Gwinty
Gwinty
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The sad thing is that Badham is the only map that changes it basic layout. This randomness is actualy kinda cool when you think about it. Yet this map spawns with some of the most horrible structures imaginable, has some of the worst loops ever and does not feel fresh.
This is a damn shame because the idea of a map that changes its whole shape is pretty good...
I still play Haddonfield over Badham...
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Ghostface. There are so many funny moments with him that I can enjoy him to no end. Sure he needs some changes to his reveal mechanic and an add-on pass was well however whenever I get a chance to pull off a sneaky stalk through a crack or something like that it gives me the feeling. And his animation after a successful hit as well as his Mori are just perfect.
Second place goes to Pinhead. He has just the right feeling even if he gets pretty weak against coordinated teams. Yet you have a good comeback option when finding the person with the cube and winning that chase. I never feel like the match is lost until all survivors are gone.
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Good step in the right direction for sure. I never play soloQ survivor because I mostly play with 1/2 friends as survivor and when I play solo I switch to Killer. However I like it when people get the opportunity to enjoy the game in a better way.
I do not agree with nerfing SWF so soon as it brings up the danger of once again hurting the SoloQ. A better way would be to slowly build up the soloQ and then buff the Killers so that they can keep up. I just hope that they are not buffing this in a way that makes stealth Killers worse.
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Isn't crying about "anti-loop" like crying about survivors gen-rushing you?
Both are just the players doing their objective with the Killers objective being that you have to down people and the survivors objective being to do those generators.
Also most "anti-loop" Killers can still be looped and played to this date. Only Nurse is playing her own game and gets the down on you when she is descent. Even Artist can be looped however you have to approach her in a different way. But then again if you try the same trick against every Killer you should go down because who would try to escape an Oni the same way they play against a Wraith...
We can talk about how those anti-loopers should have a different and more defined counterplay that is more challenging for both sides, sure. But overall it is a good thing that you can not loop all Killers the same way.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2714967#Comment_2714967
Yeah, that sounds like truth.
Unfortunately.
Sad story indeed. I can not get my head around the fact that there are people who enjoy facecamping a person to death when you can pull off stunts and dashes with Bubba while shredding those pallets like a chad and still getting the down.
Like seriously...his power is fun to use and while not being rocket science it is still a challenge to get better at running those loops as close to the wall as possible without bouncing off especially when you try fancy stuff like moon-chainsawing around or things like that.
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/2726894#Comment_2726894
I don't cry about it. Honestly I hate how killers are expected to not do it because of some self serving idea of it being a faux pas for killers to do.
https://forum.deadbydaylight.com/en/discussion/comment/2727040#Comment_2727040
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I only hate it when people have double standards about it. Like "holding W is fine, camping is bad" is just "I want my cookie, you shall get non" in the DbD reddit. I can understand that you are using that mechanic as long as it is not sanctioned, which is why I would like to see it sanctioned or implemented.
As said I hate it with passion when I play Ghostface and I notice it pretty quickly. However as I do not care about my MMR is just take the loss or chase another survivor. I only imagine that this is a huge problem for players who want to "rank up" with Ghostface...but then again, ranking up with Ghostface.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2726875#Comment_2726875
Boons having different ranges would probably end up making the boon take the highest range into account
That was not part of my idea. Each Boon ability should be considered on its own to avoid this.
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After some time you know who uses strech-res as Ghostface because some reveals are just more bs then the normal bs you get with that reveal mechanic. Against a survivor with strech res you are just a M1 killer without any power because you will never be able to stalk them properly or play a loop as Ghostface against them.
They should fix the reveal mechanic for Ghostface and consider strech res while doing this.
@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/2715429#Comment_2715429
If they start banning, disciplining, or disallowing it from the game I'll stop doing it.
Though I'm not sure that argument completely applies here. There are a lot of things you can't modify on consoles versus PC on nearly all games, primarily graphical settings. PC games often have the function to turn off motion blur, bloom, and vignetting wheras consoles do not. It's to the point that if a game doesn't have a plethora of advanced graphics options it's typically notated in reviews as a downside to the PC version.
Additionally tournaments even on DBD ban a lot of things that are allowed in fair play, like the amount of D strikes or Borrowed times an entire composition can have.
From the sounds of it, I think you and I would find an agreement in what cheating is 99% of the time though. This would just be the exception.
Okay then I hope you do not cry about camping, bleed out slugging and tunneling. Those are also just game mechanics after all and there is no ban or penalty on those things...
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I am all in for the Ghostface things: Fix the reveal, buff him a bit. Same for the add-ons, there is not a single Spirit player who disagrees with a nerf to MD-Ring or a Blight player who does not admit that Alchemist Ring is busted.
For Boons I would go another direction: Reduce Cycle of Healings area of effect from 24m to 16 or 12m. Buff Exponentials area of effect from 24m to 32m and leave Shadowstep. Why should all boons have the same range for their different effects? A change to their range would make a huge difference in their power and make it easier for Killers to snuff certain Boons while leaving other Boons more hidden.
I would add one thing to the list: Ghostface add-on pass. Right now he only has 1 interesting add-on and that is his iridescent camera add-on. He should have some interesting add-ons to tweak and change his power and not just to buff his stats by X. Also, non meme-add on, literally unplayable.
As a final nitpick: Change the first person moris to third person and give Trapper and Wraith an overhaul. Both of their moris are just no longer competitive and get outdone by every other Killer.
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Or maybe you just need to loop her in a different way. Pyramide Head was a whole other matter and could fire way faster with less slowdown. Artist can only damage you at close range, you can see where she will hit and you can even see which direction the crow is facing. Also artists must set the crow and can not instant shot them like Pyramide Head can with his power.
Her problems where resolved for the most part when she came off the PTB and now she is at a fine spot. You can even locker-evade her crows and shrug them off. Just try a different approach to her then to other Killers and you can loop her just fine. But consider that sometimes you should loose. You are no god after all.
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Well yes, however please also talk about the next step: Encouraging survivors to loop Killers in a different way and not just hold shift+w to escape them. DH is an issue a crutch but you know which flaw it covers and as such you need to think one step ahead when demanding a removal: You need to think about how to remove the core issue here.
@MikeyBoi said:
I can tell you guys right now, I would much rather deal with dead hard then sprintburst anyday . 99ing sprintburst will be the new meta and I promise everyone who wants deadhard nerfed wish it didn’t..
This...
When you remove Dead Hard you need to give survivors a reason to loop the Killer and not just take Sprint Burst or Overcome to hold shift+w. This in itself if problematic as you have to address each and every Killer who has an "anti-loop"-ability and think about their counterplay with Dead Hard gone.
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Urgh...
While I agree that there is a lot of crying, like Killers crying about Gen-rushing and survivors crying about "anti-loop"-Killers...it gets boring quickly.
However you idea to fix this would not work that well. The problem being that you suggest band-aid fixes while not addressing the real issues here. Also your ideas just sound like I could abuse more than half of them and I am not even a good survivor.
The sad truth is that you would first require to remove the band-aids to see the fundamental flaws they cover. Take "Hex: Ruin" as an example: You would have to remove it (or rework it) so that could address Killers with no slowdown for themself. Freddy with 8-12% slowdown in his Dream World is not a problem but it quickly becomes a problem when you add Ruin/Undying/Pop onto the pile.
Giving survivor meaningful side-objectives would fix certain issues. However that can only happen when you remove perks like Hex: Ruin who would punish survivor harshly for doing those side-objectives.
A mild solution would be possible if you add a small regression and repair-stop to a generator when a Killer kicks it. However once again you would have to tinker with a perk (Pop goes the Weasle) to not give Killers a buff they do not need or deserve.
The solution to "anti-loop" Killers would require the rework of that band-aid as well: Dead Hard. After that you could entertain the idea that those Killers require survivors to loop them in a different way more. However if you would take Pyramide Head as an example: To make his steering hard (thus encouraging the survivor to run at the Pyramide Head to evade his attack) without removing Dead Hard would just make Pyramide Head worse because a good shot from Pyramide Head would just get harder and less rewarding when a survivor can just press E to outplay.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2726711#Comment_2726711
If they body block you, you can hit them, you know right?
Nothing more fun than to count down the BT-timer and then hit the survivor when they realize that you saw through their little trick. Then slug them and go chasing to let them contemplate about their mistake.
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Then more I face Bubba then more I hate my teammates. I have Kindred and yet 3 people try to rescue me only for the Bubba to laugh while making new facemasks out of them.
And I honestly can not understand the Bubba either because...well for me the whole fun of playing Bubba is doing wonky stuff with the chainsaw like moonwalking around a loop or stuff like that. I do not get to do this while camping somebody...
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I support this suggestion. Would make certain Killers better, however we need to address a few Killers for their interaction. Still good idea.
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Well, yes. Playing a Killer without "anti-loop" is pretty boring unless survivors play not that good. This is why I no longer use regression perks: It lets me derank fast enough to get to the level of my Killer rather then the level of my perks.
I like playing Ghostface but his power is pretty much dependent on a successful ambush or a high loop where no red-stain is an advantage. Mt Ormont and the Auto-Haven maps are just terrible because you can not do anything here if survivors are competent. And holding W just to catch up to a loop where the survivor pre-drops a safe pallet that you can not even attempt to mindgame with crouching is just...
Anyway: Yes this feels bad. Deranking is once again the best solution and it happens almost by itself. Just give hatch and juggle hooks.
@NOEDENJOYER said:
https://forum.deadbydaylight.com/en/discussion/comment/2721727#Comment_2721727
I main Demogorgon, Leatherface & Wraith mainly. I've started playing the Artist and almost every single game, is survivors just holding W. I don't fault them for it, because its the only thing they can do. However, when I play Demogorgon, for example, I find that a lot of survivors are less inclined to hold W, to the point that its rare for me to go ''Oh my god, stop holding W'' to myself mid-game, which I seem to do almost every single game as the Artist, but rarely as these three other killers that can be looped.
Basically, I find survivors will hold W less against loopable killers.
They could play in another way. They just do not want to. You can "loop" an Artists most times by chaining two loops, letting her set up her crows at one and then going to the next and then back. Also she has a pretty good tell when and where her crows are because she slows down so much. I think it is fun to try this and loop an artist...
For me survivor will just hold W against a Killer with no anti-loop even more just that they tend to drop the pallet into your face while doing so and that you maybe not even get the hit when you finally catch up.
For me survivors crying about "anti-loop" and responding by holding W is just like Killers complaining about "gen-rushing" and responding by camping and tunneling...it gets boring to read pretty quickly.
@TheDarkTyrant said:
I feel awful playing as Nemesis
Damn...I like facing Nemesis, it is so cool to be chased by one and his flex to carry you under his arm is a perfect finish. Should feel better for the Nemesis too.
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@Huge_Bush said:
I can't bring myself to play any other character than Claudette unless it's for a challenge or if the whole lobby is Claudette and I don't want the killer to hate and tunnel me, in which case I'll switch to a baby Dwight.
No other character has been able to charm me as Claudette has, I just like her too much, her voice, her looks, her powers of stealth. Sure David has muscles and Felix has nice facial structure and beautiful hair, but I just can't play them like I can with Claudette. I just wish there were less reskins of cosmetics and more unique ones.
Do you have any such attachments to your characters?
Pls continue doing this. I as a Killer do not want to tunnel but if every survivor is the same character I will just hunt whoever gets in my way and it is quit possible that I single one player out by accident. I like to juggle hooks but 4 times the same character as opponent makes me just go feral "kill on sight".
Now for the question: I play Adam for builds around buffing my teammates, Meg for chest-looting, David for "I rescue you" and Nancy for stealth/totem focus. I can not bring myself to play a character with a build that I do not deem fitting for them. What is fitting largely depends on my gut feeling and thus I need to play different character. Yet for me Adam is the coolest from the bunch and I like him the most.
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I do not agree with this list very much.
While there should be little to no debate about Nurse and Blight I disagree that they play at the same level as Artist, Spirit, Twins and Pyramide Head. Both of them are in my opinion a whole tier above those Killers if the player know what they are doing.
Now for me a Killer has to have map presence and lethality. Then higher a Killer ranks here then better he is. Only one of those things does nothing for a Killer because you either get looped to well or you see 3 gens pop while you walk towards the next target. This of course assumes you are not camping because if you just camp and tunnel Bubba is T0.
Now, I would start with B-Tier: Which Killer has 5/10 in map presence and a 5/10 in lethality? Freddy and Demogorgon come to mind and thus should be the reference points how much better or worse a Killer does in a certain department. Nurse has a 10/10 in lethality and mobility thus being the #1 Killer in the game with Blight as a close second.
I will not submit my own Tier list but you get my way of thinking. This results in my opinion that this list is greatly flawed for me as it considers the 1v1 too much and the 1v4 / map mobility too little. Also Oni is better than Billy...I started to learn Billy and he is fun with his curving and stuff. Both have equal snowball capacity and yes, Billy has better map presence because he just has to rev his chainsaw. However Oni gets his downs far more consistent and plays much more fluid. Just from personal experience (and I love Hillbilly, do not get me wrong, first Killer I played!) Oni yields much better results and is far less punishing.
@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/2726339#Comment_2726339
Oni forces people to heal or get punished by revving his power. Billy can kick the pallet and still succumb to Overheat so he can't really rev his power on command either. This literally proves how Oni is just better than Billy aside from what's already obvious. Billy's power is now so less of a threat that you can use it anytime you want if you can manage Overheat. Oni's Blood Fury is so good that it has to be locked behind a power up mechanic.
A master Billy that can curve is still just Billy, he'll hit a few shots on people that underestimate him to start the match because its hard to use him and most people using him aren't at that level. After that they'll make a small adjustment and continue to abuse windows/vaults.
With Oni people might pre-drop and waste resources early to deny early hits but that only raises the pressure and is another reason why he's better. You can slide off surfaces way easier in Demon Dash and land shots with higher reward because it can hit multiple people! The snowball pressure is way better, really not even close
Billys greates strengh comes from people not knowing how to play against him. 3/5 downs with my chainsaw are not from me curving good or making the right choice but from a survivor underestimating Billys speed with add-ons, Billys curving with add-ons, Billys flicks with Q/E and so on. Meanwhile with Oni I feel much more that it was my skill and not just some silly misplay. Sure they happen but the big red glowing monster running at them seems to make survivors play better than the man with the chainsaw...
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Why do you want to nerf a Killer that has only been out for a few day?
Survivors need time to adept and Killers need to figure out all of her tricks. We can not have that on PTB due to a small audience. No reason to nerf her if good survivors come up with techs against her. No reason to nerf her now when some sick combos exist with her that should be addressed too.
So far Artist is doing fine and the only problem with her does not come from her but once again from "Hex: Ruin" which should just get grounded for good.
As with Blight. Most times he is fine. Adjust his Ring and have a looks at his add-ons and he is a good top-tier Killer. We need strong Killers and Blight offers you strong power for a hard learning curve. Oh and he makes for good montages!
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Wait...are you...serious?
You just compared a no-mobility, no-map-pressure Killer who ragequits at high loops with Nurse, the one and only god Killer in this game.
Trickster has issues, yeah. But he does not need a nerf, his overall power level is too weak and you can really show him what it means to have no map pressure.
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So you are just trying the same type of "looping" against all Killers and dislike those who demand a different approach because you like the repetitive M1 gameplay?
Just wondering. Because I like most "anti-loop" Killers as they need a different form of counter. You can not loop a Blight the same way you loop a Wraith, a Pyramide Head the same way as an Artists and so on. This keeps the game fresh for me as I need to play in a different way each time.
For me as a survivor this is fun.
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...why do I play killer in 2021 and why I will play Killer in 2022:
"How I stopped aiming for high MMR and learned to embrace the fun perks."
No seriously, I just do not care about kills and "high MMR", I will just play for hooks and good moments. A good stalk with Ghostface, a nice chain with Cenobite, a sick curve with Billy or a few good downs with Oni and I am fine. Sure if I can, I will kill a survivor. But I will not tunnel or camp for it. So not worth it to go up on MMR...
Embrace your trash perks as well: Shadowborn incoming, survivor with a chest focused build or Cenobite with perks fitting his theme. Way more entertaining than any Pop/Ruin/Undying/Tinkerer could ever be. You lose some games, deplete your MMR like in a detox and then enjoy the show.
Done so since MMR came out, had fun, will do so again in 2022.
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Huh?
Pinhead is totally fine. He just needs a lot of time to get the most out of him. Finally a Killer with slowdown where I can run less regression perks and more fun perks. I have tons of fun with this Killer and no complains.
Sure, good survivors will dodge your chain and juggle the box but then again: Do not go that high on the MMR, play for more hooks and less kills and you will soon find yourself in a good MMR. Pinhead is not on the level of Nurse or Blight but that is not the point.
For me he is a fun Killer, 9/10 would Killer again.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2698712#Comment_2698712
In that case chains have to be far more chains to justify the lose of distance.
As long as it depends on distance. 3 chains when the survivor is right in front of me is enough. Maximum distance with add-ons for distance can go up to 8 chains depending on performance. BHVR could think about tuning this up slowly. First add one more chains when the chain traveled more than 6 meters and another after 10 meters.
That would be 5 chains in total when you hit over more than 10 meters with a sweet spot at 6 meters. Chains spawned under the survivor will not get any benefits. Resulting in 4 - 5 seconds to break those chains. Also the survivor is slowed down.
If this is too much: Move up the first additional chain to 8 meters. If it is not enough reduce the second additional chain to 8 meters.
Long range shots are cool and should get a good reward. Also you can dodge them.
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A light tweak would be fine. Maybe something like adjusting the number of chains spawned to the distance Pinhead channeled his power. Then further away you are then more chains you spawn to reward long-shots and trick-shots more. Automatic chains would be no fun for me. I enjoy being able to curve my chains and thrust my own bad handling more than any AI chain.
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@ThanksForDaily said:
She is 100% antiloop killer. Last m1 killer was Ghostface 2,5 yrs ago.
If she is m1 (0% chances) killers will cry all over the forums.
Please do not take us all for the same bunch. Killer player vary just as survivors are not one toxic entity who tbag at the gate or DC on the first down.
I will not cry, I will hope for an interesting mechanic and get mad if the mechanic is not interesting. Does not have to be strong, has to be fun to play. Just like Pinhead: His chains are quit weak but fun to use and he has the feeling. Trickster would be the other end: No fun to play (for me) and no fun to face, that enrages me.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2698675#Comment_2698675
The term anti-loop comes from their ability to counter looping, and in turn they then have very little ability to patrol the map. This leads to boring, short games as survivors have free reign over generators, and nobody is happy.
Considering the previous years worth of killers have followed this Motto, and some before that too, it's getting very ######### boring and I really want something to switch up the game because there hasn't been anything new to me since Blight, over a year ago.
Also you're very wrong about PH lmao he's absolutely incredibly strong regardless of the insta-cancel being gone.
And your idea? Perfect. Hypermobile, forces survivors to do other things, probably needs a bit more fine tuning but also isn't the same boring ######### we've had for the past year.
Talking about Slinger, Huntress and most of all Trickster here I agree with you. Their design is just not fun with Trickster taking the cake. It became a joke for me and my friend(s) when we face one to show him that being a 110% killer with no mobility is just not fine...still poor Trickster-enjoyer out there, they are a bit left in the dust.
I did not want to say that PH is weak. Just that you have to play differently against him and that it can be quit enjoyable to face one. Sure his "I tunnel you"-abilities are top of the bunch and I dislike them but his overall gameplay at loops is something I enjoy. He is a good A tier Killer in my opinion and should stay there.
This leaves me wondering thou: Shouldn't you enjoy Pinhead at least a bit going by this logic?
Sure his power is anti-looping but it is not that strong and he brings a secondary objective to the table that offers interesting interactions and even builds in a way no other Killer does so far.
Thx, lets hope they do something cool with this chapter. I only hope for fun Killers to face, with fun of course being quit subjective.
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@Shaped said:
Chasing people too long is a mistake.
She could have been frustrated because she wasted so much time or you bmed her and she wanted you dead anyway.
Frustration is normal when you play weaker killers because you can't do much about certain tiles. Bm'ing however is unwarranted unless you bmed her.
Part of getting good as a Killer is to note when to drop a chase.
You do not chase a decent survivor to the shack with the long wall jungle right next to it. You chase them a few seconds to gauge their skill compared to yours and then leave if you notice that you have no chance on this tile. Get to another survivor who is on a weaker tile or worse then you, down them and look to intercept if you notice somebody running for the hook...
Killer is more than looping and getting good as a Killer requires this. You should reflect on your mistakes and not get frustrated if you want to get better as a Killer.
That said, your opponent is probably not very good. Do not care about those players they are here and you have to deal with them. Do gens, leave quickly and hope for a better opponent in the next round.
If your opponent got frustrated they made the wrong decision. Wasting time with bad manner is also not a good idea...unless you are having fun with the survivor of course. Booping the snoot or tbag contest with Ghostface is such fun for me but not everybody's cup of tea.
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@GannTM said:
You reveal that Spirit’s inspiration is coming to DBD and probably will pull a Billy with Spirit soon to make everyone buy the ring girl with money over saving shards for an original. Spirit will always be better so don’t do anything to her BHVR or I’m probably quitting the game. I almost quit when NFTs happened but Spirit was the only thing keeping me from leaving.
Also, it’s been only two weeks since Artist came out and let’s just forget all about her like that and reveal the next chapter that probably won’t come out for another 3 months. How about you instead give Artist some love with cosmetics because she only has 3?
Rin and Carmina don’t deserve any of this!
Chill, nobody is going to touch Spirit any time soon. She just got a bit of a rework so that we can play her without feeling bad for the survivor and have some more fun add-ons. And yes, I honestly like her new add-ons as I prefer interesting abilities over stat buffs. Spirit also is more like the Ghost form "The Grudge" and not the lady from The Ring in my opinion. Sure they come from the same genre but that does not mean their abilities are going to be the same...
They gave the bird lady one of the coolest starting cosmetics since...well a very long time with her frost look. They gave Rin a pretty neat frost look too...I do not think that we need to worry about this.
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I see him all the time as I play him quit often.
Sadly I rarely see him as a Killer when I play survivor. Its always fun to face a Killer you play yourself because you just know his limits and counters and can test it. Maybe even learning something for your own gameplay.
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I like it. Fun map but depends on the Killer you use. I got good games here with Ghostface and Myers as it is pretty fun to stalk somebody here. Also I have fun with Pinhead on this map as the survivors tend to not find the way to my box and I get a chain hunt quit easy while at the same time chains break all the time on walls and stuff.
As a survivor I enjoy the look and the ability to stealth around. Worst thing you can do is try to run too much as you best way to wast the Killers time is by hiding well. Fun moments for me.
Only downside to this map: Your team does not find the way to you while you are hooked.
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I do not see the problem with "anti-looping". That term is just as funny to me as "gen-rushing". What is bad with a Killer who is just good at the thing Killers are supposed to be good at - chasing survivors? Also most Killers who are labled "anti-loop" are more like "loops different". Think about Pyramide Head right now: After they removed his ability to cancel his power into an M1 attack you can now abuse his slow turning rate and recovery time to loop him. Sure if you just vault windows he will down you but you are supposed to loop in a different way.
Same with Artists. You can no longer just abuse the hell out of 1 tile and need to keep track of her birds. Her slowdown is a pretty good tell. You need to chain two tiles together to "loop" her (more like "8-her"). As such I am not bothered with this new Killer.
Also she is not a problem for Spirit. Spirit is more like the Ghost from "The Grudge" and not from this series.
I still hope for a Killer with a side objective and a teleportation / hallucination / timer power. Something like: Inflict survivors with a status and then they have a timer that ticks once outside her terror radius. Once the timer is full without them doing side-objective x they get exposed and you can teleport to them. Stepping inside your terror radius will stop the timer. Just a quick idea, nothing serious...
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2696431#Comment_2696431
You're not supposed to aim for 5 totems lol. All you want is the first and second benefits. The fifth one is just a fun thing to do, I got it once but you basically threw the game at that point
Yeah. It is kind of like an the Exodia meme with 5 pieces.
However if you are aiming for this then Hex: Ruin with Hex: Plaything and BBQ are your best shots. Let them destroy all totems, hook everybody once and then summon the all mighty Pentimento!
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Billy is hard to play at higher levels where survivors know his tricks a bit.
Overall there are a few basic tips when you learn him:
- Set Q and E for camera turning (looking not walking) and set controller sensitivity to 100. Sounds dumb but works even when you do not even use a controller. Q and E will now allow for the spice...
- Try curving and flicking. Q and E allow for some rapid turns during the first 0,75 seconds of the chainsaw sprint. You need to learn how to control this. Sometimes over a short distance to sprint forwards and then do a sharp turn to catch the survivor, sometimes directly to curve around a wall.
- Map mobility needs to be practiced a lot. Learn how to sprint around the map to apply pressure and go for the chainsaw when a survivor is holding their generator. Some get greedy and your recovery is always 3 seconds no matter if you bump into something or not.
- M1 at LT walls. Unless you get a good moonwalk mindgame your chainsaw is useless here, just M1 them.
- Overall learn when to chainsaw and when to M1 but go for the chainsaw more often. Survivors can distance after an M1 after all.
- Try add-ons. The brown overheat limit add-on and the yellow cooldown add-on are very good to practice Billy. Other add-ons have good effects too and generally you sooner or later want to learn double engravings or double steering add-ons. But keep mixing them they are important.
- Look for objects with no collision and get brave. You need to develop a feeling for the chainsaw and you can only get it by going for it. Challenge yourself with M2 only rounds even when the map is against you (Haddonfun) and do not be ashamed to dump your MMR while doing so, Killer specific MMR helps us learn...
- BBQ & Chilly and Infectious Fight are your friends. Do not use slowdown to burn your MMR down fast and get more fitting opponents while practicing your chainsaw.
Sadly Billy takes much more time to get good than other Killers. Playing Oni is much smother and yields better results, playing Bubba is easier and also chainsawy and playing Blight is S-Tier. Billy can be a solid A if you master him and as always YouTube is the place to be.
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Honestly, this is no problem. If you need your Devour Hope you should run a protection and if not just let it go. Thrill of the Hunt or Undying are good options with Undying providing you with information and Thrill providing a good chunk of slowdown to boon blessers.
Devour Hope is an all or nothing perk. There is nothing wrong with survivors looking for totems and blessing them. The problem with boons comes from their power level and unchanged numbers and not from the incentive to do bones. Good survivors would do bones either way because they have the time for that.
I enjoy that BHVR can now buff hexes a bit more and does so. New Bloodfavoure would not have been possible without boons.
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I play Billy and I must say that overheat is a bit of a bummer.
Most of the time I do not notice it. However when I challenge myself for a chainsaw only round it becomes pretty annoying. But nothing more than that. I can count the amount of times I overheated unwillingly with 2 fingers. There is no justification for Overheat however as it is there is no problem for me.
More bothersome is the overall mechanic: The chainsaw has a 3 second recovery without add-ons and it has this recovery all the time. You run into a survivor and down them? 3 seconds. You break a pallet? 3 seconds. You bump into something? 3 seconds. You let go of the chainsaw? 3 seconds. In my opinion you should get punished more for missing and bumping and less for stopping on your own term.
Also the hitbox of the chainsaw is strange sometimes. There are instances when it works fine and other where I go straight through the survivor.
Not to mention that the pallet and Dead Hard hit validation acts as a nerf to my Billy. It is now far easier to throw a pallet at me and stun me than before. And I have the muscle memory of stopping my chainsaw as soon as I see blood and hear a scream. This means that as soon as the hit validation goes off for Dead Hard I stop and go on the 3 second recovery even thou the better decision most times would be to just keep chainsawing...
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Well, I no longer have to feel bad about getting hits through pallets or windows. The server is now clearly on the side of the survivors and Enduring became a much better perk because of this.
However there are some instances where this hit validation on Dead Hard is screwing my decision making and that is just BS. As an example: If I am using Infectious Fright, then I look around as soon as I land the second his. I do this the moment I get a hit on my screen and react to the audio. Now if the survivor Dead Hards for the first times this screws me over massive and I have no way to prevent it without loosing at least valuable information from Infectious Fight.
Same with Hillbilly. It is muscle memory that I stop chainsawing when I get the hit. This screws me over with Dead Hard as I enter into the recovery animation and loose 3 seconds. Same with Bubba where I do not enter the next swing because I do not want to wast the totem. Worst case: Bubba and Billy with Infectious Fight.
Validation is fine from a balance point. Dead Hard and Pallets are working as intended and survivors can no longer complain because the server is on their side all of the time. However there are a few occasions that need a fix because they screw over Killers in an unintended and unfair way.
@DbDPlaya said:
Survivors suffered from stupid hits for a long time. Validation is good. They just don't know how to tweak the visual feedback I guess. If they fix that, it won't look absurd. And you are not robbed off your powers. You don't go in lunge cooldown as it doesn't count as successful hit. It just counts as if it was a missed attack cooldown.
Oh sure I am not robbed of anything if I make the decision as mentioned above...sure I would have made the same decision if the survivor did not Dead Hard because I look around randomly or stop chainsawing just like that for fun...no problem here, right?
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I put them out of their misery quickly. Hook them and go on.
If somebody unhooks them I wait a moment for a response, then down them again and leave the one who unhooked alone. I do not want to punish another survivor for playing like this probably not knowing that their teammate is afk.
After that it depends. Sometimes I go easy, sometimes I farm and sometimes I go on as normal. Honestly, when somebody goes afk or quits after 4 gens are done I play normally. Most survivors can handle this quit well and finish the last gen, resulting in a 2-3 escapes.
As a survivor well, I hate afk teammates just as much as I hate quitters. Play the game, when you are in my lobby you are not in a competitive setting and I am not top of the ladder so Killers make mistakes and throw it all the time...
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I do not care about BM at the exit gate. But if you tbag me in the trial as Ghostface I will tbag you back. If you clicker your flashlight, I will give you my attention and if you point I will hit you on the hook. "Bad Manner" is just a way to get into your opponents head and two can play that game. Most players lose their cool when I act that way to their BM and make the match much easier for me.
I somehow enjoy it when somebody clickers his flashlight while trying to bodyblock me with Borrow Time only to wait out their BT and putting them back at the hook. Most players then cry about "tunneling" just enhancing my enjoyment at their misery.
However I do respect players who want to get my attention by flickering their flashlight when I chase their weaker teammate. Most of them just flicker for attention and then run and play normally. This is perfectly valid as they take one for the team. I can respect that and most times I go for them usually getting me a good chase.
Another kind of player is funny and gives me a tbag contest at the pallet as Ghosty. I enjoy that. Same at the exit gate where most players just do it to get me to tbag back at them. Not every tbag is a bad manner...hard to tell sometimes.
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Depends so much...
As Ghostface I get around 6 hooks per game. More when I get a Kill even thou I am not aiming for that.
With Cenobite it depends so much on the survivors. I run Hex: Thrill of the Hunt, Brutal Strengh, Hex: Plaything and Deadlock. Coordinated survivors who just tell each other who gets the box get away with 4-6 hooks. SoloQ survivors get demolished with 8 hooks or a 4k.
All other Killers...5-6 I guess. With huge variation from 1-4k on all Killers. My matchmaking is very unstable for some reason I do not understand. I can pick Trapper and get a 4SWF deathsquad going out with 0 kills and 0 hooks or I can pick Pyramide Head who I have played much more and end up with only against new player for some reason, stomping them with Ruin and range-add-ons...
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You just have to approach her in a different manner but she can get looped. Most players have just not adapted to her and try the easy way of holding shift+w. This can help but you asked about looping and not about the general tactic. Keep track where she puts her crows and which direction they are facing. Keep track of how long the birds can remain and only run into them from behind so you only get swarmed by them. Repel the swarm as soon as possible.
Also chain tiles. While Hag and Trapper shut down a tile, Artists can only block it for a limited times. Thus chaining two tiles into each other is the way to go. Once she shuts down the first go to the seconds and once she shuts that down go to the first (depending on the tile).
You can also combine this with shift+w. Remember that she has to trap the loop first so you can usually run at least 1 round before leaving the tile. Letting her trap it and then leave if before you run into the trap. Artist slows down while trapping and this takes advantage of that.
Finally elevation is your friend. Her power can not deal well with multiple levels making loops with drops (Haddonfun, Swamp, Game) very good. Keep an eye out for those and use them.
So far I had no problems with this and only got downed by missing my tracking of her power or running into a crow from the front like an idiot...
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Depends a bit on add-ons and perks.
Wraith is the best option. He is free to play and does not care much. Give him action speed add-ons and he can also shred trough pre-dropped pallets like a chad.
Nurse and Blight are obvious. Both are fine Killers.
Spirit can do it especially if she brings her golden tea cup add-on to restore her power. Hillbilly has his chainsaw to catch up or insta-down the survivor depending on his or their skill. Bubba can also do this with his purple Chilly even catching a sprint burst once you manage him well.
Finally Oni comes to mind but only when he got his power. With cycle of healing this got worse and also running and pre-dropping is very strong to deny him his power as long as possible.
Other than that, yeah...
You can try Hag or Trapper as they play in a different way. Or you can proxy camp a survivor once you got one. Yes it is looked down upon but it forces his teammates to go to a certain objective that you control making "holding W" impossible. You can let go of a generator but you can not let go off your teammate like that...
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Wraith can counter survivors who just hold shift+w as an escape option. Also he is quit easy to play and brings map presence, a fun mechanic and good add-ons to the table. With Surge (Jolt) and Sloppy Butcher Wraith also brings some pretty good perks that are free not to mention he can use Hex: No one escapes Death quit well.
As such Wraith is an obvious choice as a very present Killer in low and mid-ranks. Probably dropping off a bit a high ranks and against SWFs.
Please do not use this "Killrate" as an argument. That statistic is greatly flawed and even the devs pointed out that you just make a fool out of yourself by using it. Just look at where Nurse, Plague and Shape are...
Wraiths 57,13% mean that most people just do not hug windows or do generators. Same for Cenbites 59,86% by the way which is a tribute to people just not solving his box and expecting to loop him just like any other Killer. You also see this with Pig where people are just ignoring her Traps and then complain about getting their head popped or Oni where people stay injured and feed him his power...
The problem is that this game is very Killer sided at lower ranks and very survivor side then high you go. The "balance" pretty much leaves the room once there are more perks, more combinations and more coordination.
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Most Killers are fine for me, but I always enjoy going against another Ghostface.
This is quit personal for me as I like the challenge to get in their head. I know from where I would stalk and how I would approach a survivor and as such I am looking to outsmart the Ghostface and reveal them. A fun game for me.
Also I like to play against Oni and Billy. Both have this tense feeling to them where one good play can safe you but at the same time a single mistake can send it all downhill for you. Also Onis music is pretty good.
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I like the map. Sure it is pretty big but the look sells it for me.
The loop on the balcony is pretty dope if a survivor runs it well but sometimes you just have to drop the chase and leave them be. After all there are zero objectives up there.
Good map, maybe some tweaks are needed but I like it very much.
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Do you seriously think that Killers are like that. Maybe you should refrain from using "all" while insulting people or just stop insulting people at all.
Killer have it hard and it gets even harder for them. The last few patches bought well deserved changes (pallets and Dead Hard) that were direct buffs for survivors. Also Cycle of Healing and Shadowstep came in while Iron Will got buffed at the same time.
Killers had buffs to Bloodfavour, sure, but that is a Hex and with Boons on the menue hexes are as fickle as they come. Some Killers can keep up with descent survivors: Blight and Nurse. Other M1 focused Killers have to rely on camping and tunneling to get anything done unless they accept their MMR and just decay until they hit survivor who are not that good or play less competitive.
The only OP perk for Killers right now is "Hex: Ruin".
So, who got the short end during the last few patches? Killers. Its okay because survivors should have nice things and as I said the changes to pallets and DH were good as getting hit through a pallet or ending up on the ground while exhausted is just bad.
But I get another feeling...you do not care about balance. You are just not that good yourself so that Killers can get those 4ks out of your mistakes. But sure, blame your team...its always the team or OP Killers, right?
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Would be interesting even thou I am not a fan of disabling BBQ because that perk is mostly used for BP-farming and only Killers like Oni and Hillbilly who are good but not "meta" are using it for snowballing. However I would take the loss of BBQ for a limited time to see how survivors play without Dead Hard and Iron Will.
Experiments like this could be fun as they force you to change your way of playing and thus I am in for them.
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The irony is that the same people complain about only facing Nurse and Blight at their level. Of course you do if you play to win as a survivor and especially if you bring only the best perks and add-ons and do not go for risky and fun stuff. That is the way to get your MMR high and at high MMR only Blight and Nurse with 4 slowdown-perks stacked can win against survivors.
Also they complain about camping and tunneling. Well, what are weaker Killers to do aside from that? You can not play at the highest level with Trapper without camping and you can not expect to win without use the best tactics there are.
Now, do not get me wrong, this is a flaw.
I do not play this way and I do not like full-slowdown builds. In fact I hate Ruin and wish it would just vanish alongside Cycle of Healing but I can not get my every wish.
The thing is that weaker Killers will now fall to a lower MMR. This means that a Trapper will get other, weaker survivors then a Oni or a even a Nurse. MMR "fixes" the game by making it enjoyable for those Killers once they grinded their MMR down to the level their Killer can be played at...
Or to put it the easy way: You can not expect to be an S-Tier survivor and going up against B-Tier Killers. This would be unfair and as such you get your Nurse and Blight.
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@jarjargist21 said:
It used to give me a rush of being a blood thirsty killer, as I used to feel like using different perk builds on killer was fun.
Now with MMR it punish you for being creative with builds and I'm basically forced to play with the same meta builds and force to use max MMR killers. It's honestly boring after awhile.
Killers are leaving or switching roles as killer is the most stressful part of the game. Console players are turning off their cross play because they don't want to play against hackers, honestly it's funny how the devs aren't doing anything about it. But did something against modding.
Then again the devs only care for money that the new player base (survivor) brings in.
Reasons why we're getting the artist is because the devs realize that killer mains are upset and they need to keep killer mains happy for a short time, to add a high MMR killer.
Of course the devs will nerf this killer to the ground like they always do with all their killers.
Sorry I didn't mean to rant that is just how I feel about the game and where it's heading.
Have you ever considered running your Killers down on MMR?
I mean, just take "bad perks" like and play for a while focusing only on the mechanics of your Killer. Maybe something like Shadowborn, Lightborn, BBQ and Leathal Pursuer just to get from chase to chase quicker. While grinding down your MMR and getting better at the mechanics you can then play fun builds again.
I did this and now I am very happy with MMR. It keeps sweaty people away and lets me enjoy myself against surivors who did the same. Nothing more fun than getting beaten by a "Mettle of Men".
The problem with this is that it only works once you stop caring and just start enjoying the Shadowborn-Meme-Builds. This is not for the avarage player and will ruin most peoples fun sooner or later if they have a competitive spirit. The devs should ask what is fun for a Killer beside winning?
I had the idea that you could add special "side-quests" during the trial. Selected by throwing in an offering. Once you finish that side-quest which is different for each Killer you get to Mori a survivor. For me Moris just like fatalities in Mortal Combat are very rewarding. However you should have to work for your reward.
Focusing on "fun" over "balance" would be the way to go either way because people will play a "fun" game when it is unbalanced but they will hate a "balanced" game when it is unfun.
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Because I get to have fun.
MMR was quit good for me in this regard. I dropped all slowdown perks from my builds safe for some very fitting ones and got beaten a bit. When Pinhead came out I deceided to not run a single slowdown on him and went with Brutal Strength, Hex: Plaything, Hex: Thrill of the Hunt and Deadlock. Just enough to not get overwhelmingly punished by all survivors spawning by themself. I never got high up with this build of course as beefy toolboxes, efficient genrushing and meta-builds beat me.
However once the MMR settled I got to have plenty of fun especially during the week. On weekends its becoming harder but still interesting.
Same for my other Killers: I grinded them down by getting their adepts and then added funnier perks. Spirit with Dragons Grip and Bloodfavore, Billy with Infectious Fright and Lightborn baseline, Myers with Monitor and Baboozle, Pyramide Head with Scourge Hooks...you get the idea, I take perks that I find fitting.
To put it short: I adapted, stopped worrying about my "Rank" or "MMR" and just enjoy some cool moments. The only thing disrupting my inner peace are bad mannering survivors but even that is better once I added Franklys to some build...can not flick a flashlight when you have no flashlight.
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Just ruin your MMR until you are at a comfortable level if you are having a problem.
I run less slowdown perks, get beaten a bit and now I am at a descent level and have fun again. Surely I get better but the lack of slowdown keeps most sweaty players away as I am not at their MMR which in return however lets me run creative and fun builds. Also by refusing to tunnle and even letting people escape when camping would be the better option during the endgame collapse I get more out of this. Surely it is a bit of a chore at first but once you are down a bit it becomes fine.
I have plenty of fun with my Killers, enjoy my good moments and get my quests done just fine. MMR is a blessing for me because it does not rise the same way my rank would. I still wish for a faster MMR decay so that I can get more Killers down from the "slowdown-high".
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Well yes, survivors tend to do this. I would say that you should try to play an insta-down Killer to get the upper hand. I started playing Hillbilly a while ago and have a blast because every survivor that "just holds shift+w" is an easy meal for me. Same goes for Wraith, Spirit and Oni. Now it is the Killers turn to adept here and find a way to play around this.
I also have quit some fun with my usual Ghostface build (Whispers, Surge, BBQ and Safe the Best for Last) as safe the best is doing fine work. What kills me are Spine Chill, Shadowstep and open maps like Shelter Woods and Ormont. However with his buff indoor maps are a piece of cake and holding W is not as effective when you approach from the right angle.
Hillbilly just invalidates the holding W with his power as you can get easy downs with his chainsaw when somebody tries this. I had quit a few smart survivors who tried to run in the open just to get a chainsaw in the back. I would advice against a build heavy on slowdown perks as they hinder your performance overall. You get better results with BBQ + Infectious most of the time.
It gets even better with Oni. Sure you need to get a few hits in but as you are using your first chase to get your power this is no problem. A survivor running leaves blood and once you get your power holding W is no problem. While Billy can bump into things Oni just dashes at you and clobbers them down. His problem is of course Cycle of Healing and finding the first survivor which is why I would always advice for Leathal Pursuer or Discordance. Also on Oni you have no room for tons of slowdown as you need tons of snowballing: BBQ + Infectious are a must, with 1 info perk that only leaves 1 slowdown spot usually Pop.
The thing is that survivor spawns now hit you even more: 4 people spawning on 4 generators is a huge problem. You can count these games as a loss right away and I would advice to do so. A 2-2, 3-1 or 4-together spawn is manageable and fun but 4 people split is pain especially if they are communicating.
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There are no "anti-loop"-Killers.
There are only Killers who force you to adapt to their power. Take Pyramide Head as an example. Yes he is strong, yes he has a good power. However he has a good tell, his power has limited reach and his controls while chanelling the power is like monster truck. You need to outplay him, outsmart him and not just camp the pallet or try to run the same way 3 times until the window gets blocked.
Same for any other "anti-loop"-Killer. They are not unloopable, they just require more effort than your usual play of running in a cycle and pressing E to outplay...