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JPA
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Do they have vastly different range? I had no idea. For me it feels the same hitting someone as PH as it does with Clown (despite the fact they're blades are about 1m+ difference in length!
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Honestly, ranking up as a Killer on this game is stressful enough when you take into account SWFs, predominantly survivor-sided maps, strong survivor perks, and the fact that anything less than a 2K with loads of hooks is almost guaranteed depip.
For this reason I will always lobby dodge keys, as I'm not also adding the requirement to find and guard the hatch as well as control 4 survivors and 8 generators. I value my sanity, thanks!
Edit: the true problem here is me caring about ranking up, but I'm a sucker for that so go through periods of caring and not caring about rank
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I think this UI change would be good. Often people complain about SWFs but doing this would remove any doubt if a tough match was against a SWF, or if it was literally just randoms that did very well.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/1864180#Comment_1864180
I guess you never actually missed DS skillcheck while the gates were open, so you don't understand...
No I did not even unlock DS yet because I find it so annoying to play against (I primarily play Killer) I can't really bring myself to unlock and run it myself, knowing of the effect the poor design has on Killers. Not too mention I've seen plenty of survivor mains on twitch to manage to do pretty well WITHOUT this second chance perk.
And even if I was fully empathetic to your example, you still missed my point. You missing a DS skillcheck is your fault, my three examples were all situations caused by DS which the Killer really has no control over, and cannot play around.
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"And there is nothing more frustrating in the game than missing DS while the gates are open."
I can think of a few things:
- After a game of playing "fair" (no tunnelling, minimal slugging and camping etc) knowing the guy who is downed has a free escape because they were recently unhooked and now have protection from you "tunneling" them (i.e. e.g. they have 1 minute to crawl to exit gate, or can just use the DS stun)
- Being efficient at killing to the point of cycling multiple players and then get hit by a DS at 59 seconds, despite not tunnelling
- Having someone do a generator in your face and/or jump into a locker with DS protection. That's cool, you can have all of the benefits of your "anti-tunnel" perk and not be touched by me, but you can still participate in the game by repairing generators or healing other members of the team
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Did this guy just compare the skill requirement of "playing Nurse" to hitting a DS skill check?
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Yeah I've always found it is pretty annoying how long the indicator lingers. Quite often it can completely mask where the survivors go after leaving the gen.
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@DarkMagik said:
https://forum.deadbydaylight.com/en/discussion/comment/1843891#Comment_1843891
Lately ive been feeling like that Devour is a Good Perk because no one expects it
So I'll be honest, I've only so far ran this at rank 10 Killer, as I've deranked a lot recently, so I'm unsure if the build I listed would work, at all, at red ranks. Given that the second step of Devour Hope gives the survivors Exposed status effect, I'm guessing that is enough of an indicator for experienced players to start combing the map for the totem.
With that being said, I've had 4 games with this build, 2 of them I triggered Devour Hope, and got 2 and 4 kills respectively with it. In the other 2 games, I got a D/C and the game was over before Devour Hope could be used, and in the other, I got steamrolled with 0Ks and 0 downs so it never came into play.
Edit: I'm having fun with this build though so will continue to run it for a while to see how DH does over time!
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Recently (as of today really) I've been running Huntress with Nurses, All Ears, Whispers, and Devour Hope.
It's making me enjoy even bad maps as it gives me something to aim for (5 hook stacks) at which point I can ruin everyone's day.
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@kate_best_girl said:
You guys blame losing on SWF waaaay too much. With this attitude you guys wont ever improve just sayin
This is precisely why I would like to have a SWF indicator in the lobby. I may find, more often than not, that I'm losing games to solo's, or perhaps a 2-man swf. In which case I'd feel less hard done to, and more driven to actually evaluating my plays and improving.
The fact is, I don't know, and you don't know, how often a given Killer is seeing SWFs, this feature removes all doubt.
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75% of the maps
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Use the perk Spine Chill as it will give you a warning if he's looking at you within 30 metres or so.
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@indieeden7 said:
Not often, maybe once or twice a year
Ok thanks, thought that might be the case.
Unsure if I can wait that long to buy the Huntress kitty mask, although I guess I could just use shards, but saving them for new characters. Decisions, decisions...
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I think it would be amazing, but can't see it happening. Given this game is a pure multiplayer game, and the only "AI" it has is the characters in the tutorial level, it would probably be a large undertaking to write decent AI from scratch (for the Survivors or Killer). I think someone who writes AI is probably a specialised role, which is probably missing at BHVR since this is a pure multiplayer game.
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@FilledPizza said:
https://forum.deadbydaylight.com/en/discussion/comment/1834344#Comment_1834344
It means that even when you are looking directly at GF and obviously should be revealing him, he just is able to continue stalking without getting revealed and then expose you.
Doesn't he have to have 50% of his body revealed or something? I think it would be too difficult to stalk if anyone could reveal him with even an accidental look
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These killer nerfs are going too far
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1836832#Comment_1836832
I actually prefer him because of this. He's actually scary to go up against.
Nevertheless, if you dislike ghost face, use spine chill. Its useful against most killers, so you're not missing a perk, and it counter GF nicely.
+1, I can always tell who is running spine chill when playing as Ghostie, as they bolt immediately after stalking, and will be moving cautiously even when I've got stealth mode on.
I've been running this perk in all my builds too, it's saved me on gens giving a warning in advance of the terror radius pretty much every match!
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Giving the codes a limited window means people have to come online more often throughout the holidays to get the stuff, so they're also more likely to play a game or two (or twelve) each day. I'm guessing it's a retention thing.
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@OP You listing overpowered killer builds does not take anything away from Scott's point.
In fact it almost supports his point, as you are basically sayin: "yes I see this build is overpowered, but some of these Killer builds are overpowered too!"
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Visually my favourite killer is Oni.
My favourite killer to play atm is Ghost Face, because he feels like one of the few Killers you can genuinely sneak up on people with, since most other Killer's are pretty obvious due to the terror radius. I've only been able to have success playing him in a hit and run style rather than a stalky boi though.
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I totally agree that these keys should be visually distinct from the keys which can open the hatch.
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@RocketPenguin said:
Some form of antitunneling should be basekit wether thats punishing killers for doing it, buffing them for not doing it, or both. But it probably be a nightmare to balance so idk if the devs are capable.
Because as long as the only form of antitunnel is perks those will always be meta
This is implying that people purely use DS for it's anti-tunneling purposes, which is just not the case, as it can really damage a good killer who is cycling hooks very quickly, or gets multi-hooks against a reduced team in the late game, and it can also be used to do generators or hide in lockers in a killers face due to its safety guarantee.
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That would be a good way to quadruple the survivor queue times.
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I'm tired of survivors who tunnel gens thinking they're good survivors.
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I don't think they're particularly hard to play around, one tactic I like to use is to approach the downed survivor, making it obvious you are about to pick up, simply doing this action will bring the survivor out, since they actually need to be positioned before you enter the animation to pull it off.
At this point you can just chase them, or just do a 180 turn and pick up, in most environments it will be quite difficult/impossible for the survivor to reposition in time before you're no longer locked in the animation, since a quick spin for you requires them to walk a large semi-circle around you at quite a far distance (and if they get too close, enjoy your free hit).
Also you can tell from the lobby if you'll be playing with flashlight users, so it should rarely even come as a surprise.
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When you say Ghost Face exposes survivors after the stealth reveal, do you mean there is a way to literally give them the exposed status effec when they reveal you (and not by fully marking them)?
Or by exposed do you just mean the directional indicator and the heartbeat icon "exposing" where the survivor is?
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The issue here is some perks are stronger than others, so I think the less strong perks would be run even less than they currently are now.
Also with some perks, the tiers currently are essentially pointless (e.g. Monitor and Abuse 1 is as good as 3 because the terror radius distances are the same, FOV changes but no one really runs that perk for FOV).
Therefore with the current set of perks, this wouldn't make much sense IMO.
But sure, it would at least limit some of the stronger perks (however something like Unbreakable will allow you to recover from death in any level of the perk, so that one could be ran at the low tier and you'd still get lots of benefit from it)
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Unfortunately "skill" is difficult to measure (hence the current difficulties with the ranking system)
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@Shirokinukatsukami said:
It's fine dude.
I don't find the game fun to play as Survivor if I'm not using Iron Will. So I always use Iron Will in almost every build.
One survivor running a perk which makes them emit less noise is not really comparable to a perk that affects the generator regression speed.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1832500#Comment_1832500
His power might kinda hard to make, considering he's a demon who feeds off grief. it would interesting to see though. Also you very welcome :)
He feeds off the grief of D/Cing players, each D/C causes his power to grow.
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The times I don't enjoy this game are when I get soundly beaten (as Killer or Survivor), I don't mind losing, but I don't like losing a game where it's not even close (e.g. 0-2 hooks as Killer, 0 gens fixed as Survivor).
In terms of bugs though, I'll be honest, I don't encounter many bugs too often. I've only been playing this game for about 6 weeks now, so maybe I'm unaware if its buggier than it used to be, but I haven't really observed any game breaking bugs. The only persistent bug I saw was the killer shack pallet being unbreakable, but that seemed to get fixed in like 3 days max.
Edit: actually I lie, I routinely see hair disappearing in the post game lobby, however this does not really put a downer on my experience.
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@CashelP14 said:
So you think having thana base kit would stop 5 mins games? Hate to say it but if the killer isn't applying enough pressure the game will still end in 5 mins.
Well it would be at least half a minute longer if at least 2 survivors are injured for much of the trial, also maybe they'd spend more time healing which again would slow down the gens.
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Imagine if injured survivors could actually RUN FASTER (I dunno, adrenaline kicks in with the fight or flight instinct), but they could perform all useful actions slower. No more tunneling.
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When the Trapper catches someones leg in his trap that is technically a shinning.
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Why heal yourself when you can do a sick Adrenaline play, or you've just come off the hook and have Decisive Strike, and you know the rest of the gens are likely to finish within 60 seconds anyway, and if not Borrowed Time could save you anyway.
I agree that survivors should be penalized for being Injured more than they currently are. That would also make Killer's more likely to chase healthy survivors (i.e. reduce tunnelling), more than the only current motivation which is to not be called a tunneller and risk making someone unhappy.
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No, depending on the height you're dropping from (e.g. top of the Coal tower/a second story building), the survivor has probably already wasted enough of the Killer's time being chased up there. They don't deserve a further buff for doing so.
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Bubba will take anyone down the basement, he's not picky
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@ronobbly said:
https://forum.deadbydaylight.com/en/discussion/comment/1331284#Comment_1331284
you mean you tried to find a logical flaw, I didn't state I wanted to pip. I don't care about that however I care about playing fair games that are matched to my skill level in order for me to get better :) I'm rank 1 survivor and I only face red rank killers, but as a green rank killer I only face red rank survivors make it make sense
Maybe there's just more high ranked survivors than killers, and as a result you're having to face high ranked survivors more often.
Wouldn't surprise me, pipping as a Killer is pretty difficult whereas as a survivor I literally just spent a game walking around the map, unhooked one person, and didn't depip.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1818694#Comment_1818694
I'd equate it to Blink CD with Nurse. It's a fundamental part of her power and you will reload in a game if you're playing, so guaranteed seconds shaved off that build up over the match? You're never not getting value out of it.
Yeah and not only do you get the obvious time save benefit from it, but survivors can get less distance on you when you reload, which obviously makes shots easier, hence you hit more shots. Also there's the surprise factor when survivors have less time than they think they do when they reload.
Plus you get the locker screams for free.
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@Ghoste said:
Iron Maiden is a noob trap. That's the general consensus among Huntress mains anyway.
You don't think it is worth the slot? I see that CoconutRTS plays with it all the time, but yeah it's competing with a lot of great perks.
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I literally bought Legion the other day for Iron Maiden for Huntress, can't wait to see it in the bloodweb...
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Also use add-ons, the increase of carrying capacity is good when starting out, as you get more chances to get hits in a chase, and spend less time going to reload at lockers, and more time practicing.
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Be aware of the fact that survivors will always know you are coming, as your character audibly hums, so they have that warning and THEN the heartbeat warning. Therefore you need to expect most survivors will be hiding from you when nearby, the perk Whispers helps a lot for telling you if someone is nearby, and saves a lot of wasted time searching areas without survivors.
Use your hatchets at very close range as you can still effectively hit people at melee distance, but you have less of a cooldown than using a Melee, so you can quickly down survivors with a Hatchet + Melee, or Hatchet + Hatchet.
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I honestly think it is a blessing in disguise you guys don't have chat on the console. There are a few rare games were people will be pleasant (on victory, and more rarely on a loss), but I'd say 60% of comments at least are toxic.
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1817303#Comment_1817303
what is this bragging? get facecamped, tunneled, and slugged and then say "I don't need these perks to escape"... yes you do. You literally do. If you don't get facecamped/tunneled/slugged then sure, you don't need these perks, but those strats occur so often survs are forced to take them.
Now you are literally telling other people what perks they need to escape? How do you know that?
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@finitethrills said:
The proper way to limit tunneling is to create an actual, tangible penalty for being injured. Currently, there is zero solid reasons for a killer to let an injured survivor go vs a healthy one, because that injured survivor is just as effective at everything as the healthy one. The only way to limit that survivor currently is to actually down them.
If being injured carried significant penalties to actions, there'd be a lot more reason to let them go and try to get someone else injured instead.
It won't eliminate tunneling, but it would provide an actual benefit to NOT tunneling.
This is a great idea
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1817279#Comment_1817279
You are missing the point.
I do have them, I just resent being forced into using them all the time.
I mean, if the Killer is hard tunnelling you, I don't think borrowed time will do much, it will save you one hit but if they're intent on tunelling you, it will delay your death by an extra 10 seconds maybe? From playing many Killer games, the only time I ever see Borrowed Time is when the survivors are trying to deny the few hooks I've managed to scrape together, if I've been losing up to the point of the exit gates being opened. I'd hardly consider this "tunnelling" at that stage. Borrowed Time, in my experience, is mainly useful for ensuring a last minute escape, even if you've lost many chases throughout the match.
Same with DS to be honest, if someone is hard tunnelling you, again it delays them by 3 seconds but they have a pretty easy down on you since you are injured.
There's been many times DS hits me towards the end of a game, after a first or 2nd hook with a few gens remaining. It's basically just a win-more perk.
If a killer wants to BM you, they'll probably do it, but they'll also likely lose as the rest of the team does gens. Yeah these perks give you an extra chance, but if you are playing with a reasonable/fair Killer, these perks are basically just win-more perks most of the time.
But yeah, unsure how you'd balance these. I mean the game already penalizes face camping behaviour. Also I'm not even going to respond to the slugging point, because if a Killer is not allowed to camp a hook or tunnel, I think slugging is a reasonable compromise (it's not like the survivior is going to stop doing gens, destroying totems, or generally trying to win the game during the time they expect to not be tunnelled)
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Level up Bill and you'll get two of them, it doesn't take long.
If you look at most "meta" Killer builds you'll see the perks are pretty much all teachables as well, I'd argue the Killer common perks are even less useful.
I've been enjoying quite a lot of Survivor without any of the perks you listed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1817163#Comment_1817163
That's the point, most survivors, even at red ranks, are not "extremely competent".
Well it depends how you define "extremely competent", and depends how you define "most".
Playing as Huntress in these ranks recently I've came across people who are pretty good at hiding and/or looping (two things the huntress struggles with due to her humming radius and low speed), and also seem to be pretty aware of how to counter the Huntress (I'm guessing she's quite popular at high ranks?)
Certainly it could be me not being good enough yet, unlucky SWF lobbies, or a mixture of the two, but I'd say your guess of under a week for consistent 4ks (at any rank), is probably an understatement (just go watch CoconutRTS who has thousands of hours on Huntress, he'll still drop the occasional 4k)
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@[Deleted User] said:
If you want to become a god Huntress it'll take a few hundred hours. If you just want to 4k consistently and hit some good shots, I'd say you can do it in under a week, she's not that hard to get the grasp on.
When I was playing Huntress at rank 20 I was 4k'ing extremely easy, I made it down to rank 7 and playing against teams of rank 2-5s who know how to loop the huntress and it's a different story entirely. Unless your mindgames are spot on, it's pretty tricky to quickly quickly end chases against extremely competent survivors.