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Hex_KillerMainBTW

Hex_KillerMainBTW

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  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262789#Comment_1262789

    I would agree, but Iron Will wasn't working for me earlier today. :| Its crappy when perks don't work. :/

    How was iron will not working?

  • @Negitive said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262789#Comment_1262789

    My 2 favorite perks, worked into every one of my builds, still doesn't help

    In that case, I'm not sure how to help there. Some killers are just super ######### about tunneling someone off hook. I'll go back if I'm close to smack the person who did the unhook. And if I down the person who was unhooked because the person who did it DIDN'T have BT then I'll just keep picking them up and dropping them or let them wiggle out. Usually at that point if the person doing it keeps repeating it, I'll just tunnel and face camp them.

  • Haddonfield isn't even that bad though? If you want a truly painful survivor friendly map, go do five straight games at Mount Ormond. And if you're playing deathslinger and can aim well enough, I'd just laugh at survivors trying to be cocky on Haddonfield. I main Plague and I just have a field day on that map.

  • Use iron will and spine chill then.

  • I'm fine with just three kills. That's a win for me. Two kills I count as a draw. If I get a 4k, cool. But I won't slug for a 4k unless the survivors are being super annoying.

  • @Kate_cx said:

    I feel like I'm going to get a headache from all the DS posts I've seen today lmao

    Let's be real, there's a lot of entitled players on both sides of the forums. I'm not sure if I would say this is entitled, just weird. There's plenty of good slow down perks in the game for killer. Gen speeds aren't as bad anymore either. I'm sure I'll start seeing more survivors running prove thyself. I think the last game I had where survivors were using DS was....5 games ago? And that was a solid 3 DS users. I'm not going to count one or two people using it.

  • I don't even see why DS needs a nerf. You can easily just slug them and walk away or just ignore them. You could eat it early game too. I don't think I've had a match where DS was a problem. But then again I've seen less and less people running DS.

    But, then again I'm just a filthy Plague main.

  • @UberSolus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162720#Comment_1162720

    Please only helpful and meaningful comments. This is useless bait. Thanks

    Useful and meaningful? I'm pretty sure that is meaningful. You're only pointing out mori's but didn't want to point out keys? Maybe when they fix gen speeds. Then they can look into mori's and keys.

  • Complaining about mori's? I mean, survivors have a much more easier time with gens now. What more do you want, let it take 3 hits to go down and have to leave them on the floor for 10 seconds before being able to hook the survivor?

  • As much as I can relate to this. I do, I'm not going to stop playing, I just take breaks here and there. Unfortunately larger maps survivors have an easier time with unless you're playing a higher mobility killer, even at that, they can still hide fairly well. So unless the devs want to actually make the game a bit more balanced for both sides, I don't see killers continuing to play. I used to have long que times as killer, now it's almost instant.

  • Huntress may be better in the aspect of downing survivors faster. But if you're playing huntress and are in an indoor map, then Deathslinger will be better.

    At the same time, huntress can demolish people if you know how to play her. And I can probably say the same thing for deathslinger. I wouldn't really take what the famous killers on youtube have to say. Remember when Tru3 complained about the ruin changes? Yeah, if you know how to apply pressure you can get by just fine.

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1107001#Comment_1107001

    A well hidden Ruin on a good map as well as a high mobility killer is good enough to finish them off. The new ruin can be just as deadly.

    Ormand, Wraith with speed add ons. Ruin well hidden. They wont find it without spending 10 min looking for it. By then its too late.

    As a killer i am also a little apprehensive about the sheer speed of them being able to take hooks. Hangmans and agitation might be a must for the first few weeks till things calm down.

    Hence the ruin "nerf"

  • Oh no, you think they're nerfing sabo'ing hooks? Remember the ruin "nerfs"? If anything this is way stronger. You spend less time on it and it isn't as annoying to deal with as killer with almost every hook being 99% only to get robbed of a hook

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007524#Comment_1007524

    Ok? And let me link you a killer player who wins 98% of his games, with no ruin. I must win at least 95% of my games as killer, with the majority of losses being to SWF or keys.

    https://mixer.com/ProVengeance_

    One out of how many killers out there? Thing is, there are veteran players then there are the newer players. Newer players might end up hitting red ranks on either side, but that doesn't mean that they're going to do amazing. Problem I have is the fact devs are looking at red rank perks when I honestly don't think a lot of people in red ranks should be in red ranks

  • Thanataphobia is good though you'd have to find survivors. If you're going for anti gen perks, corrupt intervention since most of the time survivors spawn furthest from you

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007471#Comment_1007471

    SWF means almost nothing. Most SWF is an advantage as a killer, because it means the rank 1-5's will be carrying along a rank 15 or close with them, who is a super easy target. It is very rare you actually hit a full stack of 4 rank 1 survivors.

    Uh, okay. Because I've definitely never seen or gone against rank 2-5s combined SWF who played very optimally. I was able to kill 2 of them but that was with the last generator there. And you can say that I'm a bad killer and what not. But when people communicate well enough, it's enough to tip the scale of the match. I can go in with a friend he's red rank survivor and I'm purple right now, and we'll win 80% of the games and we're going against either high purple or red rank killers.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007459#Comment_1007459

    I already stated my reasoning for this before, balancing around the highest ranking players doesn't make enough money.

    DBD is a casual game at heart. Red rank solo Q survivor is more like a battle royal than anything.

    https://forum.deadbydaylight.com/en/discussion/comment/1007451#Comment_1007451

    What does that have to do with anything? Even if that was 2-3% of the matches, that would not skew the data enough to justify 65% win rates on most killers.

    Because of the large margin differences. If 2-3% of games are against SWF, it can change the ratios from what you shown. Also, these are just purely red rank based, There are still a large portion of the game that's in green and purple ranks. And I'll be honest, red ranks don't show much since almost anyone can be red ranks now. All you need to do is grind. I've reached red ranks playing survivor (I'm not even that good at it.) I see a lot of survivors that honestly should not even be in the red ranks.

  • @Eye66 said:

    That's the only good part of the doctor update sadly; it's a beautiful map in every way but the doc himself got annihilated

    From what I heard they were changing the cool down between static shock then switching to the weapon. Even with how it was, I could shock someone before they got to a pallet, stood there for the three seconds then hit them. So, either way he's still better than what he was. Plus they've passively increased his static shock range. I honestly like the new doctor

  • I could see why ruin was a necessary evil (old ruin) because playing as a survivor I could see how much of a struggle it could be for killers to get at least one hook in before the first gen was popped. Me and a few friends went into a game using mechanic and engineer tool boxes with BNPs and wire sockets on Cold wind farm against an Oni. Two gens were popped before first chase even began. Four escapes with maybe 1-2 hooks on a few people.

    However, if the killer is good at finding survivors early in the game, new ruin will be amazing if you can push people off generators, I can see how end game it could be very powerful, however it's also pointless due to it being a totem perk.

    As a killer, I do like it mainly because I'm able to get some early game pressure onto players. However, if I find a survivor, end chase and put them on a hook, one or two gens can easily go by. I honestly think that ruin should be removed as a totem perk seeing how it's still easily broken IF the survivors choose to break it. I honestly think that the new ruin will still be hard on new players due to the fact most of them will get off a gen even if it's close to being finished soon as they are in terror radius range. Though, killers such as Freddy, I still don't use ruin on seeing as there's good mobility, but slower moving killers that don't use good information perks will suffer from changes. Hopefully, ruin changes will help killers not chase someone who's moving away from generators.

    In all honesty, I believe the new ruin is what surge should have been with a few tweaks. If a generator isn't being worked on within 32 meters it starts regressing. Surge is great despite the fact it's only 8% reduction, and I feel that's why it isn't really being used as much.

  • What helps you decide which killer to rework? Are you currently working on the next killer/map now?

  • I usually begin to slug late game. If there's four survivors alive and one generator left, this is when I begin to slug survivors. It's not that I want to, but if I'm playing the match to win, then I will

  • This is a tough one seeing as some perks added are meta, but for survivor it would be Lithe, DS, Technician (or prove thyself) and Poised.

    And when it come to killer, Monitor and abuse, Play with your food, Thrilling Tremors and Surge

  • I mean, I'm pretty sure a lot of killers have been using NOED/Blood warden before they announced Ruin changes. And I'll be honest, new ruin is actually kind of nice. Plus, most games it would get destroyed right away while it was the old ruin. Honestly, I wouldn't even run NOED seeing as the survivors can cleanse all your totems so when end game does come, you don't have it

  • I'm sorry, are people seriously saying that Ghost face has no counter play and needs to be nerfed? Ghost face has plenty of counter plays. For his power, all you have to do is look at him and it takes him out of the power, which can be done when you look behind yourself while in a chase with him. He even loses his power if he misses a hit or you stun him.

  • @ReviloDBD said:

    And this I'll just try to use as a more clear example of what I am trying to describe in my Original Post for people, as long as my thought process behind this is correct, but feel free to correct me if I am wrong:

    Example:

    They might say that Doctor (randomly picked Killer) has a Kill Rate Statistic of 60%

    Okay, so you assume, wow, Doctor is in a great place because he gets over 50% of Kills per match.

    However, 60% Kill-Rate throughout ALL RANKS is the Statistic (I Believe) therefore the breakdown is probably more closer to something like -

    Doctor has Kill-Rate of 80% in Ranks 10-20 & Doctor has Kill-Rate of 20-30% in Ranks 1-10.

    These are not accurate stats, just trying to explain something with examples.

    The problem is that the game should be balanced in a way where the Doctor SHOULD have 50% Kill-Rate at ALL ranks.

    Why is it so much easier playing Killer Rank 10-20 and SO much harder Rank 1-10? The game is obviously not balanced properly if that is the case.

    Ideally, said Doctor should not have as high as 80% Kill-Rate at any Rank, and Should also still have a 50% Kill-Rate at Rank 1 and any other Red Rank as well.. I believe that this is not the case, and why the statistics are being misinterpreted.

    Ideally, if the game was actually "Perfectly balanced" but no game truly is anyways so that's likely impossible, but all Killers on the list should have a 50% Kill-Rate at All Ranks including Rank 1, and similarly All Survivors should have a 50% Escape Rate at all Ranks.

    Either way however, this should be THE MOST close to accurate at Rank 1 for BOTH Killer and Survivor because those are supposed to be the "Best Players" in the entire game, whereas it is reasonable to assume that players that are Rank 10-20 will make more mistakes and probably skew the stats one way or another.

    So with the above taken into consideration, changes should be made to bring the Rank 1 stats closer to 50% all around for both parties, rather than focus on the Rank 10-20s as much as they have been.. which is okay, but again my issue I pointed out in my original post is every single change that helps Survivors against Killers Rank 10-20 will ALSO help Survivors in Rank 1-10 where Killers are actually struggling more than the Survivors are most of the time.

    Sure the devs want a 50% kill ratio in each match. But then killers won't get past rank 8 or probably not even pass the green ranks. Meanwhile survivors will be able to reach red ranks.

    So, at that point why even have a ranking system if it defeats their own system if you normally just black pip getting 3 kills at red ranks

  • @ruler33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/995754#Comment_995754

    i actually had an entire forum post with that nerf but everybody just tried to add further ideas to nerf keys

    I mean, it's a good idea. I'm sure eventually the devs will come up with a way (hopefully)

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/995754#Comment_995754

    Careful about saying you're a killer main, you'll get screamed at for it.

    Okay? I don't really care if people like it or not. I'll play survivor with my friends if they ask. But the game needs to still have people wanting to play killer

  • As a killer main, I think keys should be changed. Not let purple or pink keys spawn in the boxes.

    That being said, I also believe that moris should be changed as well

  • @YukariTheAlpaca said:

    https://forum.deadbydaylight.com/en/discussion/comment/995426#Comment_995426

    To each their own!

    I definitely do agree that perks need changes, though.

    Yeah, counting the fact some of them aren't that great anymore. They were just used for the old killers. But I think some people just focus on what's meta instead of fun...even at that the fun is subjective to both sides.

  • I'll be honest, I believe that the ruin changes will open up other changes so that gens don't go flying left and right. That being said, I've been noticing more and more killers not using ruin. Some do well, others not so much.

    If you don't like the changes or not, I do find it a bit more healthy for the state of the game.

    And yes, I'm still going to be playing killer after these changers. I'm not going to quit because they changed one of the better perks

  • @YukariTheAlpaca said:

    https://forum.deadbydaylight.com/en/discussion/comment/995292#Comment_995292

    Thanks!

    I made this idea more to address the issues of fun and frustration with DBD. The ranking system itself would definitely need new changes to work with this idea.

    I mean, don't get me wrong, I love Dead by daylight. But I think some people like to focus heavily on perks which then turns things into meta or nonmeta. If every perk was around the same strength, I believe it'd make more diverse builds. The BT idea in itself is amazing, same with slippery meat, though I think slippery meat is the way it is due to how there was a few killers in the start.

    I do want to know your idea of changing old base perks for both killers and survivors. (Non-unique perks.)

    If I'm being honest, I think NOED could use a change. In the regards it isn't a one shot down for healthy survivors, rather kind of like Burgerking myers, if you get close enough and then M1, you can kill them by your hand (perhaps just give the killer a 2-3% movement speed increase.) Or perhaps if everyone is on death hook during end game, then you can kill them by your hand if you down them.

    I think if they could change base perks for killers and survivors, it'll definitely make it more friendly for new players.

  • If I'm being honest, sometimes I'm not sure if it's really the perks we should worry about as much as the emblem system.

    Reason for this: Higher ranks (red ranks) you don't really gain ranks as killer. If you don't get a 4k, you usually just get a black pip. However, the devs seem to want a balanced game to be 2 kills and 2 escapes. With this in mind, how do they expect higher rank killers to rank up?

    I had a game once in purple ranks using ghost face. I killed everyone within 4-5 minutes and just got a black pip. Which is ridiculous imo.

    Yes, you do need perks to help out (killer and survivors) but if one side gets a nerf/buff, there's usually a huge outrage. I don't mind new ruin, I'll still probably use it so I don't have to worry about early game gen kicking.

    I will say though, you do have some rather interesting ideas about these perk changes.

  • Panda sounds fun actually. Maybe his knife could have a little bamboo on it or something

  • Honestly, I don't know a lion or alligator, I think the point is to have him wear a costume of an animal most people would find "cute" but in a more sick demented way

    Edit: I actually wouldn't mind seeing something like the logo for Rabbit Junk

  • Nurses can be good, BBQ I almost always use on legion. I had been using blood echo, however I misunderstood hemorrhage for mangled. Then there's also thanatophobia which is possibly the best perk used on legion. And I don't mind a little bit of surge since most of the time you'll run into a survivor after hitting them they'll be injured. Power recovery addons are good for Legion, though I do like broken pin as well since if other survivors aren't within your terror radius you just want to end your power, hit them then hook.

  • Only way to make a killer "toxic" is if you play them in a "toxic" way. Mainly if you tunnel or camp. Though, I'll be honest I never could understand why survivors find this to be toxic. I'll tunnel or camp someone if they decide to play in a toxic way. Mainly camp them if I see they keep purposely sandbagging their teammates.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/994029#Comment_994029

    It's a much more balanced version of BT in my opinion. The current version just has absolutely zero downsides and completely destroys killer pressure at no cost.

    We could even remove the DW effect from the rescued survivor hit as well since it would no longer be needed. The current DW is "supposed" to be the downside but we all know that's a joke.

    Yeah, but this is because the devs didn't think about how nemesis would work on legion. Although, to be fair if you unhook a survivor far away from the killer, they could just down them again if they get to them within the 16 or w/e seconds

  • It's not the character I hate. But I'm noticing more Yui's players are becoming more and more toxic. It seems to be a characteristic of people that play them. So the more and more toxic I see them, the more I want to kill

  • Blendettes, Meg, Nea starting to put Yui's up the list as well. But I love Tapps.

  • Depends if you want fun or something that's a bit better. I personally prefer plague over clown. Both have two useful perks. Plague's are corrupt intervention and infectious fright (dark devotion is more of a meme perk that can work.) Clown's two most useful would be Pop and bamboozle.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/992005#Comment_992005

    No one said any of that, though. Literally all they said was that they think the balance of the game is killer-sided, which is a debatable issue, and that killers have a lot of great perks, which is true. And that killers tend to earn more bloodpoints than survivors, which is also true.

    I understand that there are a lot of survivors who do think the way you described, but it seems like you're taking out your frustration with them on someone who (in this thread at least, I haven't read all their other posts) has not even implied anything as dramatic as "killers don't deserve perks" or "killers aren't supposed to have fun". Telling someone that they deserve to be camped, tunnelled and moried for saying that the game is balanced in the killer's favour seems a bit extreme.

    They made it to where killers earned more blood points because at one point survivors earned the same amount. So nobody was really playing killer because you could earn the same amount as survivors while being able to more easily bully.

  • @Colton147 said:

    Games are technically killer-sided, as they have the following perks that are great and commonly used: BBQ & Chili, Pop Goes the Weasel, Dying Light, Thanatophobia, Whispers, No One Escapes Death, Rancor, Franklin's Demise, Insidious, Infectious Fright, Iron Maiden, Mad Grit, Make Your Choice, Sloppy Butcher, and Thrilling Tremors.

    Killers receive much more bloodpoints than survivors, even still receiving more when Red-ranked killer mains intentionally AFK-demote.

    I fail to see how games are killer sided. You can go into a locker when the killer is about to hook someone for 4 seconds and wait out BBQ. How can you even say that iron maiden is a good killer perk? You're only exposed for 15 seconds. If you're across the map and it isn't a mobile killer, then it's pointless. Pop is only good for slowing down gen regression, even at that. It's only taking about 25 seconds off of progression, honestly not that big of a deal.

    Also, let's not forget how many survivor sided maps there are. Currently the only good killer maps are Lery's (getting changed so it's more balanced) and Hawkins. You could say that the Game is killer sided, except for the fact if you play smart about generators, it's really not.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/991076#Comment_991076

    It does not really matter if the first Generator is completed. This is the problem which many people seem not to understand - what happens at the start is not really relevant for the Outcome. If one Gen gets done early, yeah, cool. But that does not mean that all Gens will be completed. Or that even more Gens get completed after the first one.

    It is just logical that the first Gen(s) are faster, because Survivors are at their strongest. Nobody is in a chase, meaning 4 people are on Gens. If one person is in a chase, 3 people are still on Gens and the Ressources (Pallets) are all available. But once Pressure is applied, things change - if one person is on the Hook, another person needs to go for the Rescue. This is two people on Gens. If one of those is being chased, one person is on a Gen, the other 3 are occupied. THIS is Pressure. And this is relevant and not that the first Gen does not get done fast.

    @Topic:

    I agree. I dont think that Ruin is good. I think that it is something that people simply keep in their Loadout, because they used it early and it worked. And of course Ruin works when you start using it in yellow Ranks. But the higher you get, the less useful it becomes. Can be compared to Self Care in my opinion, it does not really matter that much to waste those 32 seconds in low Ranks, because while the other Survivors might not be efficient, the Killer is usually also not really the best. But the higher you get, the better the Killers become so that 32 seconds in a Corner are crucial.

    Same with Ruin - good Survivors can hit those Skill Checks and dont need to search for the Totem. It mostly gets cleansed when they find it by coincidence. Or, if they decide to search for it, they know WHERE to search for it. Sure Ruin does not give such a huge time benefit as in low(er) Ranks.

    For me, I stopped using Ruin after it got cleansed before I was able to see where it is. Did not see it at first glance (probably behind a Gens Aura), so I was like "I will check later"... Aaand, its gone. Afterwards, I did not use Ruin anymore, which feels less stressful for me.

    And I really hope BHVR will go on with that change (especially because it would be quite bad if Killers get their will by complaining, this could lead to some "interesting" things like protresting to remove BT or whatever) and that Killers will see that Ruin is not as needed as they think it is.

    Completing one gen before the killer even sees a survivor is stupid though. And yes, you can run corrupt intervention, but my issue is that it still goes away within a certain period of time and survivors can just be super immersed while waiting for that time frame.

    If anything, there should be a perk that has x tokens. Gen speed progression should be slowed by I'll say 15,20,25%. Each time a generator is completed one token gets taken away. So say give three tokens. At least that's a reliable early game source to counter gens, it's not overpowered since there's only three tokens. And it's only a few seconds more for generator progression. That's honestly how I feel ruin should have been in the start

  • @TheCrookedMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/991076#Comment_991076

    The reason for this post was not to talk about Gen Speeds but Ruin alone. One thing at a time.

    Understandable. But killers are going to see this as a major impact against them.

  • The reason ruin was needed for the game is so that you could find survivors before the first generator was completed and hopefully down one person and put them on a hook. If you have three survivors working on one generator while using a slow moving killer such as huntress, by the time you get to the first generator it was completed. AND that's still going to be the case.

    However, if you run iri head with soldier's belt, then that huntress is going to be called a try hard. It's unfortunate but true. So with the new ruin you'll probably be seeing more Freddy's, Spirit and most likely Hill Billy.

    Do I like new ruin? Yes to a degree. But there needs to be an address on gen speeds and how easy it is to get the first gen out before first chase happens

  • @Fleece said:

    https://forum.deadbydaylight.com/en/discussion/comment/989137#Comment_989137

    They should only be obtainable via bloodeweb like mori's, keys are merely additional handholding.

    I feel like they really should be. Though to be honest, they should have keys corresponding to what color moris we have. Yellow, Green and Pink. Unless they give killers a purple Mori where we can kill 2 survivors by hand after they're unhooked. But honestly, I just save my mori's for if I have a daily. Or just use devour hope

  • @Fleece said:

    https://forum.deadbydaylight.com/en/discussion/comment/989112#Comment_989112

    You don't need to do anything for a key to appear I have ran plunderers instinct and got a ultra rare and a purple key to appear in chests before any gens were even done then it's one input takes not even a brain cell to do also tunneling that's just a made up concept to try to berate killers who chase you know to try to achieve their objective. Mori's take iq keys take Jack ######### you gotta be the laziest most underachieving dude to use black lock keys.

    I think they should make it to where keys will only open hatch with a certain addon for purple or higher. I've had a few 4ks robbed from me because I was being a nice killer, not tunneling nor camping. Everyone was on death hook, then one lucky person finds a purple key from hatch and everyone escapes. It's a reason I don't really like red ranks. Secondly, maybe just not let purple or pink keys be obtainable from boxes

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