. I win matches because I can play M1 claw man and apply pressure by popping out of a generator. Most times I swap his Snares for Pallets because they offer at least some form of entertainment...
Freddy has 1 interesting add-on (all generators bleed), 0 interesting power and overall is pretty dull. He seems to me like a prototype Killer where you skipped the whole "character" part during the design.
And this is not even about Freddy being a "bad" Killer. He is not. But I still rather play a round of Ghostface or Myers than Freddy unless I want to discuss politics over discord while playing Killer...
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Honestly, I hated the old DS but the new one is fine. It punishes hardcore tunneling as it should and even allows for some interesting interactions where survivors fake certain actions just to bait me into eating the DS. I have zero problems with the perk as it is because even when I groan while eating a DS I know that this survivor has done nothing to progress the game.
Say what you want, I think they made DS a pretty good perk that should stay as it is.
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In my opinion many complains today can be boiled down to "I cry because I refuse to adapt". Survivors cry about "anti-loop" Killers and refuse to try different approaches of counterplay. They try the same stuff against Artists that they try against a Ghostface and then complain when they go down. Killers cry about boons being unfair while mostly only complaining about 1 specific boon and refusing to adapt to that as well or they complain about things like Dead Hard and Deceisive Strike while refusing to play around those perks...
Overall the stats are pretty good. Killers overall are not in a bad spot and BHVR is slowly addressing the "bad" Killers to make them feel better. However they are bad at communication and make some questionable decisions by nerfing things like Twins and Clown.
Survivors suffer from camping and tunneling without a way around some of that. SoloQ is especially in a rough spot because the lack of communication makes them suffer even more from certain perks (Hex: Ruin) or certain Killers. However at the same time those Killers (Myers, Cenobite and Ghostface as example) are no problem for people with a little bit of coordination (and I am not talking about sweaty 4-person SWFs, Ghostface can get hell from three people just calling out his position).
Both sides suffer from a stale meta. Dead Hard, Decisive Strike, Hex: Ruin, Corrupt Intervention...you see the same perks over and over again without much difference in the builds. This gets boring for both sides and leads to complains. Sure, Dead Hard can be frustrating, but I despise that perk more because I rarely see any other Exhaustion perk.
So overall...
People cry about changes all the time, few complains are valid here. SoloQ survivors are at a bad spot and need some love, as do Killers without mobility. SWF survivors (3 people or 4) are a bit too strong, 2-2 lobbies are mostly fine but a bit on the weaker side. Killers like Blight, Nurse, Spirit and Pyramide Head are in a good spot thou. All of them suffer from a stale meta, survivors have a cookie cutter build and Killer rely too much on regression.
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@Malkhrim said:
What annoys me about Pinhead is that, while his passive is what makes him have such a high kill rate (because the survivors have to deal with it regardless of the killer's skill), his possessed chain ability is quite underwhelming in chases and that has been mentioned on player feedback SINCE HE WAS ON PTB, but devs won't buff it because of his kill rates. If survivors know the right time to do the box, however, your passive doesn't do that much. In other words: while he is really oppresive against most players, he is not a threat against skilled survivors that know how to counter him. And because of his passive, devs won't buff his active ability, which still has ridiculous flaws such as... Pinhead breaking his own chains by walking towards the chained survivor.
Survivors also have to deal with Plague as an example. If somebody is not able to deal with Pinheads box they should lose that match, simple as that. Learning to play around different Killers is a core aspect of the game and thus people should get punished if they lack the skill to do this.
Pinhead suffers from the "Pig-syndrom". He is pretty average but peoples ignorance gives him a boon. Pig always has a high kill-rate because people ignore her traps and then get killed by them. Same with Pinhead, people get full of themself or rely on others to get the box and get downed by the Cenobite.
He does not need changes, survivors just need to get better at handling him.
I saw so many people running to the box right in front of me and then complaining in the endgame that my chainhunt is too strong...
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Hard to tell. First of all: Both are very good Killers and are fun to play. Both can compete even against coordinated teams and have all the things you want from a A-Tier Killer will still having enough weaknesses to make them fair and fun to play again as a survivor (personal opinion, could differ from survivor to survivor).
Spirit is more of a planned and strategic Killer for me. Her power can end chases very quickly and she is one of the Killers who can run without any add-ons and still get work done. However she plays very different from most Killers as you have to pay attention to other details: Spirit plays very much by sound and surroundings. You will have to learn to look for moving grass, learn to gauge a survivors distance based on footsteps and outplay Iron Will with those tools.
Oni plays different from this. He is a normal M1 Killer at first and his performance depends on you getting the first hit. As such your M1-Skills must be on point to keep up with good survivors. Once in his power he can snowball the game very easy, one mistake can turn around a game that has been 1 hook with 1 generator left into a 4k. Oni requires slugging and performs much better with BBQ & Chilly and Infectious Fright. Also his power is tons of fun to use and feels very rewarding when you get a down.
If you search for a different experience from how the flow of the game feels from the Killer you play right now: Take Oni. He plays nothing like Pinhead or Deathslinger and is very good, his snowball and punishment of survivor mistakes is a huge up for him. If you want to play by sound which is a different playstyle on its own: Take Spirit.
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@lagosta said:
It's annoying especially with Pain Resonance, but it has some workaround. If you suspect the killer has the combo, you can always release the gen before the hook. It will apply the 15% regression, but you will not scream so you can avoid blocking the gen.
Lately, I've been using Repressed Alliance too to block the gen immediately before the hook happens, that way, another gen blows up. If the killer comes to my gen anyway, all other survivors can see its aura and know it should be close to completion.
Same. I like the combo, some Killers are pretty good with it, but overall you can work around it. Letting go of a generator for a few seconds is little to no problem. Repressed Alliance getting some value is also a pretty good thing.
@Mat_Sella said:
DMS + Scourge Hook: Pain. is so good together. Finally non-mobile killers can gain an advantage by hooking.
Hooking being strong is very healthy for the game, its been needing to be stronger than slugging since the games inception
Yes. Getting more value out of hooking is a pretty good thing for the game. I can not complain about the new Deadmans Switch at all.
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Well, when I play Killer there are three things that make me feel bad very quickly: Clonky mechanics, holding shift-w and stale perks.
First point is pretty easy as it is about things like Hillbilly getting stopped by a small branch of a tree, Ghostface getting revealed (strech res says hi), getting window hits I should not get or miss those that were good.
I can deal with a survivor outplaying me but things like those branches or missing chainsaw hits while the survivor is right in front of me are hindering my fun. Same for things like the Twins or Deathslinger, they just feel bad. I like Pinhead because his mechanic is smooth. Little things like looking in the direction where I launched my chain, good sound effects and I see when which chains should break.
Holding Shift+W is a problem in itself. It is too rewarding to just run and not try to loop certain Killers even thou you can. Take Artists as an example. She is pretty strong at the loop but also quit predictable. You see the crows, you see when she slows down and you can chain two loops together too great effect as three crows are not enough. Same for Pyramide Head: His steering makes running into him very effective and faking windows/pallets is also pretty good.
However basic M1 Killers suffer the most from this. When I play Ghostface and a survivor just holds shift+w this gets ugly pretty quick. The problem is that this tactic is not only good against strong Killers but also trashes bad Killers even harder.
For this reason looping should be more rewarding for survivors than just running.
And finally stale meta: I dislike seeing Dead Hard. Not because I dislike Dead Hard, I can deal with it. I just want to see more different perks. People say they hate Boil Over and Cycle of Healing? I like them because I finally get to see more perks.
As such: Change Exhaustion time and recovery. Give Dead Hard more Exhaustion, give Smash Hit 15 seconds of Exhaustion and Lithe 30 seconds or so. Hell, I was outplayed by Lithe hard yesterday and I love it...
Same for Killers: I dislike facing Pop/Ruin/Scourge Hooks again and again...it gets boring pretty quickly.
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No problems here with Decisive Strike. It prevents tunneling and deactivates when you do something to progress the game, because how the hell are you getting tunneled while you cleanse a Totem or repair a generator?