Hollyleaf12
Hollyleaf12
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- Hollyleaf12
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2340949#Comment_2340949
My Reason for prestiging is for the cosmetics. I prestiged 3 my Myers because of the cool blood spatter on the face. I prestiged 3 my Pyramid Head because PH was first seen in Silent Hill 2 as a very bloody(James: What was that red pyramid thing...). Pig's Blood covered weapon and Ghostface's Blood spattered mask looks cool to me.
I agree that a lot of the Prestige cosmetics are cool, but 90% of people complaining about the grind in this game are asking the devs to rework bloodweb generation/perk levels because they dont like that it takes a long time to get in game items that have no effect on normal gameplay.
It’s basically a non-issue that gets argued everywhere all the time, and while its maybe something the devs could look at down the line (especially as the perk pools get more inflated), any work that they did on it now would be diverting resources towards something that isn’t a big deal, and away from bigger problems like game optimization, bug fixes, and game balancing.
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Maybe I’m the out of touch one here, but if you don't like grinding blood points, then just don’t prestige.
Prestige is a fully optional thing that has almost no effect except for the cosmetics. In every game where prestige exists in fact it exists purely as a optional achievement to show dedication to the game, it’s not supposed to be easy or fast to P3 characters.
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That last example with the Killer letting everyone bleed out is pretty uncommon, but as for slugging and tunneling, they are very important to letting the killer keep pressure.
The killer starts at a disadvantage pressure wise because with four players, especially if they are coordinating, you start the game with four survivors working on gens. Once you find one, then you have 3 working gens, then once you down them, and hook them, 1 person has to come for the rescue, and you go find another survivor, and even in the position where 1 person is down, 1 person is saving, and one person is being chased, you still have 1 person sitting on gens.
This is where slugging and tunneling comes into play. If you end up in a situation where you can have 2 people laying on the ground, assuming no unbreakable/soul guard, now both people still up have to come rescue, and if you find one, then one person has to save both people.
With tunneling, there are various levels, but the concept is the same either way. As mentioned above, with 4 people, when 1 person goes down, 1 saves, 1 gets chased, 1 sits on gens, but if you manage to get one person out early, now when you have one person down, 1 person saves, 1 gets chased, and there is no longer a 4th person to sit on gens.
tldr: While we understand that it can be very unfun for the person who gets out first, or if you get stuck laying on the ground for a while, but for the killer, both of those strategies can greatly help the killer get the upper hand in a match.
Hope you get some better matches with some closer ranked killers though, and good luck in your future trials.
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@MrPeterPFL said:
It doesn’t matter how well the totems are hidden, the survivors will adapt to the new locations and find them.
I don't think that they care if good survivors know the spots as much. Its just frustrating when your hex perk spawns on the totem in the middle of an open field with no cover.
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Yeah. Trapper is in a weird spot power wise, since if you get set up well you can get 3-4k pretty consistently, but the RNG of his traps spawning and only being able to carry one at base makes him pretty hard to use a lot of the time. It is also really obnoxious that the bag addons are pretty much essential since they not only let you carry more traps, but since you start with more traps, it makes it so there is more traps in the game.
As far as Object goes, it is super strong against Trapper and Hag, and also in SWF, but I don't think it is to bad usually. If they were to nerf it I would think it would be something like giving it a reduced range if you aren't the obsession or something like that, so it isn't at full power all the time, while still providing good info if you get close enough.
There was also an idea for trapper that I saw that I thought was pretty good, where trapper has a cooldown ability that lets him summon a trap that he is looking at from any distance across the map which would help especially in the scenarios when a trap spawns in the corner of the map in a dead zone and you cant afford to go get it.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1585398#Comment_1585398
How is that any different from hitting them? if anything it is worse because you can just draw an invisible circle around the sound they make and they will cross your path while you are still in phase.
By your own admission survivors don’t stay in the same spot, so if you walked in a circle around them, they would likely be out of the circle before you even finished drawing it.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1585337#Comment_1585337
Why does it matter how fast she travels in her power when she needs to retrace the same path twice? survivors don't stay in the same spot and they don't run in straight lines.
Because if she travels fast enough, and you are able to predict either A) where they are going, or B) how they will react to seeing you phasing at them, your path will cross theirs and you will get a hit.
You don’t have to end your power where the survivor is, you simply have to cross paths with them.
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@Anghroth said:
Since almost everyone plays for bloodpoints, my solution would be:
if the killers stays within x meters of the hook and is not in a chase, he loses 10.000 bp every 10 seconds. Make it so it hurts those bastards.
If that got put in the game I would stop playing. I don’t camp, I main Pig who has no reason at all to camp, but sometimes you have to be near the hook because everyone wants to swoop in and get their BT save and be the big hero.
If this were implemented your choice as killer would be, Do I let the survivors get the free unhook right in my face with no punishment, or do I loose 10000 bp.
Sure, it would probably work to stop people from camping, but it would make survivor hook swarming even worse because you literally can’t do anything about it.
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How the jigsaw boxes work is when someone gets trapped, one box on the map is chosen at random to remove the trap, therefore, more boxes means less of a chance to find the correct box on each search.
Amanda’s letter is made so that you’re traps are basically worthless, and they only give you one of them, in exchange for letting you see auras while crouched.
If you are trying to get into Pig, Amanda’s letter is a pretty bad addon because it only lets you read auras within 12 meters with no other boosts to your sneak, and it makes it so you only have 1 trap and 2 boxes.
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Right now, I feel like most of the killers should wait on being reworked until the next update, because I think that Hex Undying is going to put a lot of killers in a really good spot.
The only changes I think should be worked on ASAP are the killers that are addon reliant, the worst offenders being Trapper, Wraith, and Ghostface IMO.
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This might work, but I think that it should have an extra activation condition.
The big problems people have with NOED is the fact that it can give a killer an easy kill or 2 regardless of whether they did good the rest of the game.
I don’t know what this condition would be but maybe you have to have so many hooks over the course of the game to build up stacks, or you have to get a hook after the last generator is completed or something along those lines.
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One thing that is fun to talk about is how perks work in mobile.
In mobile, each character levels up as you play them, and then when a character levels up, you get to choose between 2 perks.
My opinion is that they should keep the bloodwebs the way they are, but take out the perks and move them to the way they do on mobile.
That way, you could have the BP grind be for offerings/Addons/Items, which are arguably far less important, and even the way the system is now, I have only like 100 hours in the game and the characters I play a lot have tons of those items already.
They could also just make teachables work so that once you level a character up enough by playing, you unlock that perk on all characters.
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@Kumnut768 said:
i havent seen a single billy since the nerf was announced during the event, everyone jumped ship assuming they would give him the nurse treatment which they kinda did
Now I don’t play Billy, but I do play Nurse, so I can only assume that “give him the nurse treatment”, means that they made it so that you actually have to try, and be skilled with the killer to win games.
Billy is still good, people just get upset when their main killer doesn’t just equal free wins anymore, thus why nobody plays nurse anymore even though they are still one of the best killers in the game.
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@sad_killer_main said:
Once I made a long answer explaining why moris are OK.
I can't remember my answer soo I can't give link, if you are bored browse my profile to find that answer.
I was bored so I went through this guys profile and found his answer.
(This post does not reflect my feelings, I just thought that I would get this guys idea over here for the discussion)
EBONY MEMENTO MORI
Ebony rework doesn't even make sense.
If the survivor has been hooked twice, the third hook would kill them. So what would be the advantage of throwing an ebony mori? None.
To kill a survivor on the 3rd attempt, we already have hooks, so that rework is pointless. The current ebony mori just skips 1 attempt, which is a real advantage for the killer, so that's why it's an offering. Offerings give advantages, your "rework" is not an advantage, it's just making ebony moris useless (I kinda feel that you are making this post out of a ragequit).
Next.
IVORY MEMENTO MORI
For this mori it seems that you have suggested 2 possible changes:
1- Kill one survivor who has been hooked, except the Obsession
Again, a nonsense. Mainly, because usually you don't want your obsession to die.
Most obsession-related perks are meant to give advantages to the killer while he is using his obsession for whatever reason.
The only case you would want to kill your obsession is if you are using an endgame build with "Remember me". In that case, you want to hit your Obsession as many times as possible and kill them.
So why would we change Ivory mori just to counter a perk that is not even OP?
Next.
2- Kill a survivor who has been hooked twice
This change is useless for the same reason your suggested change for ebony moris is.
A survivor who has been hooked twice, would die the next time he/she's is hooked. So what's the point on running an offering for that.
Next.
MY THOUGHTS ON ACTUAL MORIS
They don't need to be changed at all. They give advantages, of course, but that's the point of burning an offering.
It's true that ebony moris can be strong, but let's be real, we just use them from time to time when we want to have some fun.
Using moris will actually damage your performance as killer. So there's already a trade off for using them.
Finally, if you burn ebony moris survivors will unlock their true strength called "True sneaky&crazy gen rushing".
You will get 5 gens done and they will escape before you can even blink. So running ebony moris is actually more detrimental for killers that it is for survivors.
Usually killers who run ebony moris want to have fun, not to try hard. If I want to try hard, I'll pick a meta killer with meta perks, I don't need an ebony mori for that.
Ebony moris are cool and fun because of the animations. That's my only reason for using moris, because they damage my performance a lot.
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Also, on a separate note, they need to put deep wounds into the survivor tutorial, because I was playing with one of my friends who is newer to the game, and I saved them with BT, and then they bled out because they had no idea what deep wounds was which cost us the match.
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@Nicholas said:
The issue is tunneling and slugging, ime tunneling is guaranteed every match, slugging not as much but also not a distant second place problem and camping to a lesser extent. I am tired of running DS but it is sadly needed. I try various builds to change it up, found a really fun one so far but the issue is when Hooked and the experience thereafter without DS is painful. The trend I am seeing is The Killer actively returning to the Hook. Never had this before recent so it looks like BT is back on the menu for me, another boring Perk I don't want to bring.
This also is in part the fault of survivors not wanting to wait like 3 more seconds for the killer to walk away.
Even if the killer has BBQ, they hook, see a survivor working a gen halfway across the map, start walking away, and they hear the survivor get unhooked. They now know that they can walk halfway across the map to try and get this person working a gen, or they can turn around, knowing there are at least 2 survivors right behind them, giving them a much faster chase, and preventing them from healing.
Not saying all tunneling behavior is survivors fault because there are just killers who like to camp, but it is a factor that plays into it.
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I was just curious because of all the things I’ve heard in DBD, I’ve never heard someone complain about BBQ, and it made me wonder.
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I agree that the Survivor Meta is very stale, but at the same time the meta isn’t required to win.
If you’re goal is to win every game then I guess you are stuck with the meta perks, but a lot of non meta perks are at least viable, and even some of the ones that are borderline useless (Autodidact) can be fun.
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@Alec1055 said:
maybe she should use a different Saw trap for her mori, are there any other small saw traps in the series? I don’t know
The only other small trap that I can think of would be the collars, (The bullet collar from Saw III, and the Laser collar from Jigsaw)
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I think it’s a fun thing to think on, but in practice, people would just find the 4 strongest perks they could stuff into those 20 points and almost everyone would use that, and the system could also hinder people from making more creative builds depending on how they determined the cost of a perk.
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As a killer main, I don’t mind “second chance” perks. The only one I have a real problem with is DS, and I understand that it is a perk that needs to exist, because real tunnelers do exist, but I think the devs need to rework it to be an anti tunneling perk because in its current state it is too abusable.
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Like many people have said, the combat straps is extremely good, and I think the best addon is Last Will, because as pig, you want to stall the game as long as possible, and if a survivor gets unlucky on a reverse bear trap, they will either die, or waste 1-2 minutes just trying to get the trap off.
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@Soulslayer618 said:
https://forum.deadbydaylight.com/en/discussion/comment/1564749#Comment_1564749
personal idea (might have heard it somewhere but dont remember) lower the time to 10/20/30 seconds but it doesnt go down while in chase but secondarily it deactivates DS from people if someone else is hooked
legitimately someone tell me if this is good bad decent or trash idea
I had a DS idea that I posted in another thread, but since it came up here and this thread is hot thought I would get some feedback here too.
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
- Interacting with another object, survivor, or with yourself, will deactivate Decisive Strike (This would include healing yourself or others, mending, doing objectives, sabotage, chests, disarming; sabotaging; or helping another survivor out of a bear trap; Jigsaw boxes, Snapping out of it, Pools of Devotion, and Waking up yourself or others, but would not include, Vaulting, Dropping a pallet, or escaping a bear trap.)
- When another survivor is hooked, Decisive Strike will be deactivated.
- Decisive Strike activates for half as long, 20/25/30 seconds, if activated after the exit gates are powered.
- Decisive Strike's timer will not decrease while in a chase.
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
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Pretty much all information perks are good on huntress, really good huntresses will just run four information perks.
If you try running 4 info perks and have trouble getting your downs faster than the gens go, you could opt to swap out an info perk for a gen regression perk and that would also work.
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Like others have said its more that totems just need to be hidden better, and if whatever build you are running is reliant on whatever Hex perk you are running to win, there is Thrill of the Hunt, and now Undying to help you defend them.
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Jokes on you. By the power of YouTube running 50 10 minute long ads before every video, I have escaped your spell before it could activate.
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@ALostPuppy said:
Deep wound is already an atrocious status effect that shouldn't be in the game. We don't need something else applying deep wound. Demo is also not a below-average killer, he's seriously underrated by most people on this forum because unlike most killers he actually requires some setup and practice to be good. He doesn't need any changes.
I think that Demo has the problem of being perfectly average. In chase he is basically a generic M1 killer that can cut certain loops short, or catch a survivor in the open quicker with his shred, and his portals are nice, but they take a similar amount of time to set up as trapper or hags traps, without nearly as much payoff.
I agree that in practices hands he can definitely take down a strong team, but most of the killer cast does it better.
I don’t think he needs any serious changes, but I do think that some very minor buffs would be nice if no other reason than to make him more popular and get more people to see the potential.
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I think that Pig has a fun and interesting build, but it is far to inconsistent, since your traps are the biggest RNG swing in the game as of right now. Either the survivor finds the right box and removes the trap after 1-2 boxes, wasting a little bit of time, They don't find it until the last box, wasting a lot of time, or either through being distracted by a chase, trying to get a little bit of work on a gen, or some other thing, they never find the box and just die. I think the traps need to be reworked to a way that is more consistent and influence by both sides, since nothing feels worse as the Pig than getting a trap on someone near the end game that could buy you enough time to win only for them to get it off imediately after unhook, and nothing feels worse as survivor than getting downed first, and never being able to get to the right box dying off of first hook, or potentially dying without ever being hooked at all.
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The big problem with DS from the killer perspective isn’t that it stops us from tunneling or camping, it’s because of the time economy of the game.
It takes about 80 seconds to do a generator solo, so if we assume that only 2 players are on gens at a time, where 1 is either being chased or hooked, and the other is hanging around the chase trying to get a flashlight save or going for the unhook, and we assume it takes about 30 seconds to get from a completed generator to the next generator, it takes about 5-6 minutes for the survivors to finish all gens, and this is assuming that there is no toolboxes, none of the survivors hit any great skill checks, and that the survivors never double up on any generator.
With the information that the killers have, if one person brings DS or Object, there is an obsession in the lobby, and we have to assume that every single person has DS, or be willing to just eat it if we happen to down a survivor again after they get unhooked, and we have to assume that their DS is rank 3.
Now if we add up the times, A survivor can be hooked for 1 minute before they enter struggle phase, and then they can be hooked for another minute after that before dying. Once they get off the hook, they have 1 minute where they are basically untouchable, and if you do down them, either they are stuck on the ground slugged until a teammate comes and picks them up, they get a free escape if the killer picks them up, or they pick themselves up in 30 seconds with unbreakable, and if you don't eat the DS on the first unhook, then they have another minute of invincibility after coming off of the 2nd hook.
Add this up, and one survivor, if the killer play around DS, can eat up about 3-4 minutes alone through sitting on the hook, or by having DS active, adding up to about 9-12 minutes throughout the course of the trial, and that isn't even counting the amount of time that the killer spends chasing that survivor, and a good survivor can be in chase with a killer for 1-2 minutes depending on how determined the killer is to down that one person.
If the killer tunnels the first survivor to death, assuming that they get unhooked once, get picked up right after DS wears off, and then get camped to death, by the time that one survivor is dead, again assuming all the things from before, and we assume that the killer downs and hooks the first survivor in the first 30 seconds of the match, the survivors have already finished 4 gens, and are almost to the last generator.
Realistically, this usually doesn't happen in a match, since most people play solo queue, and thus when someone gets hooked, at least 2 people will be going for the unhook unless someone has Kindred and that will lower the amount of gens completed by the first death by 1, since one extra survivor wasn't working on gens. However, when you face the sweatier teams, it is usually worse than this, since you will usually struggle to get the first down within the first minute of the match, and the other three survivors will all be sitting on gens, sometimes with toolboxes, and there are also times where you will get a survivor injured, and then they will get to a map tile that you will have to loop for way too long to get the down in, and you will have to abandon the chase, wasting 30-60 seconds of your time for no pressure.
And this doesn't even account for the biggest issue with DS, being that if you don't eat the DS before the last generator is done, that survivor is almost certain to escape, since if they get hooked right before or after the last gen is completed, the remaining survivors can go heal, and then 99 both exit gates, the last person goes for the unhook. By the time the survivor is unhooked both exit gates are 99ed, the unhooked survivor with DS has one healthy survivor with them to take a hit, and may also have BT to tank another hit, meaning they will most definitely get to, or very near an exit gate by the time they are downed, and if they get downed near the exit gate, they are free. If the killer picks them up, they activate DS and run out, if the killer slugs them, they just crawl out.
DS is so oppressive because there is little counterplay for it, and probably the best way to counter DS is to eat it early in the game, but then comes the issue that while you are chasing the survivor so you can eat DS, at least 2 other survivors are sitting on generators, so if you eat it just barely too late in the game, you likely just loose the game, and if any of the people you didn't get the chance to eat their DS have DS, then they get a free escape.
After all of this, I do agree that some form of DS needs to exist in the game, because even though it was not made as an anti tunneling perk, it does function as one most of the time, and it is important to have one of those in the game, but in some way they need to make it less oppressive, because as it stands, just the act of having DS makes it so that you, or one of your teamates can do almost an entire generator in the time that you can stall the killer, and even if they slug you, you can just pick yourself up in 30 seconds with unbreakable, or get picked up by another teammate if the killer doesn't bare minimum proxy camp your body.
There are many proposals on how DS should be changed, but my personal ideal DS would look like this.
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
- Interacting with another object, survivor, or with yourself, will disable Decisive Strike (This would include healing yourself or others, mending, doing objectives, sabotage, chests, disarming; sabotaging; or helping another survivor out of a bear trap; Jigsaw boxes, Snapping out of it, Pools of Devotion, and Waking up yourself or others, but would not include, Vaulting, Dropping a pallet, or escaping a bear trap.)
- When another survivor is hooked, Decisive Strike will be disabled.
- Decisive Strike activates for half as long, 20/25/30 seconds, if activated after the exit gates are powered.
- Decisive Strike's timer will not decrease while in a chase.
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
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I’ve been playing a bit over the last few days, and for me personally it feels like the MMR is working great. I’ve never been beyond rank 15, since I don’t have a lot of time to play, (I’ve been playing for almost a year and I have about 70-80 hours in the game).
I main Huntress, and the first 5 or 6 games were easy 4K’s, but then I started getting put against purple and red ranks with 1000-2000 hours and I am now more invested in this game than I ever have been, because now instead of every match either being me getting bullied to death, or me stomping on the poor new rank 20’s, my games have been at the point where if I make bad mistakes I will only get one kill, and if I play well, I will usually get 3 kills, 4 if I manage to pull of something more impressive then I usually do.
Probably the only less fun match I had once my MMR set in was one match where I got put against a 2 player SWF, both with good flashlights, head on, quick and quiet, DS and Unbreakable, and even in that match I was able to get a 2K, killing the SWF right before they were able to escape.