IMhereRUN
IMhereRUN
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I’m kinda leaning more to the idea of skipping the next chapter…
and using the time and resources that would have been spent making the new content to un-fudge some of the already messed up stuff.
It’s been 5 years…I think a quality over quantity approach would maintain more players, we’ve already proven the quantity method we’ve been using just creates more issues on top of the issues that already existed.
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People say it’s a crutch (which it is) to allow the killer momentum he couldn’t get in the game.
But 90% of the time, survivor crutch perks is the only reason they made it to the endgame alive…so, NOEDs fine with me as I’m sure survivors (including myself) wont stop using crutches.
DoDaDamnBoneZ
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Demo Puppy…duh!
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5,000%…mmmkay.
Let’s hope the Devs are a bit better with basic math.
Assuming you can hear injured players from 16m away without Iron Will (not a fact number, just guessing for the sake of this example)…
5,000% would make the cries of pain reach up to 800m…GL tracking that 😝😝😝
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DBD b brokededed
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@Northener1907 said:
Do what you wanna lol
I do, as everyone should. Just the overwhelming # of people crying about it in post-game chat as of late, made me feel like I needed to explain the mindset.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2343729#Comment_2343729
iron will is fine
How you get the opinion that it’s fine? It gives value all game. The only skill to use it effectively is to equip it lol
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i mean, its the bloodweb. How many countless items must you buy that you never use??
Gotta be honest, I have a hard-time envisioning I’ll use any of these 741 Haddonfield offerings as killer anytime soon
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Deadhard is fine, it’s as fair as any other exhaustion perk with the exception of Head-On. It’s only favorited because survivors have an easier time using it, rather than 99’ing something else.
Leave as is, IMO
Edit: before someone rants, Im saying HeadOn is the weakest exhaustion perk, not saying it’s tiered above Deadhard
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He was literally just nerfed…
They added free windstorm base kit but took away the uncloak lunge…add-ons are required to negate the negative effects before or after. Wraiths used to be required to bring windstorm, now they gotta bring swift hunt, same outcome really…add-on reliant.
The only actual buff he received is not being able to be seen from half-way around the map. IMO, previous Wraith was stronger.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2342909#Comment_2342909
True, but it makes windows & pallets unsafe especially if there's a low pallet count.
Yep, 100% facts. It is the only area the specific killer excels at though. Again, not a big deal to me. Not sure if others have the same opinion, but that’s mine.
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Not really a HUGE deal. Being infected just allows you to go down in 2 M2s instead of 3…like most killers.
Edit: typo’d, numbers corrected
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Before I weigh-in, quick disclaimer. I am not a “main” of anything or any side. However, being impatient with lobby times, I do play mostly killer these days.
I think new DS is slightly too weak. Try to remember, there’s a very large pool of new players that are facing new killers who will play “dirty” (for lack of better term).
I would restrict the perk disabled feature to gens only, or COMPLETING a heal, not just starting the action. That’s just me.
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@FrndlyChnswSalzmn said:
Title. Am I allowed to play Spirit now?
You can play her. You’re just not allowed to phase all game and you have to set a 4-minute timer for each survivor, so you don’t “tunnel”
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What’s with all the BBQ hate as of late? Ya got a 40m headstart! Sure…if ur down to 2 survivors or something, a locker hide may be in order.
By ######### would ya wanna hide with everyone alive? Just going to convince the killer you’re all near hook so they proxy camp.
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Killer probably just wanted to be nice. Let’s be honest, farming is super boring and genuinely makes “the grind” feel even more like a grind.
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It’s been a couple weeks. Why is this still a thing?
So many people running breakdown/no mither so unless you’re pyramid head you cant do anything about them when they stay in a dead zone.
Just diaable the perk temporarily or something, lol
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@Healthore77992 said:
Perk is still doing what was intended to do from the start lol, stop whining.
At start, it wasnt an anti-tunnel perk, which is why you never had to even be hooked to use it. It was designed to be an absolute free 2nd chance crutch.
Only as of this update, has it ever been intended to strictly be an anti-tunnel perk. But for anti-tunneling, it’s the best perk in the game still.
People’s real problem with it, is NOW that’s ALL the perk does.
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@RoachesDelight said:
https://forum.deadbydaylight.com/en/discussion/comment/2064306#Comment_2064306
Well here's the thing about business and making money which it's quite clear that you don't understand how it fully works obviously. People pay money for quality, well designed and tested products that work amongst many other things. People shouldn't have to pay for things that don't work or fall flat because well that's how a business goes out of business, crazy right? Paying for Trickster now in hopes that in the future he becomes more viable is what's called and investment but this isn't an investment this is a product. A product which is a killer who's not middle tier could be better could be worse but completely useless therefore making it a trash product. It's whatever though because I got my refund as well as a handful of other people I know, but unfortunately there's people on platforms or in regions that can't get a refund because of certain policies in place. Nobody is forcing anyone to buy it? Okay? And then? Nobody said anything about that. The problem is businesses should be held accountable for bad products they put out but you have people like you who are convinced in their smooth brain they actually know what they're talking about and are making a valid point by saying well a businesses point is to make money 🤪
”Don’t take this the wrong way” has a zero % success rate. With that being said, don’t take this the wrong way, but you strike me as a Karen type.
Not sure what you’re getting at...but there’s holes EVERYWHERE in your logic.
”People pay for quality products that work”
Everything is working just fine. I recommend if you find something not workin as intended, to post it in the Bug Report forum.
He hasnt really changed since PTB, add-ons only. With that as a reference, or thousands of gameplay videos on the numerous media channels for people who dont have the option to play PTB, there’s no reason to know exactly what you were or were not paying for.
I don’t go to the restaurant and buy a Vegan boiled egg, because I dont know ######### it is. And if I decided to try it, and didn’t like it...that’s on me, not the place providing the product.
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A new map would be cool...
but I’m fully invested on the idea of using that creation time to un-fudge already existing maps, tyvm.
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IMO, Bill’s perks aren’t abused as often.
Now, a killer doesnt have to slug a survivor that remained injured and pressured a gen immediately after a hook. As such, unbreakable will not be as much use as it used to be.
BT is “ok”, we just need to remove collision from the endurance effected survivor so it’s no longer abused to encourage poor plays.
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@RoachesDelight said:
I honestly feel like the newest chapter is just a money grab going after anime and kpop fans. While there's nothing wrong with targeting and marketing to a certain audience, is this really the best they can do? There is sooo much creativity in the anime and kpop world and they somehow come up with this garbage? Trickster is extremely slow, his knives are garbage, main event is garbage and he's essentially the worst killer in the game. ######### is going on at BHVR? Do they live in some alternate dimension where everything is the opposite and when people say they don't like something it appears to them as "yeahhh we love it this is the best thing ever woooo"? Or do they just completely lack any sort of creativity and the ability to take feedback?
I would genuinely love to know what the process and discussion is like when they create new content or go over changes that are going to be implemented into the game. Playing as Trickster is boring, playing against Trickster is boring and watching Trickster gameplay is quite possibly the cure to insomnia. There are children who can come up with more imaginative and entertaining ideas. Maybe in 2024 Trickster will become viable if this game even lasts that much longer.
What’s wrong with a money grab? To you, this is a game. To Devs, this is a business.
How dare they try releasing content to cater to the extremely various desires of their client base.
Not interested? No one’s forcing anyone to buy this mate.
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I gotta be honest, I’m more confused reading that than I’d be if I never read it at all.
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100% facts.
But why play an off-brand version of deathslinger, when I can just play the real thing with much more success?
Trickerster is ALOT of fun, so I’ll still play him from time to time. But here’s the real kick, you mentioned it yourself using STBFL: The Trickster is a stronger killer, if he never uses the knives at all. Pretty depressing fact for a110%/4.4 killer 😓
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@AsherFrost said:
How about instead you have to spend as much time to stop regression as it takes to kick the gen and start regression?
This^^^
Gen tapping is ok in my book, if survivors have to interact with it for the same 2-second animation as the killer took to regress it.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2062486#Comment_2062486
I really don’t see how it’s trolling I’m just pointing out everyone only hates this chapter because “Kpoop bad grrr!!” Willing to bet if the killer had a different theme everyone would love him
we dont have to be a fan of KPop to enjoy the killer. Dont get me wrong, he’s alot of fun. Reality is, he could end chases faster using M1 only in most scenarios. Not very ideal for a 4.4/110% m/s killer.
His perks are decent, yes. But uncreative. They are just buffs of 3 already existing perks: bamboozle, forced penance, remember me.
Once again, it has nothing (at least for me) to do with KPop, although Im not a fan.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1790940#Comment_1790940
What do you mean "If you're dumb enough to get animation locked"? In a lot of scenarios you absolutely have to animation lock to avoid a regular hit. Exactly why people hate him because avoiding the regular hit means POTD hit. At some point in a chase you're likely going to get animation locked.
Even after the "nerf" the penalty for cancelling POTD is hardly noticeable. Now this isn't me just saying he's op or he needs a nerf, it's just saying he's unfun to verse and a survivor isn't an idiot for taking an animation lock when they really still will get hit even if they fake.
I mean it’s free choice. Veterans of the game who can quickly (from experience alone) know when it’s safe to animation lock and when it’s not.
Distance from killer? Has he stuck is sword in the ground? How long does the animation lock last? Most people who have an issue with his PoTD attack are the lesser experienced players that cannot put that together in their heads instantly, or, they just try normal looping and get whacked with a pallet drop animation. Either way, it’s survivor play error, not the killer’s power being unavoidable.
Similar concept for Huntress, however the wind-up add-ons complicate things.
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There’s right and wrong times to heal. If the killer has 3 hooks already, no gens are done...why do you think that is?
Because the survivors are spending all their time healing. As killer, I don’t mind...I can recognize an easy win in the first several minutes to lack of strategy.
Time management is key. Unless you’re on death hook, or the only available survivor to attempt a risky unhook, healing should be your secondary option. The primary, of course, is to get your butt on a gen.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/210440/a-big-thanks-to-all-the-twins-players
Honestly,i just couldn't stop laughing the first time i played them.Everything about them is so ridiculous and stupid.
Jumping on survivors from half the map,survivors just ganging up on me and kicking the crap out of me.
I love it.
Though it's pretty damn annoying to get stuck in the ground as victor for like the 10th time >:(
I’ve also used Twins ALOT last couple days. The overwhelming quantity of “stuck in the ground bugs” is ridiculous.
But, the content was released on schedule! Even with cosmetics for the new characters...the characters jusy won’t function.
Guess it doesn’t have to work, just has to be fast!
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@NAERUUU said:
PH is actually one of the most hated killer, Why ?
It's just it represents all the things hated by the survivors, as much in high rank, as in low rank.
It can be impossible for saveflash to auto-unhook, some perks like borrow or DS don't work, it is frustrating on the loop and above all it can kill you with nothing.
I'm not saying he's strong but just boring for the survivors.
And don't start talking to me about spirit stridor, yes she doesn't have a counter even with iron will so we don't need to talk about this op killer
I’m sorry mate, but I have to break it down.
A. His PoTD attack is perhaps the easiest secondary killer attack in the game to dodge. It’s only guaranteed if you’re dumb enough to get animation locked like vaulting windows or dropping pallets, hardly a threat to survivors.
B. Yes, he can counter DS with cages. BT? You have to get the save in the killer’s TR for BT to even be effective...impossible unless you’re sprinting for the uncage while you’re in chase. You also cannot get caged if you’re not tormented, and tormented is ALWAYS voluntary.
C. Spirit does have counters lol. Anyone that says otherwise is really just saying “I don’t know how to counter her yet”. Every spot is a 50/50 mindgame, immersed play is helpful also. After all, you win 100% of chases that you never get into.
I’m sorry, but I have no idea what you’re referring to when you say PH can “kill you with nothing”...he doesn’t have a built-in EGC timer to have the Entity pierce you, so not sure what exactly you’re referring to. Elaborate please.
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I like it where it’s at. Sure the cooldown is kinda long, sure the regression is very slow...
but any perk that can be used to slow down gens almost passively is a HUGE benefit. I use it often on various killers, a buff would make it too strong.
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Really depends on your playstyle and which killer(s) you play.
Are you mobile and can frequently push survivors off of different gens? Go Hag.
Are you defensive or territorial and need to set-up before instigating chase? Corrupt is a better option.
As far as non-gen related perks. Hag has Devour Hope, which can snowball a victory in literally seconds...IF your totem lasts that long (rare at high rank play). Her other perk is mediocre at best.
Plague however has 3 perks that are ALL viable in strong builds.
We don’t know you as intimately as you know yourself...don’t ask us, only you can make the right choice for yourself.
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C’mon with the BL thing already. Everyone pretty much knows, if you’re a killer and you reach BL2, you’ve already made a mistake.
For those players that maybe don’t mind losing and enjoy having only 1 or 2 chases a game...if you’re so reliant on BL, use PWYF instead. Stacks to this is much easier than getting BL, and 3 stacks is faster than BL3.
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Sure,
IRIHeads are OP...but only if the killer really knows what they’re doing and the survivors make loads of mistakes out of “panic”.
Once you learn she has them, 95% of the time they’ll have the artillery belt also. This means, you now KNOW they don’t have a wind-up addon nor a movement speed while charging addon VS a 110% killer. A loop around a rock with no pallet will take up much of the killer’s time.
Don’t get me wrong, I agree they need changed or removed. Just saying, it’s NOT unplayable, there are plenty of counterplays and if the Devs are going to dedicate some of their limited time fixing things, IRIHeads would be close to the bottom of my list. Priorities!
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1767500#Comment_1767500
You didn’t read...
I read my friend. Doesn’t take long to learn if a killer has this perk. Now just play outside the TR when healing.
Stealth or small TR killer? Use Spine Chill for this if it’s such a pressing issue. I’m sorry mate, I cannot see how I’ll be convinced this isn’t operator error.
I mean, killers are playing around perks survivors use in almost every match, it’s expected.
So vice versa, you should be playing around the killer’s perks.
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cough
Inner Strength
Distortion
cough
Yes, sick of Nurse’s. But more suck of Adrenaline, DS, BT(only the people that abuse it to tunnel themselves when a bad teammate rushes hook while in chase), I mean...one or two meta killer perks I can handle as opposed to 12 or so survivor metas as a killer.
Edit:
Distortion will inform you IF the killer has the perk, allowing you to play around it afterwards. If you make this mistake repetitively after learning the killer has it, on you IMO.
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Your perspective is skewed my friend. Is Self-Care a wise option for healing? Nope, not to me...ever.
But it’s not totally useless as far as fun gameplay goes. There’s 2 sides of the game. A killer will have a much more enjoyable time VS survivors that keep self caring against their Sloppy Butcher than they would VS a team that stayed injured all game and pushed gens.
Don’t make the mistake of believing that every player holding one button on a generator is “fun” for all people playing survivor. While necessary, yes, boring as hell IMO.
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Every killer is good, just have to play them correctly. Capitalize on what that specific killer is good at, and avoid things that could cause a L that your character is weak at.
If you’re chasing survivors in Badham as Hag through the school and not using traps, she’s going to be weak in the opinion of the player using her.
There are no weak killers, only weak players using them.
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Agreed. I mostly play low and mid-tier killers because they are more fun IMO. I’ve drawn 2 games, won the rest.
People crying about BL are probably limited to the unexperienced Rank 15+ killers that just commit too long to chases. If you’re doing this at red ranks...WHY!?
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@xenofon13 said:
Delete the option for friends who wanna play together a game, playing solo is more fun. If it's possible, ban the on comms discord exploiters.
Dead hard, OP: Needs cooldown 250 seconds. (Less times exhausted on the ground) 😉
Borrowed Time: Extremely OP. Make it 1 time use like unbreakable. Can't tunnel properly players out of the game. 😢
DS: The most crutch perk. Disable it when i touch the corn, pointing the Claudette, walk 1 meter, and when closing my eyelid. 😖
Sprint Burst: I'm so close to the survivor and denies me the hit! 99 the sprint burst is also bannable offense!
Only then, the poor killers will find peace. Make it happen devs.
Other OP survivor perk?
Mmk, let’s tackle this.
SWF doesn’t need deleted, most 4-mans are not organized enough to be a “guaranteed loss” like people claim. There are groups that will dominate, but most (keyword: most, not some) will not.
Deadhard, sure it’s a free second chance. Seems fine to me the way it is though.
DS/BT: This is slightly a problem, but not for the reasons you think. This removes all consequences or poor gameplay from survivors. People aren’t using BT at high levels to counter tunneling. They run to the hook in the middle of the chase, and the recently unhooked survivor affected by BT purposely tunnels themselves to bait a free hit, removing all consequences of the bad play by the survivor who rushed hook.
DS same way. Removes all consequences of poor play. Now a survivor can get off the hook, and jusy immediately rush to gen. Don’t need to heal, don’t need to get off gen when killer comes by...because they have a Get out of Jail free card.
I understand the sarcasm in your post, but please quit pretending killers want these things nerfed to support a camping/tunneling strategy, as it’s just not true. I’m not a killer main, I play evenly both sides, but I can understand the killer perspective easy.
Bottomline, in a competitive game...you should ALWAYS be punished for playing poorly.
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Bloodlust is countered just as easily as red stain...
Pallets, breaking LOS to lose chase completely resets it. Why we even talking about this?
And whomever told you Bloodlust is a crutch is a stud-muffin.
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Ok, deal.
We’ll now call them baby bumpers.
(Just the free second chance ones that cover your mistakes: NOED, DS, Deadhard, Adrenaline...you know the rest).
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@Aztreonam78 said:
- SWF. Maximum capacity of the SWF group is reduced from 4 to 2. Duo teams are not that gamebreaking and do not require specific balance adjustments.
- MEMENTO MORI. Killers using the specific offerings can kill 1/all survivors if they hooked everyone at least once. Ivory Memento Mori is purple isntead of green rarity.
- KEYS. Can be used only when all Generators have been repaired.
- NOED. After hooking all Survivors at least once, when the Exit Gates get powered, the Hex is applied to a Dull Totem, making all Survivors exposed until the Hex Totem is cleansed. Movement speed is increased by 0/2/4%.
- OBJECT OF OBSESSION. While being chased, your Aura is revealed to all Survivors in bright red. If you are the Obsession, Sacrifice speed is reduced by 0/4/8%.
- HEX: UNDYING. Auras of Survivors starting cleansing a Hex Totem are revealed to you for 0/2/5 seconds. Any other Hex being cleansed is applied to a Dull Totem if there is one.
- DECISIVE STRIKE. After being unhooked, the perk activates for 60 seconds. If picked up, succeed a Skill Check to escape the grasp and stun the Killer for 3/4/5 seconds. The perk deactivates when another Survivor is hooked by the Killer.
- KILLERS' PURPLE AND ULTRA RARE ADD-ONS / OFFERINGS. Reduced chance of appearance in the Bloodweb.
Yep, thats the post.
I’m not for or against any if your suggestions. I’m fine with all things listed above as they already are.
I do appreciate that almost everything you listed has a change to inspire balance...except OoO. One of the strongest survivor perks does not need 2 buffs. Not only does your team get free info without comms now, but you also get a longer time on the hook?
Ya fell off the wagon on that one, it’s plenty OP already.
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Most of the adepts I have were achieved at red ranks. Some more difficult than others...but all very achievable. Here’s some tips to help.
- Goes without saying, but I’ll say it anyway: map awareness! Know where to be, what gens to protect, which chases to commit/ignore. Super vital as many killers won’t be able to use perks to carry them.
- Bring add-ons/offerings. Self-explanatory. Examples would be a bell for the Wraith or a Hawkins map for Pig, etc. Bring the add-ons that best strengthen the killers’ powers but also works with your playstyle.
- Dodge lobbies. Don’t be afraid to know when to fold. If you’re going for Adept Hag, ya might wanna dodge a lobby with 3 flashlights unless you’re Legendary God status at M1 killers that have no power moving at 100% speed instead of 115%.
- Aim for lots of hits. If survivors are bodyblocking giving a free hit...take it! Never say no to free momentum. You also need to aim for 8 hooks in the match.
- Lastly, don’t be afraid to play “dirty”. Sometimes slugging or tunneling will be necessary. Removing a survivor from the match making it a 3v1 greatly influences your chances of winning.
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@KettleWettle said:
You know I'm actually starting to realize how much unfun Pyramid Head is to play against. Recently I've been getting a lot of Pyramid heads and I'm really starting to realize how much of an unhealthy killer he is. So let me just get started with saying this, we have 21 killers in the game (Soon to be 22) and I would say 10 out of the 21 killers we have are very healthy for this type of game. I'm not gonna list those other 11 killers because that's not really what I wanna concentrate on, but what I do wanna concentrate on are these 3 killers which are Spirit, Deathslinger, and Pyramid Head...but mainly Pyramid head. First we got introduced to spirit, and we all know a majority of each others opinions on her because of the way she plays out. She's the first unhealthy killer we ever got introduced to and we started to see a bit of a pattern as more killers got released. Then we got Deathslinger, now I don't even think Deathslinger is nearly as unhealhty as spirit, but he still is a bit of an unhealthy killer in the way of no matter how balanced you make him, he's still gonna be an unfun killer to play against because of what he's played as. Now this is where I really wanna talk about in my forum post. Now we have our 3rd unfun killer which is Pyramid Head. Now I'm gonna say this plain and simple, I would 100% rather play against a spirit and a Deathslinger than a Pyramid head and let me tell you why. Whenever you go into a match against a Spirit, you're most likely thinking you're gonna go down pretty fast because there's no real counter play to her, but you still have a 50/50 chance against her. You can use Iron Will, maybe Hide in a locker, or pre-drop a pallet. For Deathslinger, he's got a number of counters, like not just holding W and actually trying to dodge him, or dropping a pallet so he can't hit you through it. Ya know just simple counter play like that. But Pyramid Head has no counters at all. His caging ability is the dumbest thing ever, "Oh there's goes my BT and DS" because caging completely ignores hook perks so if you get tunneled then oh well there goes half of my perk setup. The whole aspect of the caging ability is just very dumb and poorly thought out on. If you loop him at a pallet it's either you throw the pallet down and get hit with his Punishment of the Damned, or you don't throw the pallet down and he just M1's you and you go down, and that's my main issue with him. You get killed for playing well that's not how a killer is supposed to be. You're suppose to be rewarded for playing well and Pyramid Head does the complete opposite. Spirit and Deathslinger are definitely unhealthy killers but I wanted to mainly point out Pyramid Head. I'm just surprised I don't really hear people complain about him very often and I thought I should give a reasonable thought oh these killers.
So...few facts.
Spirit DOES have counterplay, inexperienced players just don’t know how to do it. Treat every chase moment as a 50/50 mindgame, you can’t just mindlessly loop her, and that’s what survivors hate about her (and Nurse for same reasons).
Secondly, Deathslinger is one of the weakest killers in the game. Much like the clown, he excels at 1v1 and ending chases quickly. He can’t pressure the entire map. Don’t group up and split pressure on opposite sides of the map, you’ll quickly learn how easy it is to win against him.
PyramidHead? Really? Yes, his potential is great. He has the EASIEST secondary power to counter in the game, unless you’re dumb enough to lock yourself into animation. BT is irrelevant when you’re in a cage for you and the killer both, he has no idea (experienced killers can narrow this down to 1-3 areas) where you’re even caged at! Oh lord, a killer can counter DS. Not all the time, you have to be tormented. If you’re sooo reliant on DS to carry you through matches, let him purposely down you before he pushes you into a trail...now you can use your precious get out of jail free card to stay unhooked for another 15 seconds or so.
I miss anything?
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The constant waiting of permissions from consoles would make this a waste of time, It’ll never happen unfortunately.
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Call them whatever you want. You don’t have to call them what everyone else calls them...
don’t be afraid to not be a follower.
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@AnnoyingNarrator said:
The Nurse is a great example of how to not make a killer, but because she is bad, but because she is overpowered and is the best killer without a doubt. If you can use her.
As anyone who has gone against one can tell you, a god nurse will destroy you regardless of what you do. Meanwhile, a newer nurse player is as scary as a pillow case. The first problem with Nurse's design is that is forces you to use her power, as she moves too slowly to catch up to survivors normally. This means for newer players, you are out of luck, especially with the lack of a practice mode to learn her power.
The second problem is the lack of counter play. If you are out in the open and you see a good nurse coming at you, you are going to get hit. A good point of comparison is Demogorgon's shred, as both let each killer close the gap quickly and get a hit off. However, while a good Demo's shred can be dodged as it is rather predictable, the nurse can pull of some crazy shenanigans to make it impossible to predict her. My personal experience with this was letting a survivor vault to trigger "I'm all ears", teleporting to the basement, before popping back up to hit them. There was no way for the survivor I was facing to predict my movement, which left the survivor getting rather stabbed.
So how do you fix these problems? I am not sure if you can or even need to. I think Nurse is weird spot. She is clearly broken, but the amount of skill needed to make her broken is so high that almost everyone, even myself, are fine with her almost limitless skill ceiling.
In the end, I think Nurse is fine where she currently is. She is broken, but only a select few can take advantage of its true power. But please, BHVR, for the love of the entity, do not make another killer like the Nurse. It is already hard enough to learn/play against the Nurse, I don't need another killer with a similar design to make the game even more broken. I mean at the very least they have not added a killer with a similar power that is also very broken but ten times easier to use- oh wait.
https://us.v-cdn.net/6030815/uploads/0UVLW17BU4J2/spirt-potrait.png
This girl. This girl right here. They tried solving the issue of a high skill floor, and did not realize why it was there in the first place. Spirit was designed to be similar to nurse, but they did not realize that nurse was more powerful than any other killer, and, I personally think, that they underestimated just how powerful Spirit was as well.
I have been dancing around what exactly the design behind nurse was, but I will state it what it is now. A very powerful ability, but with a heavy cost any time you use it. But there is always a way to negate the cost. A Nurse that does not miss never has to deal with the stun, and a spirit can just run stridor. This design always fails because it ignores a core part of Dead By Daylight, adaption. If it can be abused, it will be abused. Players will always find a way to cover their weakness and that is just a fact. Luckily, BHVR has seem to have learned from their mistakes and have avoided using this model for any new killer, but just give them time. They will try to make another killer like them, and we will have to suffer once again.
So the title is “The Nurse is a very poorly designed killer”. So I start reading your novel to see what facts you include and your suggestions for changes. Instead, you conclude with “In the end, I think Nurse is fine where she currently is”
???
Well that was a giant waste of time, not going to bother reading the rest.
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@Slickstyles said:
Let's start off with Ormond. It really had to be nerfed but implementing unsafe pallets everywhere? This isn't Hawkins with an infinite amount of pallets and walls to break los so it doesn't work.
These pallets need to be replaced with mindgameable loops like the cars on Badham. The tractor should be similar to the cranes on Autohaven because it's pretty boring and uninteractive to just loop around it.
For Autohaven maps, they removed crane from Azarov's (the strongest killer map) and Gas Heaven (a heavy resource management map). The crane tile is very mindgameable and an integral part of all Autohaven maps. Removing it just makes the map more dull.
Reducing the size of Blood lodge is warranted and it's probably the best redesigned map currently. It reminds me of a slightly stronger Coal Tower.
Wreckers yard is on the other side of the spectrum. Reducing the size of an already small map just makes it heavily killer sided. I can literally see both sides of the map when standing in the middle. Nurse, Spirit, and Oni were already easy on that map. Now it's going to be even worse.
?? I agree more mindgameable loops should exist. Most should be 50/50 spots. However, the cars in Badham are NOT mindgameable. If the killer and survivor can see each other the entire time with no loss of LOS, there’s no mind game, just your basic running in a circle.
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I don’t hate, I rather enjoy facing the easier killers to beat.
Play what you want, however you want. This is a game after all, don’t let people try to Hex: Ruin your fun.
