Healthore77992
Healthore77992
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- Healthore77992
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He is balanced.
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Get out of rank 20 and then we can have a normal conversation.
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No.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1836375#Comment_1836375
To make a keyboard work with the console, yes. For it to be able to be used to play DBD instead of with the controller, that is not enabled by the devs. I think I remember them saying it was an interface issue or something.
I know, but i saw some guy in the comments above, i also checked some videos on YouTube, it looks like you can play all games on K&M with that adapter
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1836267#Comment_1836267
I don't believe so, nor on Xbox1
I think there is some kind of adapter which allows you to
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@pandorayr said:
Xim apex is ur solution and I can say the experience is very good.
https://www.youtube.com/watch?v=gikla_1wo2M&ab_channel=AIRBEAR
https://www.youtube.com/watch?v=7XxtbC2nYFw&ab_channel=BigProblem30
If you're interested.
Wait wait, i didn't understand, you can use M&K on ps4 on dbd?
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1835626#Comment_1835626
Did you destroyed teams with Old Bubba? Because he wasn't always like this, and if yes I really don't believe you that you destroyed teams without add-ons as Old Bubba.
I mean you don't have to believe me, back then he had way better synergy with Nemesis and PWYF, and the way i played i always forced obsession to give me stacks, there wasn't much they can do when 130% movement speed Bubba is behind them charging the saw.
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@Rydog said:
Ideally, Hillbilly would be reverted to the way he was pre-nerf.
Nightmare is probably a little too strong for how low his skill floor is.
Trapper needs his power to start working for him without a ton of wind-up. I like the idea of all traps starting the match armed.
Wraith, Cannibal, Legion, and Clown need full reworks on the magnitude of the Nightmare redesign.
Deathslinger needs more visual cues and wind-up to his shots to give survivors some sort of counterplay, so it isn't just a guessing game.
Shape and Pig both need something to give them more map pressure.
Leatherface is perfectly fine as he is now.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1835732#Comment_1835732
Bubba is easy to dodge though because he has a normal TR. Slinger has a smaller TR and a ranged option to basically make that TR even smaller (not to mention perks/add-ons). He is also very slim and hard to pick out in corn and such at a distance. So while Bubba could potentially do better when close to the survivor, Slinger has way more opportunity before that ever happens. He also has a much stronger chase mechanic. All it takes is a massive set of balls for a survivor to completely body a Bubba. Massive balls means squat against a killer that can just pull you around a loop and get a hit. He doesn't even need to break safe pallets sometimes, that's a gift shared only by a few killers. Bubba on the other hand should always break those pallet.
From my experience against Slinger, that works only first time when i still don't know who the killer is, after that very rarely, almost never. I usually never have a problem to close the distance, this may sound wierd but i look at Bubba as a set-up killer. When Bubba close the distance you are either down or giving a pallet, if you give a pallet he is right behind you in no time, after that you give him another pallet and that place is turning into a dead zone. I'm confident enough to say that i mastered chainsaw, even on very very tight loops i don't enter tantrum, so when place finally becomes dead zone it's already over, no where to run, survivors are going down like flies. Maybe Slinger has better chase potential, but that's all he has, in late game he is no match for Bubba
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1835626#Comment_1835626
I could do the same with old Freddy but even then I could acknowledge he was at the time the weakest killer in the game.
Just because you are good with him doesn't mean he is objectively stronger than another killer. Slinger has a small TR and a super strong chase mechanic. He also has range, something Bubba doesn't have. Even after his rework Bubba isn't a super strong killer. He's way better than before, but not a top tier still.
But also Slinger is 110% with no map pressure, he isn't hard to play around with good team. Meanwhile in most situations you either give pallet or go down against Bubba, he has good chase potential (can outrun sprint brust) he shreds through the team if he find easier target. I don't say Slinger is bad, i just say that i find Bubba better, neither of them are top tier, but also they aren't the killers you will play around easy if the player knows what he's doing.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1835696#Comment_1835696
Fair enough. Also, I'm tired and not thinking entirely straight tonight, so I apologize for getting off track.
Your idea has some neat bits to it -- I like the idea of a killer who can teleport to different fixed points (although Demogorgon and Nightmare already do that). Twins strikes me as something that would have been a better fit for Chucky, though. "Little god-damned gremlin that jumps on you" is really specific, and I think that would be too similar to Twins.
It's totally okay, i know you didn't have wrong intentions.
Yeah they both do that, Freddy teleports to a gen, Demo to another teleport, the thitwith Chucky's teleport is that it could be tactical, because he wouldn't have TR for few seconds. Yeah the Victor already has that jump.. Maybe they could do it similar with different animation? So many possibilities man :)
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1835679#Comment_1835679
Hillbilly and Leatherface play nothing alike.
The point i was trying to say is that they both use chainsaws and both have instadowns, i never said they play the same.
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@Rydog said:
I feel like they really blew their chance for a Chucky/Tiffany concept with the Twins.
They were maybe testing how it would work, it wouldn't be the first killers who are very much alike (Leatherface and Billy). But i think it would be better without that specific concept.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1835590#Comment_1835590
Can you play Bubba without add-ons against a strong survivor group? How about a SWF? Red rank SWF? Yea I don't think Bubba could do it. Slinger could very possibly do it, or at the very least not need to use as costly of add-ons as Bubba to get the same results.
Mate, I've been playing for two years without add-ons. I've been maining Bubba since i started playing the game. I've been destroying even top squad's without add-ons with my Bubba, imo he is way better than Slinger.
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I play Bubba without add-ons, there is absolutely no way that he is add-on dependent, I would put him above Slinger
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@BlackRabies said:
I don't play this on console, but his perk undying alone is worth getting if you use totems
I probably will but i don't believe in totems xD
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1835316#Comment_1835316
I don't really think so. He's kinda like the hillbilly and you don't have too much control over your steering. You may want to up the sensitivity a tad for aiming after slams but it's manageable with default sensitivity
You got any tips for it? I've just tried playing with him, it a bit rough
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@Exerath1992 said:
Yeah, I play on ps4 and he's rough to get used to, but once you start to get the hang if it he's very satisfying
Does sensitivity have something to do with his power? Is it important?
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I wouldn't really touch Leatherface.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1833878#Comment_1833878
True, but also killers have not reached twins potenial.
For now, it does not look like the twins need a buff, but all is shouting for a rework. When i touch the twins and i try to play effective, its almost guaranteed 1 DC minimum. The way the twins are played (mainly slugging and a bit of camping) makes this killer very oppressive and... i hate to say this... unfun to verse.
I don't play like that with them, i mean all killers can camp, i slug when i need to, but imo that's not the way killer should be played and atm they are only good for that. That's why i said decent swf will beat them with not much difficulty, they will play around camping and slugging
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@xEa said:
Q: Do the twins need more buffs
A: https://www.youtube.com/watch?v=MhpVbC9Oy0g
If anyone can get 200 4Ks in a row without struggle, we should rather talk about nerfs and reworks, not buffs.
actually Twins were very buggy and still new, people didn't know how to play against them.
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Make him to not get destroyed after successfull hit.
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@xshwahd said:
You shouldnt be using victor to continuously down survivors in general. Adding an animation to remove victor from a downed survivor and giving a breif time before the action can occur, should give you more than enough time to apply pressure before the survivor is rescued. Making it so it also shows killer instinct will allow you to find them easily as not to waste any time as well. The twins can snowball like any other killer. In comparison to most other killers the Twins are among the strongest. In fact in the hands of a good killer they are too strong at times. Like any other strong killer the require a high skill level to take advantage of what they offer. I am a killer main and in my opinion if I choose to end survivors quickly there isnt much they can do about it. If you can hit your abilities you will outmatch any group of survivors with the twins but if youre constantly missing then you wont win. I dont see the rework as a nerf to them but a buff that rewards you for survivors allowing a slugged survivor stay downed. While slugging this survivor the survivor victor will provide constant information as to the location of the survivor, who is coming to help them and how many people are potentially on generators. Also Providing a longer recovery time and a brief slow to the slug. On top of this the action of having to remove victor before helping the slug allows for some serious potential pressure plays as survivors are locked into an animation when doing so that has the potential to be interrupted. Combining this with her the add-on that makes survivors oblivious when in victors sheiks could provide a serious advantage as well. The way the twins are now is unbalanced and there is no arguing that. Bad killer players think they are weak, bad survivor players think they are too strong, good survivors can take advantage of their limitations and almost ignore their agility to slug, while good killers know how to swap back and forth to make huge plays blocking off pallets and vault locations and providing information about survivors as well.
Forgot to mention, survivors can no longer kidnap victor. He can be recalled after a period of time and I assume that would be the case with the slug animation as well.
I think you didn't get my point.
I know all those tricks with Victor, i know when and where to put him to get advantage of, i don't use Victor specifically for downing survivors, i also use him to stop other survivor to work in gen for brief period of time while I'm doing other things,i also use him as a sentry, guardian of that specific gen and area, to shut down loops etc etc.. The problem with the Twins are that they waste to much time, it takes a lot of time to switch back, go to the survivor who can be a lot further than you, sometimes you must travel with Victor and chase survivors, it's easy to miss, i have no complaints about that, but i do however that he gets destroyed after successfull hit, when you come with Charlotte they are already up and going and you didn't do much because other two people are doing gens.
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Just put some small CD on his snaresz that's it's, he won't be able to 'spam' snares anymore, so let's see what will be excuses then
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It is not bannable, they will die after 4 minutes, that isn't holding the game hostage because they will die, if they couldn't die or anything that would be bannable, but this isn't the case. If survivor is doing it on purpose and you assume that he would have PS, it fine to do it, he made his choice by doing that.
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If anything they need a buff, against good swf team there isn't much you can do. They can move together when you are controlling Victor, you down one and other kicks you, they get up faster than you can come. Simple tree can take time from them, if survivor don't fall for waiting trap, Charlotte is M1 killer that can be looped for days, it isn't punishing to kidnap Victor, I've done it few times with my Swf, Charlotte is chasing one, other two split up on the gens and game is already over. It feels punishing to play them, if Victor wasn't getting punished after successfull hit, they would be fine. It feels more like the Victor is the killer.
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No.
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@CashelP14 said:
He is unfun so I won't convince you otherwise. I will attempt to convince you that Hag is worse.
There generally are only a few types of Hag.
1. The really good Hags. These make every chase boring and unfun. You don't know where any traps are and just have to guess where they are most of the time.
2. 3 gen Hags. These are the ones who force a 3 gen and just camp it with all 10 traps. They hit you and leave repeatedly. The games last 20 minutes with no gameplay really at all.
3. Bad Hags. These are bad because once they down you they camp with 10 taps near the hook. People can't crouch in to save and they can only trade 9/10.
Here's a few extra bits.
- Scroll wheel Hags - they teleport that fast that they guarantee hit you everytime without you having time to counter it
- Add-ons - Mint Rag (teleport anytime you want and at any distance) and Rusty Shackles (you don't know when you set off a trap).
- Flashlights and Urban - without either of these the games are horrible. Relying on a terrible perk or a limited item to balance a killer is bad design in my mind.
If I didn't convince then fair enough mate 👍
What's the problem with Hag teleporting fast?
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But what would his power be?
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1829157#Comment_1829157
But you're not going to miss, that's the problem I have with them. He's not counterable whatsoever, if you're injured and Victor's around you may as well just sit there because you're not gonna avoid him unless you're in a Haddonfield house or something where Victor literally can't get to you because BHVR definitely put a lot of thought into this killer's power.
Actually hit is never guaranteed, it's like saying you will always miss, you can run around objects and not fall for the trap of waiting, even a small objects like tree can take some time from him, especially bigger loops and 360s
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1827960#Comment_1827960
It's kind of necessary though. The amount of snowballing that Victor can do is obscene, and you can't ever get away from him: he's always going to hit you no matter what unless the killer makes a really bad error. Letting him go on a rampage like that with no way of stopping him if multiple survivors are injured would be ridiculous.
But there is also no point in attacking them if they are together, you will just get punished for using him, i don't think it would be an issue, if he misses you smash him, if he hits you don't, that's 50/50, fair for both sides
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I've been playing Twins a lot man, it's sad to say that they can't do much against teams like that, sure, they can be good against solo teams, but against swf who knows how to counter Victor, you won't have good time.. It's shame because they are such cool and unique design,they need few more changes before they become viable..
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Neither does camping and tunneling
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Buff it to 110%
Make it undetectable by spine chill
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1827960#Comment_1827960
I could see that being useful. Personally I think that Victor trapping survivors in lockers should be extended from 10 seconds to 13 seconds to accommodate for Charlotte's 3-second cooldown when switching from Victor.
Hmm, i don't think that's really an issue, i play Twins a lot, god knows how many games i played with them, I've only encountered 2 times that survivors jump in locker when I'm chasing them with Victor. Like i said, Victor shouldn't be destroyed after successfull hit, also i would add that we can see the aura of the survivor who is carrying Victor.
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It's not about perks on Victor, it's how punishing it feels to play them, you miss and get kicked, I'm okay with that, but i successfully hit and down that survivor but other one kick Victor, and they get up before i can come, if they fix it they would be fine.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827801#Comment_1827801
Victor's hitbox is larger than Huntress's truck hatchets, it's a ######### 18wheeler size hitbox. Combined with his speed you just have to wait till a survivor is in a easy to hit position and that's it.
Also what do you consider a win or a lose? 4k/not 4k? Devs clearly stated for them a 2k or more is a win for the killer side...
With players who knows what do with him, go around objects, but not fall for the trap with waiting, you will take him a lot of time. I don't look wins by how much kills i got, but how I've felt during the game, even if i'lose' but feel like i could do more, and feel strong it's okay, don't get me wrong, i did get 4 k with them, but once players learn how to counter him, something like staying close with your friend while Victor attacks, even if one gets down Victor will die, and survivor will get up before you come.
Only thing i would fix is that Victor cannot be destroyed after successfull hit.
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Unfortunately, as much as i was trying to play differently, against good players that won't work, shame because they are very fun to play, but losing because you just can't do anything sucks, Victor is easy to dodge, Charlotte is M1 killer when they keep Victor.. They could do so much more..
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@Kaitlin814 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826885#Comment_1826885
Well, I knew it wouldn't take long to find the killer main who relies on this crutch build lmao.
I don't really use it, but with post like this, you just proved you belong to rank 20 lol
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@Kaitlin814 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826880#Comment_1826880
Lol, thanks for the thoughtful input. Will take into consideration.
You definitely should, that 'OP' combo can be destroyed within first minute of the game, plus if you nerf it for the sake of solo q, it will be useless against swf.
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Do bones and git gud.
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I find her very fun to play as and against, because i have to play differently, i have to think where she puts her traps, to figure that player out, on top of that it takes a lot of skill to play her efficiently, everyone can camp hooks, but that's how bad players play and they are easy to play around.
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Chucky..
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@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/1824796#Comment_1824796
Yes, that would be much better, although in my concept I put a special ability of undetectable, I would change it as you said, it would be too much op to see undetectable chucky but also make noises like a little laugh like victor growling.
What do you think, will they add him to the game?
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https://forum.deadbydaylight.com/en/discussion/209151/the-good-guy-doll#latest something like this.
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Not a bad idea, but what i would do with the transferring ability: I would take out that thing with phrase, i would put killer instinct, something like Victor's, when he would transfer to another body he would have undetectable status effect for 5-6 second.
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Killers were and are still dealing with survivor BS perks with no counter for YEARS, now when killers finally get strong combo, which let's not forget can be destroyed in FIRST MINUTE OF THR GAME, let's also not forget that killer must apply pressure in order it to work, survivors are crying like there is no tommorow, pathetic really..
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1821133#Comment_1821133
A major difference being that survivor perks can be avoided, but there is no avoiding Ruin/Undying/Tinkerer. Killer can bait DH or not tunnel DS and those perks are now magically voided. You can't ignore those killer perks because they stop the objective from being worked on.
Or you can just do the bones and leave killer with only two perks? Also it doesn't stop you from working on your objective, but DS+UB does.
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@ALostPuppy said:
They need to be removed along with Hag. Or HEAVILY modified. Promoting a garbage, incredibly boring playstyle, and any deviation from it means an instant loss. So glad they made yet another killer of this type of playstyle.
Meh, at least we got Blight last chapter, and I really hope McClean is taking the reigns for the next killer, because from what I heard, Blight was almost all him and he did a great job making such a fun killer that it gave me a reason to keep playing this game.
Sure, are you going to give people back money they paid for them?
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@valvarez4 said:
Camping tunneling and slugging will kill this game
Call us when you get out of rank 20, till then, git gud