HexPleaseLetMeSpeak
HexPleaseLetMeSpeak
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@malloymk said:
Iron sharpens iron.
That would be great but its more like iron sharpens wood is what you're saying because i'm not iron when im first learning these killers. It's me first trying to figure out how the power works and how to put it into practice while the survivors are sweating like i'm a seasoned veteran blight.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3011345#Comment_3011345
That's only true on Suffocation Pit, which has a massive conglomerate of chained tiles in the middle. Every other MacMillan map is fine.
The Game is as awful as it is because the pallets are all safe, with like two exceptions out of twenty-plus. Decent survivors can take you for 2-4 spins around each one before they're forced to drop it, and the next one is never far away, so rinse and repeat for massive timewasting potential. If you don't have an anti-loop power, you're completely #########; by the time you've broken enough pallets to be able to catch anyone, the gens are mostly done. You've got more of a chance if someone predrops pallets, but considering how many there are on the map, that can still be enough if everyone else is hammering gens.
Windows can't be removed, but the killer doesn't have to stop a chase to break them and lose any bloodlust they might have.
No they just have to waste all their time building up bloodlust to a tier where they can reliably stop windows. Which definitely isn't happening at tier 1. The fact killers have to waste time to wait for a speed up mechanic just to be able to counter loops is hilarious and stupid alone.
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3011441#Comment_3011441
No offense but you probably have yet to play against seasoned survivors. Midwich is a survivor-sided map, has always been.
I'd like to thing my mmr is quite high. I get constant survivors running meta builds and who know what their doing. Midwich is still by far my favorite map and is easily the best map for killer imo. I have yet to not have a fun game on midwich.
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@BeccaDenson said:
Hello, I just made an account just for one thing as you can see the title
I'm a survivor main for 90% of the time and an average killer at best and I'm always playing solo, I don't get mad when I'm losing and I'm not celebrating like a crazy dude when I'm winning, however there's something that always pissing me off, that's right, I got tunnelled or facecamped for whatever reason, except for being toxic, I swear I'm not toxic
The thing is when a killer plays that way, not only they won't get punished but they're getting rewarded for that, taking someone out as quick as possible, teammates wasting their time leaving gens to unhook me just to get back on hook, the easiest and cheapest way to get a kill, now it's 3 vs 1 and easier match I suppose, it's so unfair when a killer like me tries to hook everyone and end up getting 1k but the other gets ez 3k spending the least amount of skill and win
They say when you see a camping Bubba just do gens but I'm afraid I can't do 3 gen in 2 minutes he already got 1k and he's seeking for the 2nd kill using HEX:NOED and do you think was it really a fun match?
Shouldn't killers actually earn their kills by using their skill, I mean I believe a camper/tunneller doesn't deserve 1k
Playing as survivor requires way more skill and just one wrong move means death meanwhile camping/tunnelling are easiest way to get someone killed
I'm not taking it too serious but I'm trying to have fun how am I suppose to have fun when I'm dead on my first hook? and how that killer is satisfied getting one kill while he barely even tried? is he actually more of a skilled or what? I can't even understand how is that even fun for killer, this also creates more toxic environment if that's makes sense, DS is meant to delays the inevitable and not stopping the killer, Same goes for BT (unless if you're in end game collapse situation and these perks are life saviours) please consider punishing that playstyle by some rules or otherwise remove penalties camping/tunnelling is just as bad as DCing, both are meant to ruin the fun except campers/tunnellers/ getting rewarded instead of penalized
I'm not that much of a jerk, BHVR can buff killers anyway they want in the cost of punishing Camping/Tunnelling
All I want is to have fun and if I lose, I lose while me and the killer both tried our best, and I would cheer that killer for being better
My main point is: Unskilled play shouldn't lead the killer to win at all, Imagine me being bad and keep tunnelling/camping and winning but if there's going to be a rule that's stopping from doing that I'll be forced to get better instead of being bad
Camping/tunnelling should be legal when there's no gen left to patrol, that's understandable but otherwise it shouldn't be legal
I hope you guys can understand me, good luck and peace out
How about this. You tell BHVR to actually give an incentive to going after multiple people and then MAYBE killers would stop tunneling. Because in the current state of the game tunneling is practically the only way to secure wins. Going for multiple people and trynna even 8 hook can mean 2-3 people escaping. If chases didn't last minutes each, and if maps weren't designed with 10 safe loops within 5 feet of each other, maybe tunneling would be lessened. There's literally zero positives for going after multiple people currently and all the positives in the world to tunnel someone out early.
Also the fact you think killer is easier than survivor when survivors have all the map advantage, all the perk advantage, etc etc. is too put it lightly, hilarious.
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@Zozzy said:
You should never get to a point where survivors have dead zones on gideon before all the gens are done. If you do, then they didn't hold m1 for some reason.
I genuinely win like 90% of my gideon games, the map is small enough to where you can pressure gens while still getting rid of pallets. I can't say the same for a lot of the maps that have constant safe loops and gens with 100 meters of space between each other.
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@chatgiraffe said:
https://forum.deadbydaylight.com/en/discussion/comment/3011345#Comment_3011345
you wont get looped for 2 minutes on millian unless you are really bad at killer because of something called MINDGAMES. you literally cant do those on gideon.
On MacMillian, you MIGHT get looped for 2 minutes if all your mindgames fail.
On Gideon, you WILL get looped for 2 minutes with no chance of making it shorter because of the 30 god pallets.
Except that's literally what I stated in the OP.
Only way you catch up to someone on macmillan is if they A. make a mistake themselves or B. Fall for some janky mindgames, which good players... do not.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3011441#Comment_3011441
Midwich is probably the most balanced game in the map other than MAYBE coal tower
I would say midwich is more balanced. Coal tower (from what I can remember still trynna puts names to maps) still suffers the macmillan effect where it just has parts where it's just jungle gym after jungle gym after jungle gym, and ur just stuck in a constant state of looping super safe areas constantly.
Midwich has only 2 god pallets, and all the other pallets are equally dangerous as they are safe, and can be mind game because they have large bookshelves and cages covering you if you need to hide red stain. Plus the biggest advantage... the size. It's the smallest map in the game which allows killers to actually be able to pressure multiple areas and gens at once instead of being like normal where you got to stop one gen but there's also gens being completely banged out on the other side of the map which you just can't do anything about.
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@HectorBrando said:
If by a lot of maps you are counting Midwich and RPD only then yes, you are right.
The Game is awful, as Killer its just safe pallet after safe pallet, its a race to see if they run out of pallets or you run out of gens, as Survivor its boring because its just loop a few circles, throw, chain towards the next safe loop, repeat ad nauseam... its a Survivor sided map but its a boring Survivor sided map.
Midwich? Midwich is literally the best map in the game LMAO like genuinely my favorite by far. No over abundance of safe loops, hardly any windows. Literally the only map in the game where I feel I can win with any killer at be in a fair place.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3011364#Comment_3011364
bro i can gurantee that if you run straight to a pallet and give demo one second he WILL hit you. you can insta shred with demo but you sacrifice range and control. also he forces pallets down easy. unless you can prove me wrong... then i cant see your point at all
my point isn't about forcing pallets. my point is about how even IF he shreds a pallet the stun time is about the same as if if were to break it normally. So you get the same distance from it as survivor. And also the fact if he's charging shred, he's slowed down which ALSO gives you space to simply dodge, continue running past the pallet and around the corner, etc etc.
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@Raccoon said:
I wish the basement staircase could spawn under the big funnel drop and the vault would be removed if it did (stay if not).
That would be pretty fun to experience.
I feel like that funnel drop would be cool (even with the vault) if it didn't just lead directly to one of the safest loops in all of dbd.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3011317#Comment_3011317
nah demo shredding a pallet that you drop may give you same distance if youre running but if you have to drop it to live its spirit fury at that point. also bubba and billy are easy as hell yo deal with, easier than demo. if bubba uses more than 1 charge then you drop pallets if he uses 1 charge like lots of bubbas just keep greeding. and billy shouldnt even be a topic, good billys are as rare as the god nurse
But the argument is about demo being too easy or whatever on pallets. But it's not even remotely close to spirit fury. The stun length of breaking the pallet is as if he never got hit by a stun on it and just broke it regularly. That gives anyone a good amount of time to get away. He's also not hard to loop at all because while charging
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@xEmoGirlxAlexisx said:
Nah ist 1 of the biggest Survivor Sided Maps im the Game M1 Killer gets Destroyed u need to break 10 God Palets before u can eben get a hit ist 1 of the worst Map in the Game and1 of the Maps i Instant AFK as Killer if i got it
The only Map that is worse than The Game is the Abdomination called Policestation
Macmillan is genuinely worse for M1 killers as you have unstoppable jungle gyms within 15 feet of each other and windows you cannot break / stop. You can break the pallets on gideon and get some hits in. You will be stuck in one chase for at least 2 minutes on macmillan maps.
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@ad19970 said:
I can't agree. Most maps just don't have nearly as many safe pallets as that map. They most likely still have a fair amount of safe pallets, but it's not that bad. The game is often just a very boring map in my opinion. Having to break so many pallets.
Pyramid Head is a monster on that map though, because the safest pallets against most killers are the least safe against him. Unless you get to drop them early enough.
I can agree it's boring to have to break so many pallets but I genuinely would rather play on that map then play on macmillan or autohaven where it's just an abundance of overly safe windows, loops, and pallets where you can't even physically do anything about other than hope the survivors make a mistake.
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@xEmoGirlxAlexisx said:
Maps like The Game ,or The Huntress Map are overloaded whit Save Palets when u want to hit a Survivor u need to break like 10 Palets before u can get them and if u finally got them they just DH to the Next Palett and the Craps begins again how M1 Killer have a Chance against it ?
Reduce the Paletts on some Survivor Sided Maps Nerf DH and M1 Killer like Sadako, Pig ans other finally have a Time to Shine
At the Time where u need to break like 10 Palets before u get the first Survivor down 2- 3 Gens are finished
I have a bigger issue with window spams than pallets. I wipe most of my gideon games meanwhile lose most macmillan games because of the sheer amount of jungle gyms and window where you physically can't do anything about. You can at least break pallets, but there is physically nothing you can do about windows other than run bamboozle but only block a singular one out of the 35 next to each other.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3009334#Comment_3009334
um sorry but a trapper cant, hag cant, wraith cant, oni cant, dredge cant, artist cant, sadako cant... my point is his ability lets him go into m2 and instantly let go. so if you greed pallets you either take an m1 or a shred, or you drop it and waste the pallet. a good demogorgon is very hard to loop and almost impossibly so. making a good demogorgon only weakness generators. its unfun to go against tbh, but it seems he is stronger than most give him credit for
I mean demo stun length while shredding a pallet is practically identical to breaking it normally. I would love to know how you deal with bubba or billy or have straight up very obvious short stun lengths where they can chase you down almost instantly after breaking a pallet with their chainsaws.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3011286#Comment_3011286
Literally just did it back to back with the same Bill directly after he got unhooked. Didn't know he was getting in there, but he must have touched a locker as I was mid-teleport to one of the two.
So yeah, the fact that it prioritises interacted lockers has its pros and cons.
https://forum.deadbydaylight.com/en/discussion/comment/3011148#Comment_3011148
Once again, I haven't found this at all, and I never run Boat key.
Teleporting across the entire map is slow, teleporting 20-30 meters most definitely is notn and subsequent charges are faster than the first. You can kind of treat it like Nurse blinks. TP to one locker, use the killer instinct to locate a survivor, then hop to another locker close to them.
Also, If you're teleporting often enough, you're going to be breaking a lot of locks, which means fewer locked lockers later in the game.
Killer instinct is only a thing in nightfall. That doesn't exist when outside of nightfall which is when the teleporting is slow. And I'm talking slow as in you can't use it in chase. You have to wait til nightfall to be able to use it in chase and even then it's not hard for the survivors to see you teleport and then just W key the opposite direction.
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@Bwsted said:
He also prioritizes lockers interacted by a survivor before closed lockers.
It kinda balances out. If one goes, the other one should as well.
I've genuinely never even captured someone inside of a locker before as dredge because as soon as people see it's a dredge, no one goes inside of lockers. So i've never had this happened to me so sure that can go because honestly it's so much rarer compared to the double locker strat which has happened in literally every single game of mine as dredge.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3011061#Comment_3011061
Would you prefer if survivors couldn't lock lockers but they nerfed his power so that TP's always took an extra second or two? Because that's what would happen.
But why? His teleporting speed is ALREADY slow lmao. Pretty much forced to use boat key addon every game because if you don't your teleports are hilariously slow and it can cost you a whole gen by not getting to a place fast enough.
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@lemonsway said:
Because killers need all the safety options turned on. They made a Mistake when they created Nurse, they won't allow any other killer to be that strong ever again.
Ok well yea but that would make sense if any killer they released had a power that allowed them to go thru walls at will and casually chase down multiple survivors and completely ignore loops. Dredge most definitely does not have that.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3010523#Comment_3010523
It takes 2 extra seconds to break out of a locked locker. It's really not that big of an issue, but it helps slow the killer down slightly.
The Dredge is a pretty strong killer. I've yet to lose a game with him unless I'm purposefully giving away escapes. And I'm not a top-tier killer.
I've noticed a lot of Dredge players who have struggled, are simply not using the power well enough. They don't even bother using it in a chase because they think it's not good enough, but I get tons of success jumping ahead to cut survivors off. It doesn't need to be right on top of them, it just needs to push them to another area of the map where they're less safe, or to close some of the distance.
Never said he's weak but no one uses it in chase because if a survivor is looking behind them while running (like any half decent survivor) they watch you tp to a locker in front of them and they simply W the opposite direction and it can cause you to lose even more distance. The issue with his power in chase is also the fact that it's too slow. Outside of lockers within like 10 feet of the dredge the teleport is just too slow and gives survivors so much time to react and simply go the opposite way.
Also if you think 2 extra seconds is not that big of an issue that idk what to tell you other than you have no idea about the sense of time in this game because 2 extra seconds is 2 extra seconds of distance you need to now make up. Easily enough time for them to get to a strong loop and have you stuck in a chase for quite a while.
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@Seraphor said:
It's decent counter to his power though, as it allows double lockers to effectively be locked twice.
I wouldn't mind though, if you had the ability to teleport to a locker that's right next to yours. You'd still use up a charge by TPing to the locked locker initially, but if you haven't used all 3, you can then swap to the one next to you on the off-chance that one is still unlocked. It still slows you down a little, but not quite as much, and it retains the lock, so it's a fairly neutral change.
But then I have to ask. What is the need of needing a counter that strong when locks are already strong. Why force the dredge into a locked locker as if this character isn't already practically forced into running the "escape lockers 1 second faster" addon because of how strong locking lockers is.
The killer is too mid tier to be needing to force him into locked lockers.