IWFreak
IWFreak
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- IWFreak
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Some more context?
What killer? What mindset? Intend for every perk and synergy?
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Watch videos and streams of people playing survivor, watch what they do. Preferably also explaining what they are doing, or why.
I think Tru3 and FunGoose have pretty good videos, I don't know many more people, apart from peeps like Ayrun and Ussylis.
Also get comfortable with CONSTANTLY looking around as survivor. Look for the next loop to go to, to where the killer is, are they mind-gaming? Can you mindgame them? Depending on the killer, you can pre emptively judge what they can and will do to injure you.
Huntress will use her power around pallets and windows. Try not to vault them in her sightline.
Bubba will force you to drop pallets early, stick to Windows as much as you can.
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@Adjatha said:
I'm fine with adding mechanics to stop face camping just as long as they lock survivors into the rescue animation so they can actually be grabbed if they're trying to unhook directly in the killer's face.
Survivors should not feel so impervious to a killer that they will just fake-out rescues over and over again. It's an abuse of a bad mechanic and it promotes abusive, counter-intuitive gameplay.
Depends on the mechanics added...
If we're going to buff face camping with this, I would also add paused timer for the hooked survivor while the killer is within a certain distance of that hook. But also let the timer continue if a survivor also gets close.
This way the killer should only facecamp if another survivor is also there.
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Do you think Demo should get his interaction with Coup de Grace back?
The one where his Shred takes 100% (pre-nerf) longer, so you got farther. It also didn't consume a stack of Coup de Grace.
This same thing worked for Miss Piggy and I believe Oni?
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Where is everyone seeing these hackers? Am I just blind or lucky?
I think I have seen like 4 hackers in the entire span of my DBD career of 1600 hours by now.
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First off, it sounds really cool!
Walking through walls, windows and pallets sounds really fun. Maybe even make it a passive ability that is always active, but give the killers massive slowdown.
I don't really understand Sinking, but it sounds pretty cool, but it really depends on how it is done.
Obsession - Prime Target is a mix of Make Your Choice and Furtive Chase, but better in every way.
Scourge: Illusion of Life sounds REALLY frigging cool. I want it in the game now...!
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If they would add this, it would be client sided. So YOUR changes would only affect YOU.
But I am gonna guess this won't be happening. Since it adds a way to make the game even easier for survivors... By making the stain a vibrant unnatural color, like neon green.
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@Mister_xD said:
Hey all!
in case you've missed it, i've made a Poll the other day about whether the community likes or dislikes the MMR system in order to see how the view of the community has changed (or not changed) between the latest MMR test run (with MMR being a rather controversial topic) and now after its full release.
as of right now, it is quite clear that there is a rather big dislike for the MMR system (of course my poll cant speak for the whole community, but thats the trend i have been noticing with, at this point in time, 70% of people saying they dislike it)
however, this post isnt for those people. This is for the 25% that did say they liked it, because i have a genuine question to you.
So if you dislike the MMR system, you do not need to bother with replying. This isnt meant to be a discussion to determine whether someone is right or wrong, whether the MMR system is good or not - we already have plenty of those. This is just me asking a question, hoping to get some more elaboration on the topic.
enough of that, lets get on with the question:
the most common response i saw from people who said they think "MMR is a good addition to DbD" was, that, while they do not think it is a perfect system yet, they do view it as a better system than the old Emblem system was.
Now my question to you is:
what makes you say that?
because personally i just can not understand this argument.
in my opinion, the MMR system is actually quite inferior to the old Emblem system - my argument for that being the following:
MMR not only fails at determining an individuals actual skill level, it actually never even tries to. all MMR is looking at to determine who wins and who loses MMR points is the final result of the game; in other words, all it cares about is whether someone escaped or not.
This means that it does not matter how you played in game, if you make it out it is counted as a win, while if you died at any point in time it is counted as a loss - the most glaring issue with this philosophy is, that the final outcome of the match absolutely doesnt stand in any correlation to how good you actually are at this game. Lets just say you were the absolute MVP during your last trial - you did 2 to 3 gens on your own, went for a couple of really clutch saves and kept the Killer busy in a chase until the last few gens got done too, but then got downed right at the end with the Killer making sure you die on hook. Does this make you a bad player? Does this mean you played worse than the 3 people that made it out or even the Killer in that matter? I dont think so - but MMR does.
And this is where i believe the old Emblem system to be way more advanced that the current MMR system is, because in that system the ultimate outcome of the match was only one of four overall factors that went into determining your score, instead of being the sole one. In the Emblem system the game at least tried (im not saying it was particularly good at it, but at least it actually tried) to judge you based on your actions ingame, meaning that, at least in my eyes, the Emblem system did a significantly better job at actually determining someones skill level in direct comparison to MMR.
the same applies to Killer btw - the Emblem system actively rewarded you for playing well and giving Survivors a multitude of second chances, to ensure that you couldnt just hook someone, camp them to death and then get a NOED strike on someone else and repeat the same - if you did that then you would be severely punished by the system due to you not engaging in many chases (even losing points in this category due to a camping penalty), not defending your gens, not injuring many people and not achieving many hooks either. MMR on the other hand only looks at the overall outcome of the match, meaning if you just do that exact same thing, MMR is actually going to reward you for it, due to you achieving 2 kills over someone who played fair and, lets say, only got 1 kill but had the others on deathhook.
In other words, the Emblem system actually tried to get Killers to play in a way that Survivors would enjoy, instead of taking the safest and most boring way possible - while MMR does nothing of the sort and actually encourages this behaviour by Killers.
but maybe i'm just missing something here, something that gives the MMR system a clear edge over the Emblem system, something that the MMR system can achieve which was entirely impossible for the Emblem system to ever get right, which is why i made this post to ask you all to elaborate on your previous statement a bit more, so i can understand where you are comming from with it.
thank you for replying!
For me personally, the MMR system is indeed pretty stupid for survivors. But I LOVE it for killers!
First, the MMR system doesn't force you into a particular style of play, as somebody else here already said.
Second, and the reason I love MMR, is that IF YOU PLAY however you want to play, consistently, for example trying to 12 hook every game (or close to it) the MMR system will eventually put you against survivors you can play like that against.
I despise using slowdown perks right now on killer. I mainly use perks that synergize well with the killer, for example, I will use on
Huntress: BBQ, Lethal Pursuer, Iron Maiden and HEX: Blood Favor
Because I think these perks are fun and work well with Huntress' kit.
MMR will put me against survivors who I can do pretty well against with this build. Mainly because I don't care that much about how high I get in MMR, I just want to be at the spot I belong to.
The MMR system is pretty much only a problem for those that wanna keep climbing, like most popular streamers... They eventually go against super efficient survivors, with all the second chances they can get, while the killers themselves are also using 4 slowdown perks themselves... I don't wanna be at that level, so I won't play that way, or use those perks. Simple as that...
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My guy, almost all oneshots already have a notification for the survivor. It also is loud as hell...
Myers and Ghostface can stalk, when they fully stalk, you hear and see it.
Chainsaws of Bubba and Billy are kind of a no-brainer they will one-shot.
All the perks that make you Exposed have a notification. The only 2 perks that have it after the fact are Devour and NOED. Devour, I think is not problem, since the killer has to earn it by hooking and not camping.
NOED I think is indeed a problem. The only thing they would have to add for me is add the notification as soon as all the gens are done.
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@JackFrostMan said:
you do realize with that sloppy butcher buff, a good chunk of the add-ons would be infinitely worse than they already are?
That would be a good thing, you wouldn't need those kind of add-ons anymore. This makes space for more interesting add-ons.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2608096#Comment_2608096
And Billy’s janky animations along with the roar need to be fixed.
What does everyone have against the roar? I really enjoy the roar!
I do think Billy's limp has to go. The fact you physically feel his limp while walking is one of the reasons I don't wanna play Billy. I also think no other killer has this limp.
@Witchubtet said:
I have a Question for Survivors. When you see a certain killer that you know you can beat easily what suggestions or buffs would you give them? What could they do to be better? And finally, How much fun would you have if a killer played the way you think they should?
I Personally would like to know how you guys feel about this.
I think Ghostface needs some love. His base kit is awful, and his add-ons are just as bad.
I think I would personally put his base cooldown somewhere around 20 seconds, maybe 18. Then take away the cooldown add-ons. Give him more varying add-ons, ones that can change his power and style.
For example:
An addon that makes his TR global while in Shroud, like the Iri Button from Legion, but feint. This could combine irritatingly well with TR builds and perks.
An add-ons that makes his reveal range bigger, but make it take tremendously longer. Also, provided they fix the direction indicator of the reveal, this could be fun for finding survivors while skulking about.
And then the last question:
I love playing against an aggressive Bubba, Billy, Oni or Demo. Their powers are chase focused, and are amazing to play against.
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@SMitchell8 said:
People saying Chillian mine spider or an artisit. Sleight of hand in play perhaps.
Twins was a Wendingo they said
Blight was a warewolf they said
Hope its something related to the crow, like a half crow half person or something.
@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2607503#Comment_2607503
Hahaha yeah, very true. One thing BHVR does well is throwing people off with their teasers. A crow man could be pretty cool though
There is a name for crow man, kinda:
Valravn, look it up. It's interesting
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What you can do now against killers who body block:
Use Clairvoyance, Mikaela's new perk and cleanse a totem. Clairvoyance allows you to move other players even while they aren't moving. If they are in animation you can phase right through them.
You have to be channeling the perk to do it. It has gotten me out of multiple hard and BS situations already, like:
Wraith bodyblocking a pallet or window.
Survivors bodyblocking me from going out of the gate with a killer on my ass.
Try it while it lasts!
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As I have mentioned in a few posts now:
I think Nurse's power is dependent on the power of structures and loops. I say power, but I actually mean the power difference between Nurse and other killers.
Structures, gyms and loops can be very powerful in this game, and be a pain to deal with as killer. Nurse largely ignores structures, loops and walls. I think this creates the difference.
So my suggestion would be to decrease the power of loops and jungle gyms. Split apart gyms that have multiple walls. Fill the map with these halves. This would fix the problem of deadzones together with the problem of structures that are too powerful.
(You would also have to decrease map size, but let's ignore that for now)
I personally think this would decrease the power difference between Nurse and the other killers, in favor of the other killers. This also should give more mindgame potential.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2596035#Comment_2596035
They nerfed Devour? 🙄
It was quite a while ago, I think it is that way for at least a few months now. At least I can't remember when it wasn't like this.
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Why not have the same functionality of healing while in a beartrap.
While holding shift, others can't interact with you
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2592290#Comment_2592290
Slugging is a core mechanic in Dead by Daylight, and always has been. This is not about survivor's fun. If you have fair and good suggestions to buff anti-slugging measures for survivors, I'm welcome to hearing them!
I'll take you up on that offer!
Buckle Up - get rid of the range limit.
Additionally, make it a sort of kindred for Slugging. If you, using Buckle Up, are slugged, the killer's aura is revealed to all survivors as long as the killer is standing close to you.
If we gonna go ham, also add where if someone else is slugged, the killer's aura is only revealed to you.
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@Spittoon_ said:
I´d be fine with a nurse rework once there aren´t so many god loops and completely safe loops. Until then, focus on the counterplay. Break line of sight, and try to be unpredictable. Nurse´s strength comes from seeing you and knowing where you´re gonna go
This!
Nurse's power comes from ignoring loops. The difference between Nurse and other killers says more about the loops in the game than about the individual killers.
I believe Nurse's power and difference between other killers will go down if loops become less safe.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2591280#Comment_2591280
I think that The Beast's Marks is enough (green, movement speed), but yeah Award-winning Chilli works too.
I am not sure now, if Knife Scratches (yellow, movement speed) is enough. I don't play him that often.
As someone who has downed multiple survivors with Bubba, through BT, with a single Chainsaw Run, I can tell you you don't need add-ons to do it. I mostly use brown add-ons to reduce cooldowns.
This is especially powerful in basement. If you hit the unhooked as they're saved, you can run him down and hit him again between the top of the stairs and the window.
Bubba is ridiculous when it comes to camping.
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Or increase the duration per token, since a few options now are longer than Distortion.
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I think a good QoL would be to show the aura's quicker. Now it takes half a second of channeling to begin showing the aura's. That is half a second per use wasted.
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I really like this idea. Together with the options to view your daily missions while queueing for a game.
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@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/2583453#Comment_2583453
I sue keyboard and mouse, not a controller. If I remove my hand from the mouse the camera spins around without any input from me whatsoever.
https://forum.deadbydaylight.com/en/discussion/comment/2583340#Comment_2583340
So this doesn't happen to you when you use these Perks? I may have to try and get someone to go into a custom with me and get a recoding of it for a proper bug report.
Check your controls.
I had the same thing. The cause is probably you having bound Q and E to turning your camera. Mainly for use with Hillbilly. These controls overlap with survivors ability button, which is E.
I changed the ability button to F, so I don't have the problem anymore.
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Open Handed increased Aura reading ranges, not AoE effects. I think Open Handed is great now.
Think about it:
Bond of 52m, Kindred of 32m, WoO of 48m, Detectives' Hunch with a whopping 80 meters!!!
@GoshJosh said:
I just want Open Handed to do something by itself. It’s the only perk in the game that doesn’t, and is an unhealthy design. Though admittedly I’ve had trouble coming up with what it could do myself.
What if it revealed your aura to all other survivors within a 12/14/16 meter range? Keeping with the theme and utility of the perk.
I disagree. I think this is VERY healthy design.
Just like how Undying is designed to prolong other hexes, Open Handed is designed to increase the effectiveness of your other perks.
And not even ONLY your perks, but of your whole team!!
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@Brokenbones said:
- Don't make the mistake of wandering around without peppering traps along the way
- Remember that you can use your power offensively as well as defensively, you can use it to trap loops mid-chase and limit a survivors options
- If a trap gets triggered, you teleport to it but can't get a hit - reset that trap then continue chasing. This will stop traps going to waste and will make sure you always have some available.
- Try to think ahead of survivors, place traps in common escape routes then approach from the opposite angle to push them towards the traps. Also place traps below drop down points, these are almost always guaranteed hits even against survivors with balanced landing.
- Invest in Franklins if you see survivors with items as many items can severely counter Hag - mainly medkits and flashlights.
Franklin's is a really good perk on Hag. Not only against items, but you can USE those items to create choke points.
Most survivors will want their item back. If a survivor drops their item, trap it.
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They aren't...
I am ignoring slowdown perks like a passion since SBMM is a thing. Yes, I won't go as high in MMR, but I will get to the right MMR for me using those builds.
And frankly, I'm loving it this way. Being able to just pick perks that go well with the killer is fun as hell.
Or just experimenting... I have been using Oblivious perks very much lately, and I am having a blast. (Things like Hysteria and Deathbound)
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Looking at your suggestions, I would still make Killer Instinct work with Legion's TR, but just have a minimum range (of for example 32 or 24 meters).
That way you reduce the double stat listings of the Killer Instinct add-ons.
I also have the same suggestion for Spirit. Sine her TR and her Husk's TR are not the same. Make them the same, so you can play with more perks to augment her power.
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@reeves7 said:
boon totems are too powerful,undying needs to be reversed,now the perk tells survivors where the boon totems are and this is unfair. Balance totems
Let's not change Undying to what it was in the beginning...
But I do agree Boons are oppressive. The fact that blessing a HEX removes the Hex is a little overkill. I would suggest either having the Boon and Hex together on the totem, or the Hex disabled while the Boon is on it, but activated again if the killer removes the Blessing.
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@pizzacake said:
https://forum.deadbydaylight.com/en/discussion/comment/2561852#Comment_2561852
That's honestly better than them not being in the game at all though. Just because you can't keep someone in the game if they want doesn't mean you should make it incredibly easy for them to leave. It's like if the killer could open the exit gate whenever they wanted for the game to be over quicker.
To be fair, wouldn't have a problem with it...
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You say there aren't that many Slugging perks, but I disagree. As said in many posts before, there are perks like Infectious and Third Seal that help in Slugging. Yes, they aren't DIRECTLY related, but they have many synergies with it. I would say Sloppy also can be used as a Slugging perk, since healing is slower. Same goes for Dying Light, for which you need to hook...
As for the reason there aren't that many perks for Slugging...:
The devs are trying to decentivize killers from Slugging. Same reason why Prove Thyself was nerfed.
I personally don't hope new Slugging perks will be added, cuz I think it isnt fun. Yes, you could say that hooking and Slugging have the same effect: it disables the survivor from doing the objective and forces other survivors to come get them. But in the meantime hooked survivors have max 2 minutes (1 minute per hook-stage), bleeding out takes 4 minutes, as I understand from posts before.
The reason I don't like getting slugged, is because I can't do anything for that time. Yes I can crawl and recover. But I can't do anything else.
Getting hooked is faster, it only takes 2 minutes to die, maximum. But you also have the option to just #########, which you do not when getting slugged.
By getting slugged you are forced to do nothing the whole game, and sit out the whole game.
So yes, by Slugging you are indeed an ass, if you do it from the start. I understand it if you did it in endgame, and then hooked everyone right after.
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@Aneurysm said:
I've been desperately trying to unlock it on pig, no luck yet :( I promise not to use it for tunnelling.
Also plaything while great is not going to become meta on pig or anyone else unless a new killer has a power that synergises very well and obviously with it.
Hex Plaything with Thrill of The Hunt on Doctor...
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2549690#Comment_2549690
Ruined it. A niche perk made even more niche.
Best part was...
In the PTB it worked with dashes like Demo's Shred, or Piggy's Dash. You could actually anti-loop with Piggy...
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My suggestion:
If you down a marked target, your remaining power cooldown is halved (base). For the recovery add-ons: let them change the percentage of power cooldown reduction.
For example with both cooldown add-ons, your remaining cooldown is reduced by 70%.
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I think OoO shouldn't show the killer your aura if they are stealthed. Just so you don't get buttfucked by your own perk against stealth killers.
Besides that, I think OoO is a great perk. Being spotted in endgame is part of the risk with the perk, which you can plan around, since you can see the timer.
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A scarecrow killer.
Specifically a killer whose power uses crows. I wouldn't know in what way. But I would love crows, which are a basic element in the game, to be used more.
There are literally 2 perks that use/influence crows. I think that could be more!
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Imagine using Doctor with Plaything and Thrill of the Hunt. I want to try it out so much... But I still have to unlock the perk on Doctor...
This also raises a question for me: does blindness remove the aura from Plaything? Since it doesn't for killer specific objects like Saw Boxes and Fountains (but do for hooked survivors...).
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@Tricksters_Wife said:
I have a lot of noises that are really satisfying to me.
Doctor's shock therapy (the deep bass of the electricity) and his laugh
Pyramid Head's sword being dragged on the ground
The sound when Victor gets released from Charlotte
Trickster's light saber-y noises from his m1 attacks, the clinking of the knife hits, his lullaby and the laceration meter scream
Pinhead's chain portal hum, and the girl humming tune that plays when he picks up his own lament configuration
About the sound from releasing Victor: you can hear that same sound in the Soundtrack of Kabaneri Of The Iron Fortress. It's a song called 88... By Sawano.
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@Mistakesweremade said:
The meaty sound that plays when you land a shot as deathslinger, especially when they are far away
On an indoor map! It sounds damn good! It sounds as if it could split your head open... which is kinda true, with how frustrating Slinger can be to play against...
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@danielmaster87 said:
If they nerf Pinhead's box or Hoarder because of their one specific synergy, I'm gonna lose my marbles.
Guess what they did to Coup De Graçe..?
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For Trapper and Demo, I recommend Save The Best For Last. Because they have an option select.
For Hag, Make Your Choice. First this removes incentive to camp with her, while also rewarding you. (I hate camping Hags with a passion)
Leatherface, Enduring or Whispers. Enduring for aggressive pallet plays, Whispers for just general knowledge, it also REALLY helps in the end when checking doors.
Pig, Sloppy Butcher for extra slowdown, which also pairs well with Nurses.
Clown, Bamboozle cuz windows are his greatest enemy.
Oni, (this gonna be a weird one) since good survivors will INSTANTLY heal against Oni, Death bound. I have come to LOVE this perk, and not only on Oni.
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@Skaphegor said:
Iridescent Head is one of the most controversial add-ons in Dead by Daylight. BHVR nerfed the hatches to be limited to 1 max. I think this is actually a very bad change. I like to suggest the following changes:
- remove the limitation to 1 hatchet
- put survivor into dying state who got hit by a hatchet that where 24m or farther away
I think that will introduce a new way for skilled Huntresses to hit survivors and survivors have enough distance to dodge. It also removes the capability to camp with Iri Heads on many hooks; which is still possible with only one hatchet.
Venomous Concoction:
- increasing the timer to 10sec (was 5)
This was one of favorite add-ons before the nerf. I agree it was too strong, but 5sec is too weak for a green add-on.
Or, remove the whole one-shot thing...
Instead, let it turn her lullaby into her Terror Radius. Imagine what kind of build you could do with that. Doctor (and Legion, sorta) wouldn't be the only one who could use weird TR builds, anymore.
The addon would have to be renamed. But I think this would fit so much better with how territorial she is, lore-wise...
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@glitchboi said:
I wouldn't mind this change. Either this or base-line insta -5% regression from generators after kicking them.
Why not both? I like the idea of your kick not instantly disappearing after a surv taps the same gen for a microsecond. But also that the gen is actually regressing.
This way there isnt that much a gap between having and not having Ruin. Just make Ruin take away the need to kick gens.
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@Veinslay said:
I think all the exhaustion perks that aren't Smash Hit should require unhooking a survivor before they can be used. This would prevent using it in the first chase when the killer needs to get a down and start building pressure, which naturally slows the game down
Instead of this, I would recommend all survivors start out exhausted. This would allow the killer a better chance of getting a good start.
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@thrawn3054 said:
I have to overall disagree. With this change survivors at least have a chance to dodge a shot. I do think he should become 115 if he's going to have a 32m TR.
I think this is not even a problem. Huntress has a 50m lullaby she can't get rid of...
Slinger can still equip M&A. This gives him old 24m terror radius, which is plenty. And he still has an antiloop power.
I can understand of people feel he is more clunky cuz of the cooldowns, so I hope the devs won't go too far with them.
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@Mattie_MayhemOG said:
https://forum.deadbydaylight.com/en/discussion/comment/2514770#Comment_2514770
Now that Scourge Hooks are a thing it would make all the sense in the world to work that in to Monstrous Shrine as well as other changes.
Scourge: Hangman's Trick:
Increased Aura reading on scourged hooks. Maybe even not being able to sabo them.
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I also like this idea, Portal Room is the podium, and the rest is backstage? Maybe even partly outside, but still with the corridors
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I think Blood Favor and Third Seal are both fun perks. When I get Plaything, I really want to try a few combo's with it:
Plaything + Retribution.
Plaything + Thrill of the Hunt (+ Thana)
Plaything + Third Seal
And lastly, Blood Favor is pretty fun with Wraith.
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Remove it, or make it work with more aspects of the game... Things like crows not reacting to you. Or maybe how structures and gyms chain together? Make it increase the amount of skill checks you get? A small, built in Technician?
To add, I would love for Crows to be used more in the game as well. Maybe add more perks that use crows. Maybe a killer power based on them.
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@Kilmeran said:
Hold off? I don't think so, at least for me. Any games not Win 11 ready by the time I upgrade just lose my play time and money.
This man wants Windows 11 real bad?
I heard that with many games, Anti-Cheat saw Windows 11 as a threat, and people were banned for playing on Windows 11. Games will not only lose your time and money, you will probably lose the ability to play some games...
So considering this, I will hold off on upgrading to Windows 11 until I get a VERY good reason to upgrade.
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@SMitchell8 said:
It just HAS to be individually sbmm for each killer. I've never played nurse or blight and I don't plan to as I'm getting tough games with my mains
As far as I have heard. Killer MMR at the beginning is kinda in the same region. I would say an average of all your killers. But from there, when you play a few games with each killer, it will correct itself.
I have noticed it with Doctor. I was getting survivors whom were too efficient for me. After like 4 games it became better.