Gwinty
Gwinty
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Oh no a Killer has fun and entertaining add-ons and player are having a blast using them. Quick lets nerf it so that they play like Ghostface and only have bad stat-buff add-ons which offer nothing to the gameplay...
Serious...
Let people have some fun. Even with Cherryblossom you can outplay Spirit now. You hear her phasing, most of the Survivor run Iron Will anyway to stomp any Spirit who does not run Cherryblossom and she is a 110% speed Killer who needs to use her power for descent downs.
The perk "Iron Will" is able to beat nearly any Spirit who runs no Cherryblossom now unless they go for a tediously slow 110% M1 chase.
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@Vampwire said:
It's because a majority of solo survivors are terrible at the game. And those terrible survivors are usually carried by one person on the team who knows how to actually play survivor appropriately. It's not because they're toxic or want to bully killers all day. It's because they don't want to run the killer for 5 minutes and watch as only 2 gens get done. So the natural solution is to play with other players of equal skill. It's just a massive improvement to the survivor experience. You can talk to people and have fun instead of watching the randoms crouch in the corner while you get hook smacked. It gives you a reliable team.
There's so many more avenues you could take with SWF gameplay wise. You can do challenges with your friends. You could go for bold plays and have someone back you up during it. Or you could just troll the killer the whole game (which is the part that gives swf a bad rep). It also solves a lot of the issues survivors face which is tunneling and camping. With coordination you can get a save and body block. Some solo survivors will do this but most of the time they run away even while having BT.
It's crazy how much being able to communicate with your team improves the game. Part of the reason I don't play survivor very often is because of the solo-que experience. SWF's are equipped to deal with the killer meta, where as most solo's will lose because the killer brings oppressive builds that require communication to handle.
TL;DR: swf removes everything that makes solo stomping so easy.
Just no.
I play SWF because I want to play a game together with my friends. Same as I do not play Civilisations 6 with friends because it is more "easy" but because I want to play a nice game with friends while hanging out. This has nothing to do with how "easy" or "hard" a game gets.
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Most times they are but I also enjoy different things: I like stealth play and instant downs.
Stealth is often regarded as "not an option" or "not fun". I think it is very funny for me as a Killer it is a challenge, for me as survivor it is extremly tense and most of the time allows little room for mistakes as Killers are not dumb after all.
Also instant downs are fun to play to. Ghostface is a Killer I enjoy very much and I have fun stalking as well as sneaking up to a person. Same goes when I play against a Ghostface, I have fun calling out from where my opponent comes and then reveal him.
Chases themself depend on the Killer. I like playing against most Killers in a chase however I think that basic M1 killers lose a bit of their flavoure after some time. Hillbilly, Oni, Bubba, Cenobite and other Killers with cool abilities bring in more fun chases than most basic M1 killers. The only Killer I realy dislike is Huntress and the only one who I think is plain out boring is Trickster.
So yes, chases are fun. But outplaying the Killers ability is even more fun for me. As an example: I realy enjoy outplaying Pyramide Head and punishing his slow turning rate when he charges his power and I have much fun bamboozeling Spirits by standing still, walking backwards or doing funky stuff like that.
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Healing speed overall? No, probably not. Healing another survivor is fine for the most part and requires at least some coordination. Also it allows the Killer to chase two people at a time which can be a great opportunity to generate pressure.
Self-healing is a whole other issue and yes, I think that self healing is too fast. Self-healing unlike normal healing requires no coordination and makes the Killers live more miserable. Basic M1 Killers get beaten by fast selfhealing and hit-and-run which offered a bit of a different playstyle becomes invalidated by fast Self-healing.
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I will miss the generator on the glass floor. I got so many 99s out of that position as Ghostface and also had a blast there as Myers. Could I down those people? Sure as hell no but they are all free later when that generator was finished.
A special mention to that broken platform in that room as well. Damn I hate and love that totem spawn also it was so much fun watching a Killer looking for you when you were hiding there.
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I think she has pretty good aspects of horror with her ink-hands, feet kicks to pallets, strange movement, long neck and overall tone. Her chase music also adds to the flavour and her ability is pretty good looking too. She is a fine addition to the cast.
@DangerScouse said:
Horrifying?? Have you seen some of the comments on here about how "hot" she is... 🤮🤮🤦♂️🤦♂️
Do not kink shame. Let them be.
@Xayrlen said:
https://forum.deadbydaylight.com/en/discussion/comment/2632322#Comment_2632322
Which is not? Who the hell is scared of K-Pop?
Depends. Are you scared of the Joker? Probably not, who would be scared of a Clown. Scared of Jigsaw? Probably not, who would be scared about a sick old guy...
Fear depends largly on personal opinion as does "good horror". I for one hate movies made around only jump scares and enjoy good monster horror where you can see the creature. Other people hate this and want their imagination to do the work by never seeing the creature...
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I like to run Wraith with "Safe the Best for Last", "Surge" (Jolt), "Sloppy Butcher" and "Thanatophobia". All of those perks make for an interesting slowdown build that fits his "Hit and Run" playstyle quit well without you having to use Ruin/Undying for slowdown.
As add-ons I can recomment the "The Ghost - Sooth" and "Bone Clapper". Both are affortable add-ons with a great effect to Wraiths base kit and good synergy.
If you like to go for a more fun oriented build you can leave the slowdown. Go for "Safe the Best for Last", "Make your choice", "Franklins Demise" and "Mindbreaker" (Fearmonger) and take "Blind Warrior - White" and "The Ghost - Sooth" as add-ons. The build greatly rewards you for hits, enhances your jump potential on generators and let's you capitalize on your mobility with "Make your choice" as soon as you can distinct survivor by their screams.
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I do not like it. It is perfectly fine and allowed thou.
Had a Blight yesterday who did that. My only issue was that I had a "get safe unhooks"-quest and he blocked that. Also it takes so long to get all players on the hook that some (me in that example) bleed out which is just kinda boring.
Not my cup of tea but okay.
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@legacycolt said:
She doesn’t have counterplay tbh, just like pyramid head but worse
Did you just say that Pyramide Head has no counterplay? Serious?
Just play him once and you know what survivors can do against you power even since you can no longer cancle his ability into an auto-hit. Also evading his power is quit possible. Most survivors I faced as Pyramide Head lost because they vaulted or dropped a pallet while I was charging or because they went out of their way to evade torment...
@ukenicky said:
Once people master her I genuinely don't see how you can play around her power at all. She can zone you so that you go where she wants you to go or you take damage in the loop. Add in the fact that she is 115% with that kind of power worries me. STBFL will make this even nuttier and help lessen the impact of holding W vs her.
I just can't believe she has the potential to deal damage to survivors from across the map through walls. That's a new one. I can't wait to see what people do with Bitter Murmur and BBQ
Across the map you can actualy jump into lockers. Her crows can only damage you once you are marked unless you are at close range.
If they want to nerf her this would be the easy way to go: Crows only damage marked targets, the first hit is always a mark. However I do not think this is needed. Her birds are a projectile after all and nerfing the projectile speed would be the way to go as well as removing the damage of stationary crows.
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Not that weak but not a "good" Killer either.
Wraith is now a normal B-Tier Killer and was an solid low A/highB-Tier befor the nerf. He has the advantage of not falling victim to the "holding shift+w"-strat as he just outruns the survivor and he still has some very good add-ons with "The Ghost", the non-directional Bell and speed / action buffs.
He is not on Clowns, Myers or Legions level of "bad" by a long shot and I would still advice new players who start with Killer to play Wraith. However once you go to the higher levels he falls off especialy since the interduction of Cylce of Healing and more people are bringing Med-Kits which counters his most effective hit and run style.
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I like Hex: Thrill of the Hunt and use it on a regular base on my Cenobite with Hex: Plaything. A friend of mine likes to run it on Blight without any other Hex perks, just to screw over people who think that is a relevant Hex.
50% is huge and if you have any Killer that can interrupt this it gets even better. On Cenobite this gets pretty mean because once you have a Plaything applied you get this rolling: Either way the survivor deals with the status effect or they search their totem. This means one survivor is out of the equasion for some time. Another has to go for the box with one more usualy getting chased by me. This is pretty nice.
Sure it is not Ruin/Undying but I like that it applies a different kind of pressure and that I can use those two perks. Fun for sure and Thrill helps a lot against Boons.
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I think the problem with the Twins is quit big.
First and formost they are a good concept. They have that body-horror image they have a cool power (on paper) and with the ability to control 2 bodies at once you added something realy new and cool to the game. Being at two places at once is a huge thing and made me realy excited facing the Twins. However then everything went down the drain...
To solve this they should think what good things the Twins bring to the table and what things we hate about them.
Good things:
- Two bodies at once
- Can fake coming from one direction then change and run you over from the other
- Body Horror
Bad things:
- Slugging
- Clunky
- Bad on big maps
Now my suggestion:
Now they should embrace the good parts first. A good buff would be a quicker transition from one Twin to the other to encourage more switching. Remove the soundque that plays when releasing Viktor and keep Charlotts terror radius on all the time as well as her red stain.
After that we should take care about the bad things and remove slugging first. My idea would be that once a survivor gets downed by Victor, the little creep starts feasting on them (body horror), starting a seperate sacrifice progress: Viktor eats away the survivor "bleed out"-meter while counting as a "hook". Once a third of that meter has passed the survivor counts as having been progressed by one hook state. Finishing with a fancy animation once Viktor has finished his feast.
Charlotte can recall Victor to gain her power back at the cost of automaticaly recovering the survivor from the dying state after 20 seconds. Survivors can kick Victor away from their friend ending the progress.
Clunkyness should be adressed by removing that cooldown on Victor and speeding up the switching.
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@HealsBadMan said:
https://us.v-cdn.net/6030815/uploads/XE061ADBMQY9/my-image.png
D Tier- Boring and unoriginal, they desperately need a new Mori.
C Tier- Alright, a bit more creative. This has Charlotte's solo Mori and Pyramid Head's Final Judgement.
B Tier- Much nicer, good angles, some cool interactions with Survivors or the environment. Charlotte's here with Victor now.
A Tier- Pretty good Moris, nice and bloody. This is PH's regular Mori.
S Tier- Violent, gory, in your face and dramatic. I like these a lot.
SS- Super Sadistic, violent, and iconic. Best Moris the Devs ever made, really sells the idea that they're Killers.
*side note- I feel like Oni and Artist would hate each other, especially when she sees his Mori*
Yes, Billy, Wraith and Trappers Moris are in desperate need for some buff. Most important: Make it a third person view while killing them. The best thing about Ghostface Mori, my first thrid person Mori, when I first tried it was that I actualy got to see the show.
A Mori without third person is just not viable these days...sadly.
Good List and I like it. However I would place Pinhead and Nemesis a bit higher, but I am biased here. I would also argue that Twins (without Victor) and Pyramide Head (Final Judgment) are supposed to be less entertaining than their full power Moris and that this is fine. As long as the real Moris rocks.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2629579#Comment_2629579
Everything is a question of balance.
VHS looks way more balanced than DbD.
Sure in DbD survivors haven't got weapons to fight the killer but the killer is totally powerless and cannot even defend gens properly.
I think VHS is aiming at a different audience. Do not get me wrong, the game looks good but it has no appeal for me and I will stay with DbD for the time being. Both games offer a different experience and I do not think they compete about the same audience as much as some people think.
@GoshJosh said:
BHVR, help me understand this one. For years there's been request after request to buff solo queue, so it will be closer to par with SWF. If you do this, you can better balance the game and make a more pleasant experience for solo survivors. We're talking about real simple changes: seeing each other's perks in the lobby, items, add-ons, indication of when various perks are in play in the game, any of these.
Instead, you've made boon totems: extremely strong perks that only one survivor needs to bring to benefit an entire team. One blessed totem brings all the benefits of every boon perk - two, about to be three. Solo survivors don't have the coordination to tell others to not cleanse totems, so they can be blessed instead. And soon if they cleanse totems, they will run the risk of being hit with Hex: Pentimento.
Can someone please clarify for me?
The problem is that BHVR can not account for people making stupid decisions. While they can offer some cruches via adding more information for survivors you can not force people to act in the best way possible. That Feng is going to blow up the Gen, that Adam (me) is going to kick pumpkins, that Jill is rushing head first at your hook with Bubba on her heels...nothing can help you here.
Sure there are things that BHVR could do. I think certain signals and communications could help to evade some stupidity, like a signal that the Killer is camping you or that somebody is already rushing to the rescue.
Boons are also useful in SoloQ. They act as beacons to signal people to go to a certain area.
That said I saw SoloQ players pull off some amazing stuff making me believe their were SWF the way they coordinate and took hits for each other...
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I think an S-Tier Killer could survive the PTB if that Killer has an ability with a high skill ceiling. The problem comes from outcry and that outcry comes form good performance on the PTB and from survivors not capable of dealing with new Killers right away.
If they would add a Killer with a high skill ceiling nobody would notice their S-Tier potentical right away and many people would call that Killer weak or uninteresting. This would lead to people not asking for nerfs and in turn let that Killer leave the PTB after some while unchanged.
After that the majority of players would not play that Killer unless it comes from a very popular lisence. This in turn would lead to the same phenomenon we see with Nurse every day: Everybody knows that Nurse is busted. She is the very definition of OP and in no way balanced except for one: She is so hard to play correctly that there are so few good Nurse players that you almost never see a realy good Nurse.
Same would happen with an S-Tier Killer with a high skill ceiling on the PTB.
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I think you got it wrong here.
There are plenty more male Killers who are not "evil" but rather misguided. Hillbilly was mistreaded by his parents and was taught by them how to murder cows until one day he could no longer bear it and killed all those who were involved. Remember the police was helping their parents and had fun watching Billy maim cows.
Wraith was betrayed by Azaroth and only wanted a peacful life after escaping from his homeland where his fmaily was murdered and eaten by ants. Azaroth tricked him into crushing people with cars until Wraith figured it out and in his dispair threw Azaroth into the maschine, only keeping his skull and spine for ritual reasons.
Spirit was always gifted with evil. As a descendant of Oni she always had that violent nature and was barely able to control it. You can see this in her broken bamboo sword. That thing did not break from traning. It is hard to say if she would ever have given into that blood rage like Kazan did but she was never a peacful character. She gave into the bargain for revenge with the entity and we can argue about revenge leading to the dark side.
And just for the jokes: Nemesis has no gender as does Demogorgon. Both are also driven by their very nature and are not evil. Pyramide Head also only punishes those who do not accept their guilt and is more of a conceptual being than something driven by evil.
I disagree with Legion by the way. Susie was pushed but so was Joey. Frank had them all under his palm and used the group dynamic to his advantage. However Julie was hardly forced in my opinion. She had little remorse and did the deed quit willing.
Overall yes, we could use a female Killer who just kills for fun or for another purpose.
I would opt for a terrorist typ Killer who deploys bombs and detonates them. Something that shows brutality and no remorse or concern about collateral damage. I would hate to see the stereotypical black widow character.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2627669#Comment_2627669
I've never heard of anyone complaining about clown lol
Yeah you can stay and try to loop the new killer, but since she can block every vault pallet and exit, you're just giving her a free hit. So the best way to counter her is simply holding W away.
She's not overpowered, or crazy strong, but she promotes boring gameplay. She's the same thing we've gotten from a lot of other killers recently, and it's just boring.
I am not sure I understand this.
She has 3 crows baseline and they last for a limited ammount of time. This of course can spell doom when you have something like shack or an LT-wall where 3 points of interest exist. However you are still better off when running that structure one and in a particular way so that she wasts time setting those crows. Then you should leave it.
It is not the usual "hold W" here because I think the other way would be more rewarding and ther is overall a good thing. A survivor should be rewarded for running smart and that includes knowing when to leave a tile. Artist is no different from Hag, Trapper or Freddy in that department, running a tile while Freddy is setting up trap is fine but you should leave soon.
But what about the other Killers. Cenobite is no problem during a loop. Sure you can hold W against him like you can with every other Killer but overall he is quit "loopable" with the task of dodging his chain from time to time. I know that feeling from both sides and I quit enjoy playing as and against a Cenobite.
Nemesis was also not a bad addition. He is a bit like Pyramide Head in my opinion and I would run a Pyramide Head on most tiles while abusing his poor movment while charging his power. Nemesis is a bit different as you have to dodge his power and abuse the speedboost a bit more. However he still slows down and is not impressiv until he reaches T2 with T3 making his very strong of course.
I totaly agree with Trickster however. That thing...is just poor gameplay. And hell, I like his visuals and overall theme and wished he was more fun to play and play against...
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@Junylar said:
Yet another anti-loop killer promoting Shift+W meta.
Hillbilly chainsaw goes brr...
There are enough Killers who can counter the Shift + W meta. Spirit, Wraith, Blight, Nurse, Hillbilly, Cannibal, Oni and Twins. Also Huntress, Hag and Trapper to some extend depending on the map and situation.
Wraith and Billy are common as they are free however most people opting for Wraith. Then more survivors try this "tactic" then more and more popular will counters to it become, be it an increase in Killers who can outrun you are or an increase in 3gening and proxy-camping.
@Meg_Survivor said:
I feel like this is different lol never seen something like her before and i wont lie the map seems really cool, very bright like the farm, but it still looks good in my opinion. Idk i might have fun with this new chapter, we will just have to see
I like her. The power seems interesting, the chase theme is nice, her perks look good too and her map is also a fresh breath of air. Overall this could be a good chapter unless BHVR implements the usual 1001 bugs into it.
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I like The Game and I like Midwich. Both are okay maps for me and while those pallets are nasty I think the main idea here is that stealthy Killers would become to oppressive if you could not evade them after they came around the corner. Imagin what Ghostface could do on this map if it only had like half the pallets...
Midwich is fine too. It has a good design and is very fitting for the overall DbD theme. Also I still get the jump scare when that body falls out of the locker...every...damn...time...
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@Advorsus said:
Nobody asked for that killer. Literally no one. And I hate her. Just another anti loop killer that has very little map pressure, and promotes an unhealthy play style.
Scratch that, I asked for the Bird-Artist. I wanted a Killer like her and I think she is no problem. So yes, some asked for a character like her.
People complain about her because she has anti-loop and they need to embrace a different way of looping once again. That Killer is not even out for a day and some already cry about her like she is Nurse (and yes, Nurse is broken as hell).
"Holding-W" is not your only option, you can still loop normaly. People complain about Clown or Pinhead because they slow them down at loops, leaving me to wonder if survivors would prefer it if every survivor was Trapper just without his traps...
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She looks strong but not OP.
First of all her ability is ranged and can be a pretty good anti-loop. This is powerful on its own and makes her quit good. Then she can "snipe" across the map and reveal survivors with her ability, something that is also very good but not to be confused with map presence. And finaly she is a 115% Killer which also makes her better.
However there are some downsides to her power: First above all her power is projectile based. The projectiles travle at 10m/s which allows them to be dodged. As an example: Huntess fires at 25ms/s with tapping and 40m/s maximum. Her crows remain for 10 seconds baseline and are restricted in their spawn by other crows, hatch, hooked survivors and exit gates.
Now over long distance survivors get marked. However you can remove that mark with an action (while running) or by enterin a locker (Quick and Quit). So survivors can remove that mark quit easy and then we are back to square 1. Also crows can be destroyed by Flashlights after 1 second (yay) and Flashgranates. And her projectiles are quit visible so when you run into them...well let us say you screwed up yourself.
So overall yes, she has some good aspects: Long distance snipes and mid distance projectiles.
However people are overestimating her anti-loop in my opinion and moreso they are overestimating her long range capability. However she is powerful and I am certain she should be an A on the tier list next to Pyramide Head.
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Survivors complain about the Lament Configuration all the time because they now can not just hold M1 at the objective and have do be a bit more coordinated.
When I play Pinhead I get all kind of bad player trying to mess around with the box. I once had a guy who tried to pick it up mid chase, another who tried to solve it while I ran past his hiding spot and my favourite: Summoning me in an open field while injured, running back to pick up the med-kit and eating my chain to the face.
And all the time I get players who run into the direction of my box while I chase them just because they can. Looping at Shack? Nope. Running for the box? Yes, Yes! I do not understand why this happens even with players who have more than a hundred houres of playtime...some even more...
These kind of survivors complain about Pinhead and DC against him. Why? Because they now have to adapt. Not to say that all survivor are like this. I had SoloQ lobbies who did extremly well and all it takes is one descent player who takes care of the box, hunting it and solving it at the right time on a safe tile or in a way that screws up my teleport.
Pinhead is fine as he is. His passive his good, his active is a bit weak, the "nerfs" to his add-ons are just there and I do not care.
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@chargernick85 said:
I have been playing lots of Nemesis and Pinhead lately since they are the only 2 killers I have not P3 50 (For now anyway). I have played quite a bit of him and still think the possessed chain is a gimmick. Can only think of a few hits with it that actually helped me. I feel nothing when I win/lose with him which is sad. Nemesis is ######### god-tier though (IMO) really like him.
Yeah, I understand that he is not that funny on consol. On PC you can just conjure the chain into the survivors back, conjure it in fron of them and make a 180° turn to hit them and other fancy things. Sure it is not as effective as other powers but this makes him quit a bit better. Also I dig it that he blocks exhaustion powers (Dead Hard this, casual!).
Good to hear that Nemesis is fun for you. I have a friend who also realy enjoys him and I can tell you from the survivor side that facing Nemesis is fun for me too, good chase music, zombies make fun interactions and trying to outplay the tentacle is also pretty interesting.
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I will wait until I say something about this. I would have placed Pinhead in A tier but I was quit wrong about his power. Playing a bit of Pyramide Head just shows you how strong a real anti-loop ability can be. I was biased towards Pinhead because I am a big fan of Hellraiser and the chains are super fun to use but that does not make them more effective.
She is a new ranged Killer which is always something that people need time to get used to. This is also something that requires some fine-tuning however BHRV made a good move here and added enough screws to fix: Setting speed, revocery time, projectile speed and more, this Killer can be very well fine tuned without nerfing her into the ground.
From my first impress however: She should be at about the same strengh as Pyramide Head or Huntress. And that is a good thing, because good old Pyri now is a fine Killer to face, has some descent counterplay and is also fun to play at the same time. She will be fine once survivors figure out how to play aroung her a bit.
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@ZephanUnbound said:
I have no issues with current Freddy personally.
I have an issue: That Dream Pallets are not funny enough. They should be a baseline ability and not add-on dependent.
Now overall I think that Freddy is good from a balance and tier list standpoint. He has map presence and anti-looping. However he is a boring as hell to play and the only good moments happen in my opinion when I use Dream Pallets and know that a survivor is going down when they think it is safe.
This should not be the case. A Killer should be fun to play and not depend on map RNG that spawns "good" pallet spawns.
I would like to see a mixture between the old Freddy and the "new" Freddy which makes him powerful in his own world but weak in the dream world. My main problem is that this should be Freddys identiy: You have no problem while you are awake, he is just a tale to scare children. However once you are asleep you are locked in with that monster who has total control over the realm.
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@vacaman said:
It seems like they have decided that killrate is a way to balance around killer power. Cenobite is the highest killrate killer right now, and surprise surprise, it's getting nerfed in the PTB.
Last patch the lowest killrate killer was Nurse and she was buffed. Pig was nerfed (her best addons) because she had one of the best killrates. Plague was buffed, one with the lower killrates, spirit and wraith got nerfed, they were at the top. If this is true and not just a coincidence the next one to be nerfed will be Bubba, Myers and Hag.
Cenobite receives nerfs that I as a Cenobite player will not even notice most of the time. They nerfed nothing about his basekit, which is a good choice in my opinion. They nerfed his chainhunt add-ons, which is fine and they nerfed his Engineers Fang. Engineers Fang who was quit oppressive and had little to no downside using it. I can tell you my kill-rate with Cenobite increased by a big chunk whenever I used this add-on, it was quit busted. Cenobites base power and abilities are the same, no problem here.
The devs are not dumb, they know that Nurse is the most problemativ and unbalanced Killer in the game. Spirit changes where needed because players where having a pretty bad time against her and even Spirit players noticed this and did not like it. Not so with Bubba, Myers and Hag: Bubba himself is no problem, camping is. Myers is no problem, Tombstone Piece is. Hag is no problem, at all even thou I would still make a change that allows the removal of her traps without a flashlight...but hey, thats just me.
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Sure overheat is bad but curving is now literaly the fun part about Billy. Removing that and he would be pretty much dead because his gameplay would be frustrating and with little to no reward. Flicking and curving makes Billys day and if they ever consider buffing him they could make the initial curving window longer...
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Well I like to play Spirit alone and quit while I can speak to friends over at discord while playing Hillbilly, Bubba or Cenobite. Spirit just gets so much better once you use sound to point out a direction and breathing is an important part of that. Why skip this advantage?
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I play him and I enjoy him.
Yes maybe his chains are a bit underwhelming but they are fun to use and I like the mechanic (Dead Hard this, casual). His box is also nice to have and lets me add some other perks to his build than gen-regression. His chase music is nice and nic animations are on point. I honestly do not understand how people can think that this chapter was worse then the Twins or Trickster.
Even his perks are interesting and enjoyable. I use Scourge Hooks on Pyramide Head (punishment aspect), I use Plaything on Cenobite himself with Hex: Thrill of the Hunt and Deadlock is a good slowdown perk that prevents me from getting genrushed on some killers. Overall a nice addition to my collection.
However you are right. I think I played against more Trappers than Cenobites during the last few days which is quit sad.
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I think a good first step would be a change to the matchmaking system that matches players with < 20 hours with other player with < 50 hours.
New players as survivors should get matched with new players as Killers. A bit longer waiting time should be okay here. Playing with a more experienced friend comes in at their own risc.
Still low MMR and new players face a very killer sided game. This changes later on sure, when survivors get to dictate the pace of the game and the Killer becomes a more equal opponent. However as a new player with no idea how to loop and how to abuse certain tiles and no knowledge about maps this is pretty bad.
A simple bandaid woud be to give all survivors an infinite supply of brown medkits and green maps. This would encourage players to use this items as they no longer view them as rare and limited. The ability to heal yourself makes it much easier for a new player because you now no longer need communication to get another chance during a chase.
Also I would change the "Perk slot system" for survivors: You start the game with 1 changeable perk. The other 3 perks are locked in: Kindred, Déjà Vu and We'll Make It. Those perks provide information and you can only change them after you reach level 10, 15 and 20 on your chracter. With Kindred going last.
New survivor should not have less perks than the other survivors. They need perks as training wheels.
Same for Killers by the way but with "Bitter Murmur", "Whispers" and "Unrelenting".
New Killers als need information and miss a lot of attacks...
@Underdawg said:
Practice mode with bots and the killers/survivors/perks that you already own. Not just Dwight and Trapper, but every character you currently own, and every map that is available to play in.
Practice mode would be greatly appreciated by a lot of players not just new players. Just going on a map and trying what curves I can cut with Hillbilly and trying to flick and curve around would help me so much. Sure I can get a friend to play this with me but it would be utterly pointless for them when I just need a practice dummy.
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They maybe play their game but mostly casual. This is fine by the way as they are developers and I can imagin that they want to do other stuff with their live too. Most of them probably have friends, family and other hobbies. Developing the game is probably eating up most of their time on the job, leaving little to no time for playing it.
Now then, the big question is if the people who suggest and direct the balance changes play their game or watch experienced players at this game. You do not even have to play at that level yourself to see how certain games function and how certain Killers are too strong or too weak, when you can just watch a streamer with a few thousand hours into the game.
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#########...
SWF is what is keeping this game alive. If I would be forced to play only soloQ survivor I would skip survivor forever. It is playing with my friends that brings me joy and fun. Sure I talk to them and we call out certain things. But we are mostly a moronic group just having fun and doing stupid things like "its a Myers", "he is camping" etc.
Why do you advice to take out fun away? Chilled SWF is the best way to play survivor.
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Hex: Ruin can get a rework in my opinion but those complains about Tinkerer...
Seriously that thing is a fine and good perk. Survivors can know about Tinkerer and act acordingly. It only triggers when survivors do something and allows the Killer to react. That perk is no problem at all...or do you want old Tinkerer back?
"Add-ons that affect the charge time of your Power are 5/10/15 % more effective."
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2615667#Comment_2615667
I'd like them to differentiate between crashes and DC's.
I've had someone come up and drop a nuclear bomb load of fireworks in front of me and caused my game to go into "chainsaw-mode" and crash.
This kind of cheating is just the worst. Never happend to me in DbD but in Dark Souls 2 and Dark Souls 3. Cheaters would abuse the coding and animations for spells and stack them so hard that my PC just said "goodby". Most of them would do it just when they lost a PvP encounter and the only option to evade was to use the key combination to quickly shut down the game when you saw that happening, hoping you are fast enough...
Cheating to win is bad, cheating to screw people ingame is trash, cheating to damage peoples device is just the lowest you can go.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2615663#Comment_2615663
No, it didn't. If you think tunneling is fair play then you're wrong. If it was a reportable offense I strongly think you would see it stop very fast.
Which is the point: It is not reportable. Just as bodyblocking, basement hooking and other funny things are not reportable.
Think about it this way: How do you want to report tunneling when you get lobbies with 4 survivor who play the same character with the same skin?
We could of course gut this and forbid survivors from bringing the same chracter. However then there is still the case that some survivors just like to throw themself at you, clicking their flashlight, bodyblocking with Borror Time or just getting plain unlucky when Hillbilly is running across the map and runs them over. Wrong place, wrong time.
@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2615663#Comment_2615663
what are you talking about? what is the weak link? you are just the first one who caught his eye
Moreover, Tunneling on a nurse needs to be solved since she can fly to the hook at any time - the decision is to make a radius of 32 m from the hanged man where the ability will not work for some time
No. A person who tunnels to win will search for the weakest link. The player who stands unsafe who makes bad desicions and who is generaly easy to abuse. The weak link is the player with no awareness about tiles and how to chain them compared to the other player who chains tiles. The weak link messes up his speed boost upon getting hit while the good player gets to one or more safe tiles to extend the chase.
32 meter of no ability for Nurse? Are you kidding me? That would mean that she has no way to even get away from the hook with her slow floating. She would take 8 seconds just to get away and get her ability back. You could literaly just abuse the survivor on the hook as a safezone marker and finish the generator next to the hook just to punish this...
By the way, Nurse is a problem overall. I am quit willing to admit that. She breaks the games basic rules in a way no other Killer does and against a good Nurse there is nothing you can do. No tricks, no counterplay and no other ideas. There is no Killer in the game like her and who is that busted. Not even Blight who at least plays by the basic rules of the game.
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My problem is maily from the pain it is to report a cheater. Add video evidence they say and I understand that. However I am not a streamer and I have no tool on my PC that creates a video while I play the game. Adding a auto-recording of the last round from your perspective to the game would massivly help here.
I am not asking for a better anti-cheat engin. That would get outplayed by cheaters in days. We need something to provide the evidence more easiely and a quicker and harsher response to player who cheat. Like seriously most cheaters who just finish generators or fly are very, very easy to spot and should get their ban asap. There is no grey area here.
I am all in for a better surveilance of more subtel cases. Something can look like cheating while at the same time it is just a perk. Think about Fixated here. However instant healing, flying, instant generators, instant blinds, flying hatched throwing Bubbas and stuff like that are easy to spot and punish.
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Pyramide Heads add-ons are realy in need for some changes. Not buffs, just changes. When even the yellow range add-on is better than the iridesent add-on you know something is wrong with the set.
I would opt for a few variations however: Add-ons should change the playstyle of the Killer, especialy at the higher rarity. Think about another bad example of add-ons: Hillbilly. His steering add-ons and his speed add-ons both promot a different way of enjoying Mr Billy, the newly changed Pighouse Gloves even encourage you to overheat to enter the man of steel mode.
I am all in for the first set you suggested. Hemorrage, Mangled and Deep Wound on Leopard-Print Fabric, Misty Day, Remains of Judgement and Scarlet Egg.
Lost Memories Book should have a longer duration on the Oblivious status maybe something like 30 seconds.
A rework should happen to Crimson Ceremony Book, Obsidian Goblet and Iridescent Seal of Metatron.
Crimson Ceremony Book could as an example have the Obsession start with the Tormentet status effect and each survivor who unhooks or rescues the obsession becomes the Obsession and gets Torment.
This would change Pyramide Heads playstyle as he now does not tunnel just one survivor but has a clear target that changes each time. Also changing Obsessions are always funny.
Obsidian Goblet could get the effect @R1ch4rd_N1x0n suggested: Punishment of the Damned inflicts Torment. However I would suggest that this should not stack with ranged add-ons.
And finaly the Iridescent Seal of Metatron could reveal the aura of all survivor when you send a survivor to the Cage of Attonment or perform a Final Judgment.
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Yes please, more chase themes are always a good option and I can totaly see this happening. They did a good job with Spirits new themen, even showing her connection to Oni there and I hope that Plague gets the same treatment. After all she is quit popular.
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I know that tunneling feels bad, especialy if the Killer is more capable than you. I got tunneled by Nurse a few times yesterday and because I am only an avarage survivor I was not able to extend the chase for some time and got downed rather quickly. As always I forgot my Deseicive Strike and Borrow Time was not enough to protect me. I was the weak link in the team and the Killer exposed that weakness.
Now the problem is: Did the Killer do anything wrong? No they did not. Even thou I felt bad afterwards and was a bit salty the Killer did nothing wrong. This Nurse played to win and the most efficient way of winning is to eliminate a player early. This is even more true now that Killers like Nurse can not abuse "Hex: Devour Hope" as easiely because survivors are more bone focused.
However what happens to Killers who play this way? They go up in MMR and get paired against better and better survivors. Remember how I was the weak link in my team? Higher MMR players are never a "weak link" like me and will expose this tunneling fast. Also if the Nurse continues to win she will face even harder opponents.
What does this mean for us? Well, tunneling players go up the ladder, we stay or go down. After a while you will face less and less tunneling players. MMR took care of that issue in a quit subtile way.
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Honestly I like his visuals but I hate his playstyle and power.
Trickster himself is fine and a welcome addition to DbD for me. Insane artists need to stand out and K-Pop is a nice background for him to have. However his power sucks and I agree with everything you said about it...I made a suggestion for a rework just now to make him better...
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I am sorry to say this but...maybe you are just not very good with Myers.
We are all aware that he is not the best Killer in the game but he is not as useless as you make him out. First of all he come in an undetectable stat which allows him to creep up on survivors. Then he has to look at them for 5 seconds to get into his Tier 2, starting the fun. Myers has a 16 meters terror radius which can be further decreased by add-ons (Dead Rabbit) or Monitore & Abuse. This alone allows him to get closer to his target and get easy hits.
Now for his Tier 3. You do not just go into Tier 3, you have to think a bit about this. Tier 3 should be activated when you are close enough to get your first down. We like to call it 99ing and it is quit popular. This way Tier 3 is a sure fire down with more to follow if you suprice more than one survivor.
I play Myers on a regular base and I am not the best Myers player, sure. I run "Monitor & Abuse", "Enduring", "Infectious Fright" and a rotating perk. Most times I get the jump on survivors with my low terror radius and have an easy time chasing them. Monitor gives me an 8m terror radius which is a very easy first hit. Enduring allows me to stalk a survivor that stays at the pallet, accumulating an easy T3 and Infectious Fright allows me to snowball the game with that T3 by slugging (means: leaving people on the ground while going for the next survivor that screamed because Infectious). The last perk is ever changing: Safe the Best for Last, Sloppy Butcher, Bamboozle, Lightborn, No way out...you name it, I tried it.
Myers also sports some of the strongest add-ons in the game with his Tombstone Piece and his Vanity Mirror (do not run both at the same time). Tombstone allowing you to outright kill a single survivor when you are in Tier 3 at the cost of ending your Tier 3. Vanity allows you aura reading while stalking which allows you to end chases fast.
Now okay, you say that his perks are crappy. This is not true. I encourage you to run "Safe the best for Last" on most basic Killers. It is a very efficient perk when you stack it up as survivor have very little time getting to safety when you run it. Many Killers are quit good when using this perk: Ghostface, Demogorgon, Trapper, Wraith, Pig, Nemesis...and many more. "Dying Light" looks bad on paper and is not a very good perk, true. But it is not crappy either just very performance based.
Now you say you have no perks. Okay, I get it. But this is no reason to trashtalk Myers. As you are already running Hillbilly (who becomes one of the most complex and frustrating to learn Killer later) I suggest that you try the following build: "Safe the best for Last", "Enduring", "Sloppy Butcher" and "Whispers".
Myers is hard to play and that is no joke. But he is not as trashy as you make him here and he does not need a complet rework more like some buffs here and there.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2613865#Comment_2613865
Iridescent Head was nerfed and is almost useless unless you're running LP, Tinkerer is bad on Huntress due to the Lullaby and her huge size and NOED is a bad perk in general but worse on Killer's that have a better M2 than an M1 like Huntress
I would not say that NoeD is a bad perk. It depends on the Killer and if they can pressure survivors while the endgame is already ongoing. Nurse and Hag can both use NoeD pretty well, Nurse because insta downing Nurse with Infectious Fright is dangerous and Hag because she can dragg a survivor into her net and defend her NoeD.
However you are right, on Huntress that perk is pretty useless.
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For real?
There are two that come to mind...
Nurse - Torn Bookmark + Fragile Wheeze - Hex: Ruin + Pop goes the Weasle + Infectious Fright + No one escapes Death - Mary's Letter / Dusty Noose
Blight - Alchemist's Ring + Blighted Crow - Hex: Ruin + Pop goes the Weasle + Tinkerer + BBQ & Chilly + Ebony Memento Mori
Personaly I hate Ruin/Undying/Pop/Tinkerer. However I believe that those two Killers are better off with Ruin/Pop and some backup. The best offering is for a Killer sided map or just an Ebony Mori in oder to quicken the endgame and deny rescues.
And for unreal:
Bubba - Chilly² - Iron Grasp + Agitation + Monsterous Shrine + Trail of Torment - Bloody Party Streamers
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2613663#Comment_2613663
Boons are still a problem for a few reasons...not for all the classic reasons all the arguments are saying but ones people haven't thought of.
1. Area Size - The area size is still too large as it can still cover a wide area. I saw a Tuber play on Ormond Estate and someone put a Boon on the 2nd floor of the main building and it covered 90% of the building and a good size area outside too. The area should be shrank to a 30m range.
Totem Placement - Totems themselves make Boons a problem because they were not originally designed to be interacted with Killers. I have come across multiple Boons that I cant snuff or it takes me 300 years to try to find the right angle to get the Snuff to pop up.
CoH Healing Speed - Yes I said not of the usual arguments but this is a issue. Without a cap to the healing speed we get like the above video shows. So either they need to make a cap for the healing speed or make it that first aid kits are not affected by CoH speed boost.
This is only the beginning - Guys this is only the beginning they are supposed to be bringing out something like 12 or so more Boons. With boons stacking with each perk you have we could see new Metas that we could only have nightmares about. If the Devs are not careful they will make Survivors way too powerful.
I could see SWFs running a assortment of Boon Perks instead of the normal Metas we see now to make large areas that have multiple effects.
Numerical changes to size are quit okay. I would argue that this is a problem depending on the map and especialy on maps with more than one level (the game or Midwitch come to mind).
Totem placement is a constant issue for both sides. We all know those totems that are basicly a sign that Gondor is calling for help and we also know the notorious totem that chills under some stairs in the saloon. A quick solution could be that Killers can snuff totems with an attack. However totem spawns should get looked into either way.
Healing speed is only an issue on self-healing. Healing another survivor can remain uncapped for all I care because 2 survivors healing is still twice the time not on a generator. Self-healing is always a problem because it requires no coordination which is a main downside to healing. Most Killers also benefit if they interrupt two healing survivors because they now can get two people injured while also triggering other effects (buff Deathbound pls).
A shift in the meta would be good in my opinion. I hate seeing everybody just running Dead Hard.
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Some people cry about things that are not a problem at all...
Deathslinger needed some fixes and overall this was not a bad idea. The problem is that Deathslinger is a 110% Killer with 0 map presence. His insane chasing was the only redeeming factor for him and left much to be desired in the overall Killer design. He is cool, his chase music rocks and his mechanic with the chains is interesting. It was always intended that survivors could dodge his chain and they even implemented a sound que when Deathslinger is aiming at you.
Now the problem is that Slinger now has neither: No map presence and not a god like chase. This made him flat out worse than he has been. This is just bad and should change. The best possible change would be if Deathslinger would either get a good personal slowdown mechanic that fits with his bounty hunter theme.
The problem is that the devs adressed his problematics side for survivors but not the problematic side for the Killer. This feels bad man...
Killer is still fun and people tend to skip the improvements that the devs implemented in order make Killers better. I for one enjoy the new Spirit, like that they reduced Ghostfaces cooldown and buffed Hillbillys add-ons. Also a friend of mine enjoys the new Trapper very much and another friend of mine is all in for the buffed Plague.
People tend to see only black and white and complain over everything. The devs do some good stuff and there are problems with this game.
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@Deferlo said:
Just like some youtuber said (maybe Scott?), the problem of CoH isn't the perk itself, it's the uncapped healing speed that allow those 4 sec heal. If you cap the speed at 100% or don't bring anything with it, it is a 16 sec infinite selfheal, which would still be strong but not that op i think.
I also agree with this. Boons are fine and not a problem for me. The problems with the current Boons arise because they can be mashed up with some other perks and items: A green Med-Kit with add-ons and then Botany Knowledge within Cycle of Healing is just dope. Same with Shadowstep and Iron Will alone they are completly fine in conjunktion they rob the Killer of far too much information.
Boons on themself are fine. Imagin capped self-healing and only one Iron Will or Shadowstep being active. Both would be fine and the play around safe zones is also fine. I would only change the fact that the killer hat to touche the Boon, maybe attacking it should be sufficient.
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Numerical buffs and nerfs could come around more often.
This would allow perks to come in and out of the meta more often without changing their fundamental aspects. Dead Hard too strong? Make the exhaustion longer. Smash Hit too weak? Make the Hast last longer. Damn that was too much? No worry, just tune back the number...
I think the devs are underestimating the impact of numerical changes. However when you look at Hillbilly and his rescent add-on reworks you see that these things have a big impact. Or look at Ghostfaces power recovery: Just a numerical change to his cooldown, feels way better to play him.
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This became even more bothersome with the interduction of "Boon: Shadowstep" because now you can not even track a survivor by their breathing. They even nerfed Stridor and never thought about the breathing aspect of that perk.
Honestly, I liked Stridor. Not just on Spirit but also on Hillbilly and yes, Nurse. It allowed me to track survivors by their breathing. Iron Will now completly shuts this down making the perk as wast of a slot...
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@OmegaXII said:
I stopped playing since half a year ago because all the bullshit killers have to face (Yes I’m killer main). I was totally sick of it.
I just came here to see some updates.. holy they’re not good.. it seems like the game is now even more unfun for killers than before. I don’t have the slightest desire to play this game after seeing the updates.
Never felt so good to leave the game i loved before in my life. It feels like a relieve for not stuck in playing this game, to be honest.
PS: Just want to share my feelings here.. please don’t hurt me :). If anyone here happens to feel the same burden of playing killer, i advice you to take a break. It totally worths it (even if it feels bad for first or second week)
As long as you are happy everything is fine.
But please do not judge the game just by the posts here in the forum. Most people only post when something bothers them and fewer people post when they enjoy something. This means that you will mostly find complains here...
As an example I have quit some fun. I play survivor with my friends and even thou I am pretty avarage I have my moments and plays. I play Ghostface and Cenobite and like them quit a lot even thou they are by no means top tier Killers and I am learning Hillbilly right now because his new skin was a good piece of art.
Also I like the latest patch with changes to Spirit, Trapper and Ghostface. A good patch in my opinion.
You are right, if the game is no fun for somebody they should take a break, enjoy some other games or maybe just watch some streamers play DbD. Maybe take a short break, maybe a longer one, depending on your mood. This is a game after all, it should be played for fun and nothing else.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2613457#Comment_2613457
I play roughly the same, only that i actively avoid killing.
But this might become a problem in the future. If all killer played like us then at some point the omajority of survivor will escape and therefore increase their MMR but killer at the same time los theirs. This leads to matchmaking imbalances, might bring the devs to widen the matchmaking parameters again and then for everyone playing against each other once again, just like with the rank matchmaking shortly before SBMMR was activated and everyone was crying about.
Let`s enjoy it while it lasts.
However I doubt that many people will adapt their playstyle because most people just see kills as a win and press for that. It takes some effort to change your mindset away from "get the kill" to another goal when you get told that kills = more MMR.
Also the Killer specific MMR is a pretty good thing. I can finaly learn curving and flicking with Billy playing chainsaw only.
@Yamaoka said:
The devs mentioned they want to do something about camping so chances are the kill rates will drop further which will allow them to possibly add something to the game that slows gen progression down without messing up the total balance.
Right now they can't add a mandatory second objective for survivors because certain killers would just camp at 5 gens and then win at all times with no realistic counterplay.
But once they get rid of camping the devs could do something for the health of killer gameplay.
MMR is able to show the fundamental flaws of the game. This should come in at no suprice because now competitive players meet competitive players more often, both sides hellbend on winning and using any means necessary.
BHVR was hestitating to change something like genspeed, hook progression and other things because they had no clear indicator about how that would affect their game. With MMR they can now distinguish between the problem of worse players, avarage players and skilled players which is overall a good thing. Theoretivaly they are now able to make changes to improve the game for the targeted audience.