JnnsMu
JnnsMu
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- JnnsMu
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28 stab wounds
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The ability to injure a lot of people fast can be really helpful. However, there are far too many punishes for his power and the range and speed often don't allow him to even reach a second survivor. In chases, he is just an M1 killer with absolutely nothing to help him. This is fine against bad survivors. However, you can't chase anyone who knows how to run efficiently.
I love the character design and I like to play them as a bit challenge. However, they are absolutely horrible when it comes to power levels.
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I like to play Legion. Gives me a bare minimum of mobility and some information. Other than that, I just need to outplay the survivors hard in order to win.
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Kill 2 survivors (not necessary but makes it a lot easier) -> slug everyone -> let one survivor do the last gen while the other is still slugged (ideally, you'd know where everyone is) -> Down that survivor -> open an exit gate to start Endgame Collapse -> hang everyone who's still crawling around in the dying state (or at least 2 survivors)
This method might be a bit boring since it involves a lot of slugging and it won't work against good teams but it should be the most consistant strategy if you really want the challenge done.
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She still has really good mobility if you only use the first blink to get around the map. That way you have the blink back almost immediately after getting out of fatigue and fatigue is actually a lot shorter than after both blinks (Some people actually used only the first blink for mobility pre-nerf). As far as chases go, having to wait for two blinks can definitely be frustrating but considering how strong the power is, this drawback is totally reasonable in my opinion. With a bit of practise, you can often hit a survivor on your first blink. The second one just seals the deal if you mess up slightly. I have played a lot of pre-nerf nurse and some post-nerf nurse and it honestly doesn't really feel that different since I can usually use the recharge time to hook a survivor I just downed by using the power.
TL;DR: She's still the best killer in the game. She still feels really strong when I play her. She's still scary when I play against a good one but it's a lot more rewarding to outplay her now.
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How is the killer taking the game hostage? The only way a killer can do that is by somehow managing to bodyblock every single survivor into a corner. If he slugs, you will eventually bleed to death. If he tunnels or camps, you can do generators and eventually escape. Ever since Endgame Collapse was released, it's hardly possible for either side to hold the game hostage.
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So you're saying that tunneling is bad but slugging is also bad? So if a killer picks you up, they're a tunneling piece of ######### and if they don't, they're a slugging piece of #########? Seems awfully convenient. Don't get me wrong, if you're not having fun then it's an understandable decision to disconnect. However, it seems to me like you're just setting up a mindset in which everything is the killer's fault. For me, knowing that the killer is actually trying to kill me and not babysit me through five generators is part of the fun of avoiding them.
Also, if you literally have a list of killers that you disconnect from, maybe you shouldn't be queuing up for matches in the first place. Again, I'm not trying to attack you personally here but rage quitters are ruining this game for both sides so it'd be really cool if you could either re-think your mindset or just stop playing already if you have such a problem with the KILLer actually being able to KILL you.
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Being tunneled can be frustrating and feel unfair. However, as long as this game is balanced somewhat well, the killer will always be able to get at least one kill by camping and that's how it should be. However, camping is not an efficient tactic when it comes to killing as many survivors as possible. Whenever the killer is camping a hook, he isn't contesting any generators. Use that to make him regret tunneling. Trying to get all four survivors out doesn't help. Just make the best of any given situation:
If the killer is soft camping or tunneling, use Decisive Strike to make tunneling you tedious and annoying for the killer. If the killer is hard camping, just rush generators. If the killer camps someone else, don't even try to save them but complete as many generators as you can. If the killer is camping you, don't try to unhook yourself but struggle for the full duration. If you're still in the first stage, spam the beginning of the "Escape Attempt" animation to signal that the killer is camping you. If your teammates have spent their time on generators then everyone else should get out. If they wasted time trying to save you, you've done all you can and it's their fault for dying as well.
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Lorn - Anvil, Porter Robinson - Sea of Voices
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I usually just chill, accept my probable defeat and the fun just comes from playing the game. I understand where you're coming from but I'm one of those masochistic freaks who play add-on-less Legion in red ranks so I don't really care about the result of the matches and just play for fun.
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In my opinion, there are two ways to handle this:
- Take it as a challenge: Play to win really hard, apply a lot of pressure, don't be afraid to use controversial tactics - While hardcamping encourages gen-rush, softcamping can be quite effective against SWF - and, if you're getting matched against good survivors, play proactive killers.
- Play casually: Just play for fun and feel free to use suboptimal builds. Just don't expect to win every match and you can't get frustrated when you don't.
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Just make sure not to prestige anyone if you don't have another character leveled that you can play in the meantime.
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It's not worth it from a practical standpoint. However, the cosmetics are nice to have and if I'm gonna level up a character 500+ times to get all the perks on 3, I might as well waste 150 levels just to have them completely maxed out.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/736283#Comment_736283
So your argument boils down to "you shouldn't win every match so sometimes don't even try".
Decisive strike exists bc killer behavior gas facilitated it's necessity. Killers stop Tunnelling like mad, and anti tunnel perks like Decisive strike wouldn't need to be meta.
I main killer. I have been hit with maybe 3 Decisive strikes in my entire time playing the game since the rework. And I don't tunnel and I probably average 3 kills a game. It's not overpowered or rewarding bad gameplay. It's punishing toxic gameplay.
I'm not saying it's overpowered, I'm saying that it doesn't need a buff. I'm not saying that you shouldn't try surviving, I'm saying that you can't always survive and that's fine.
I don't mind anti-tunneling perks. The thing about Decisive Strike is just that even if the killer doesn't tunnel, the perk gives survivors an incredible power position for a minute. In my opinion, a well designed anti-tunneling perk should give survivors some amount of protection against being tunneled down too quickly but it shouldn't let them do whatever they want for a minute without the killer being able to do anything about it.
One way to achieve this would be making the perk deactivate once you work on a generator. This way, you could fall back on it when the killer tunnels you but once you feel safe enough to do objectives, you would lose that power.
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@joshuashep22 said:
https://forum.deadbydaylight.com/en/discussion/comment/733963#Comment_733963
Only to those who tunnel
Nope. To everyone.
60 seconds is way too long for DS just to counter tunneling. I can literally hook you as Hillbilly, chainsaw to the other side of the map, chase someone there, down and hook them, come back to you doing a generator, down you and get hit by Decisive Strike.
Additionally, the perk lets survivors do whatever they want. They can literally do a generator 10 metres away from the killer and if he tries to stop them, they just jump into a locker. The killer then has to either waste 40 seconds standing in front of a locker or get hit by Decisive Strike and lose a huge amount of momentum. Making DS activate twice would only add on this problem as using it wouldn't even mean that you can't use it later.
Last but not least, survivors don't even need to run Decisive Strike. As there isn't any good way to tell who has it, the existence of the perk alone makes it incredibly risky to pick up a survivor that has been unhooked a while ago in red ranks.
I understand that tunneling can be frustrating and sometimes DS doesn't feel like it's enough but play a killer that isn't Nurse, Spirit, Huntress or Billy in red ranks and you'll realize how strong it is.
Also, you're not supposed to survive every single match just because you equip a certain perk. As long as the game is somewhat balanced, you will always die if the killer tunnels you. However, it's a very inefficient way to kill so your job when being tunneled is just to waste as much of the killer's time as possible. Decisive Strike gives you another entire chase if the killer picks you up or makes him slug you for a total of up to 120 seconds if he doesn't. Either way, this is an insane amount of time if two or three survivors are working on generators and it definitely doesn't need a buff.
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@JawsIsTheNextKiller said:
I'm always happy to see a Legion because they are so rare.
I'm always happy to see a Legion because they are a free win
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@skinboy142 said:
Just had a match against a ghostface where once we got a bit in to the match he started to just camp the last gens and we could not in any way do them without having to kill ourselfs or get downed. I even ran him towards the other side of the map but as soon as i ran far enough he just left me and went back to camping the last gens. The match went on for around 35 or 40 minutes and only after me and another survivor went on to sacrifice ourselfs to give the team more time did the gens get done. But it was not possible otherwise so is this bannable as in my eyes this is taking the game hostage.
I wouldn't even say that it's holding the game hostage. Sure, it's a very defensive strategy and it produces long matches. However, as long as he doesn't bodyblock you into a corner for a long time or watches you bleed out when he could easily hook you, you always have a choice. You can search chests for a key, you can try to get the attention of the killer or you can just commit to gens which, in the end, you did. You still have full freedom of playing the game even if it's not in the way that you want to play it.
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Not bannable. It's also not bannable to camp or tunnel survivors. Just play without cheating, abusing bugs or using macros and you shouldn't ever be banned.
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I agree. Just as killers need to at least see hooked survivors as defendable objectives and, sometimes, even to camp, survivors need to use the tools that they have to survive. Both sides need to understand this and stop thinking that playing the game equals BMing.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/705979#Comment_705979
Thanks, I thought they didn't allow settings to be changed individually from there.
Well, I can't really guarantee that. I never saw or heard a comment on this from the devs. I just figured that it's okay since it literally has "User" in the name. Would make sense for the user to be allowed to change them.
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Got to C:\Users\[You]\AppData\Local\DeadByDaylight\Saved\Config\WindowsNoEditor\GameUserSettings.ini
Set sg.AntialiasingQuality, sg.FoliageQuality and sg.PostProcessQuality to 0. You can then edit the rest of the values to be high and your game should look pretty good.
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@RatDBD said:
I think they're both equally good in their own unique ways, however, personally, I'd use it in a gen build, Prove Thyself, Leader, Better Together, and with a toolbox.
I use Bond specifically for solo queue, and more so gaining information as to which team mate is being chased, and who aren't/what they're doing, as well as I really enjoy it for chase as well. I can protect my team mates by leading them far from my teamies repairing.
I don't think Leader belongs in a generator build. An exhaustion perk and Adrenaline would be a lot more consistent with Better Together and Prove Thyself.
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I'd say so. It lets other survivors come to you instead of you having to look for them and the most important decision that bond makes easier is wether to go for an unhook or stay on the generator and let others do it. Better Together is also great at that by letting you see the other survivors for 10 seconds.
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I agree if what you're saying is that Legion is just a weaker Plague considering both of them are 4.6 MS killers who have tools to keep survivors injured. However, I don't quite understand what letting the Plague actually get a few Deviousness points would change in regards to that.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/87368/the-plagues-deviousness-point-gain-is-atrocious
It’s not as terrible as it seems. Yeah it does require puking on A LOT of objects, but that’s part of the point with her: if you can’t directly get all survivors sick ASAP, you try to achieve it indirectly by making it difficult for healthy survivors to repair gens without getting sick, or making it difficult for healthy survivors to hide/escape without getting sick (by infected vault points or infected lockers).
However you get a MASS of devious points whenever a survivor reaches the broken state, whenever you ingest corruption, and whenever you injure survivors with corruption.
This is why it’s terribly important to abandon typical mind gaming and long loops with Plague, she simply can’t be used like most other killers. She needs to never be too far from gens so that it’s 100% clear to survivors, even the best survivors, that it’s far too risky to remain in the broken state in order to finish repairs. Thus forcing cleansing, and hopefully allowing future mid-chase ingestion of corruption.
Just 3-gening to force cleanses might actually work but I feel like high rank survivors would either just cleanse on the other side of the map where you can't pick up your corruption without abandoning your generators or still not cleanse at all. My thought behind the suggestion of increasing basic attack points on fully infected survivors was that your blood point gain no longer depends on what the survivors do.
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It isn't. Even when it gets cleansed, the survivors have spent time looking for it. Even if they hit every Great Skill check, it at least prevented the bonus progress. It can feel bad to lose Ruin early but it always does at least something and it just makes games a lot less stressful by giving you some time to hook someone before gens start popping left and right.
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@Ksoni said:
So basically you can hide in the basement with the key for the whole game. Then wait till everyone is dead. Find the hatch and escape. And is has no counterplay.
Yeah I feel like I'm always gonna have to slug the last 2 people once that perk goes life. As if keys weren't strong enough before.
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Ruin doesn't really do anything interesting and when it gets cleansed, wether it's an early or a late cleanse, it's gonna be bad. The fun part is actually having enough time to catch decent survivors. Without Ruin, you have to constantly juggle pressure and can only commit to really good chases. With it, you can play a bit more carelessly without multiple generators being completed instantly.
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While I think that survivors are a bit strong right now, especially if the killer doesn't run Ruin, this is the wrong way to handle it in my opinion. Perks like NOED, Devour Hope and Haunted Grounds require survivors to keep track of what perks the killer is running in order to eveluate wether or not he might have one of them. This would be a lot harder with a 5th perk slot. Also, 4 perk slot just feel slick and wondering what to put in them figuring out the best builds can be pretty fun while I feel like you could just stuff any good perks into a killer. I mean, just imagine a Hillbilly with BBQ, Ruin, Enduring, Spirit Fury AND Whispers. I think that the game should be balanced around everyone having 4 perks. There are a lot of other ways to buff killers.
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I agree with you. I think that Ruin should be playable but not as necessary as it is right now. I would like to see something similar to how they handled Brutal Strength back when you couldn't play Killer without it. Back then, they increased the base Pallet Breaking Speed and nerfed Brutal Strength. If we just slow down the vanilla game a bit, that would allow for a Ruin nerf. General progression nerfs could just be an increase to the generators' timers. This would be suboptimal because sitting on generators longer is boring but a strong Ruin spawn amounts to the same thing and at least this way, it would be consistant. For the Ruin nerf, fixing the perk would probably be enough. Keep the perk's description and numbers exactly as they are but remove that infuriating cooldown time for progression after you get a Good Skill Check. Just having the 5% would still encourage going for Great Skill Checks and the perk would probably still be viable but it would get a lot less oppressive. Actually giving regular Blood Points for Good Skill Checks might also discourage survivors from looking for the totem and make it more consistant.
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@NEVELEVEN11 said:
https://forum.deadbydaylight.com/en/discussion/comment/650954#Comment_650954
Like when you prestige you earn bloody clothing but can you get more bloody clothing for same character? Or change the look?
No. You can only get bloody versions of the default outfit that is equipped when starting the game for the first time. These do not replace anything but are standalone outfits. The blood can not be applied to any other outfits.
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Yeah I did that with an SWF once. Most of us got the self unhook but I actually got unlucky and reached stage 2. Also, since we were in SWF, having someone else unhook really wouldn't have been an issue.
In conclusion, you're wasting two perk slots on every survivor (I'm not even sure if Up The Ante stacks) just to save a few seconds from a potential unhooker with the risk of just wasting a hook state and still having to be unhooked.
My suggestion would be to just run Borrowed Time for free unhooks or Deliverance for more reliable self unhooks.
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I think that with how big the playerbase is by now, bE could definitely afford to release the chapter at the same price as regular ones but seeing that it's not only two survivors but both of them have to be voiced by actors who currently have a pretty good outlook on their career, it would be justified to have a higher price. I guess we just gotta wait and see.
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Yes, 3 people working on generators is gen-rushing. No, they should not be doing anything else. It's similar to how some survivors yell at killers for patrolling hooks, slugging or tunneling: It's how the game works and what you should do as your role if the situation calls for it but some people will still get mad because they can't deal with how stressful playing Killer can be. Just ignore people like this. They have no game knowledge and while they have a point - In my opinion, Generator progression should be slower in general and Ruin should be nerfed to make progression more consistent, similar to how Brutal Strength was changed - , it's just idiotic for them to blame survivors for playing the game instead of either dealing with it or trying to get things improved through forum posts.
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So he has one survivor dead and there is only one generator left with Ruin gone? That doesn't sound like a good situation for the doc. Seems to me like he got punished enough for tunneling you.
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@Johnny_XMan said:
@JnnsMu I think you’re exaggerating there with the 3 survivors being able to do 10 gens while a good looper is being chased by a “good” killer.
A good killer knows when to stop the chase, especially if it’s at an infinite.
Oh yeah that's definitely something killers can do. And it's worth it if the other survivors aren't as good at juking or just don't abuse the same spot(s). But it also means that all of the time that the killer has invested in that chase is wasted apart from one or two destroyed pallets. That's why I came to that ambiguous conclusion: There are things that killers can do but against good survivors, all options seem bad sometimes.
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I agree that that mindset is defeatist and naive but it is rooted in a truth: Survivors do dictate the game. When a survivor is running a loop, there is nothing the killer can do other than decide wether they invest that time or just leave and get nothing. A really good survivor can loop a really good killer for the time it would take 3 survivors to do 10 generators if there hasn't been some bad player wasting pallets before that.
Good killers are good at capitalizing on survivor's mistakes. The only killers who avoid having to take that route and can play proactively instead of reactively are The Nurse and maybe The Spirit.
So, yes, "git gud" applies here but there are definitely some matches in which killers hard lose even though they played really well. All it takes for that is a good juker and 3 randoms that are competent enough to hold M1 and press Space from time to time.
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@BlueFang said:
Oh man seeing the scary tier fast and mobile Volatiles forced to loop and scream in agony from pallet loops would be unbelievably sad to see
Nurse has been unchanged for ages and post-rework freddy turned out pretty strong too. Maybe the devs wouldn't mind making the killer powerful as long as hes fun to play and to play against.
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@8obot1c said:
each time a generator is complete you get a token of up to 3 and if you get hit by the killer going into the dying state is ignored and you lose a token. When all the generators are powered you lose all tokens, you gain back full health and have the haste effect for 60/80/100 seconds.
also pain is reduced 50%/75%/100%
You can pick yourself up once during every trial.
Is this a bit too much? For not being able to heal yourself for the whole trial I think it isn’t
I'm just gonna assume that you're not joking and you mean a 3-4% haste effect and not a 50% one.
Yeah it is. Gen rushing is already what you wanna do with No Mither plus Resilience. Giving players the ability to have up to 4 health states (even with healing you usually only have 2) seems totally busted. I don't mind being down in one hit, the important thing is that there's some kind of payoff. The mini-Adrenaline and Hope is a nice idea though.
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This has been long overdue. I hope that this gets picked up as quickly as possible. Good job on the example image as well!
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I really like this idea. I had many situations in which I wasn't sure how two pieces would look together. It's actually the main reason why I haven't purchased any Auric Cells yet. So BHVR, if you're listening: there's something to gain here.
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I feel like there are many people in this forum that don't play both sides. Yes, being focused down as a survivor can be frustrating. However, there are already perks that discourage killers from doing so. As a killer, playing around Borrowed Time and Decisive Strike while tunneling is already a huge time investment. Camping is only viable against survivors that greed for unhooks. Also, while I almost never camp, tunneling is just necessary from time to time. Having 4 people to deal with is really stressful, especially when some of them juke well and the others are at least compenent enough to hold M1 and hit good skill checks. When ruin is gone, there is a lot of pressure for killers to get a kill as quickly as possible and tunneling is one way of doing so. This applies especially for non-top-tier killers.
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@Ark_the_Bonsai said:
Personally, I'd prefer if they just made it so you could save your own cosmetic combinations as outfits to sort through
Just a tiny qol update. But could you make that all three prestige parts count as a outfit so players can equip them all at once with one click if they want?I really like both of these ideas. It feels like this stuff should have been added as soon as outfits were introduced but I guess there were more pressing things (as always). I just hope that this thread gets seen.
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I like the idea of making hex perks more consistant. However, if these aftereffects were added, the perks would most likely have to see number nerfs in the active state which would go against the high-risk-high-reward thing that they're supposed to do. There are also games in which Ruin stays active for a long time and basically leads to an auto-win. And with harder-to-find totem spawns coming in every other patch, it seems like the devs want to keep that coinflip in the game while decreasing the coin's weight offset, figuratively speaking.
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DbD is already only a horror game for new players. Over my hundreds of hours in the game, I noticed that scary things like the heartbeat, the red stain behind me and even just sitting on a generator not knowing what's going on have faded and become casual. And I don't mind. Yes, the thrill was exciting but that same thrill is what produces immersed rank 18 Claudettes and Megs that just crawl around the map's outer walls. I agree with you that it's sad but for engaging, high level gameplay to be possible the horror aspect has to be neglected to a pretty wide extent. It's even kind of beautiful that this game can turn from a panic-inducing horror game into an almost competitive action game and work moderately well both ways. However, since the action part takes up the majority of the playtime for loyal players, it should always be prioritized inmy opinion.
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@Jaypierera1231 said:
Thanks for the friendly input. I’ll look some stuff up YouTube. But man it can be a bit frustrating when I feel like the point of running is useless. They seem so much faster and to top it off the spirit and legion are by far the fastest and almost un jukeable. My son played killer for the first time and wiped the survivors out with one perk and 5 generators still to go.
Seems like you haven't played for too long. Yes, bad killer players perform better than bad survivor players. No, killer is not OP. Just play killer, 4k your way to ranks 5-1 and you'll see how much survivors can do in this game. As for playing against Spirit and Legion: I understand that you're struggling with that. Both of these killers have tools that make them rather unconventional. When playing against Spirit, you have to be careful when she stands still and you should try not to be predictable. When playing against Legion, the point isn't not to get hit by his power. The point is to not hit when his power expires. Yes, Legion get's a free hit on you but he cant down you while his power is active. In terms of powerlevel, this just doesnt compare to billy's instadown or the Nurse's infinite free hits. Everything in this game has it's counters. Even camping does: just let the personslowly die on hook while the killer wastes his time there and do generators so that that kill is the only one. I get that this game can be frustrating to new players. I would recommend being smart about who to level and definitely getting to know both sides. It can also be helpful to watch some content on twitch or YT or to play with more experienced players. If you like the concept, taking your time to learn this game might very well be worth it.
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I've never heard anyone say that The Nurse's base kit is balanced. She's OP even without add-ons. It is known.
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For Legion you'd be looking at BBQ, Ruin, Thanat and Sloppy Butcher. I used to run Stridor instead of Butcher but since the mini rework people actually want to heal against Legion so Sloppy Butcher gets you a lot of value. This build is a lot stronger on Legion than on Spirit since you can spread your hits really well on Legion but if you like Thanat you can theoretically rin it on any killer.
For Nurse, I would suggest BBQ, Ruin, Whispers and A Nurse's Calling. If you would like to slow the game down instead of increasing you killing efficiency, the Thanat Butcher build works on her as well. Other good perks to use with her are Shadowborn, Make Your Choice, Infectious Fright, Franklin's Demise, Knock out and even Devour Hope. If you want to use any of these, I would recommend putting them into the first build instead of A Nurse's Calling.
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/75823/why-is-it-that-if-i-use-franklins-im-trash
items are kinda the equivalent of survivors killer powers, imagine they had a perk to completely get rid of a nurses blink or a billy chainsaw just by doing a gen, thats how it feels , to a lesser extent of course
I disagree. A good team of survivors doesn't need any items to beat any killer that isn't The Nurse. Additionally, killer perk slots are really valuable and Franklin's doesn't even completely disable items. For example, you can still get a lot of use out of toolboxes before being hit.
Using an item that you probably have hundrets of anyway to deny the killer a perk slot is a good deal for survivors.
The only to reason flame someone for using Franklin's is frustration over losing an item. And that is definitely not a good reason.
So no OP you are not an #########.
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Playing with your own survival as the goal isn't necessarily wrong. However, sneaking around all game waiting for the others to die and the hatch to open is incredibly boring for everyone. To play the game as intended, you need your teammates to do at least something and sometimes you may need to help them. I often just do generators whenever I have free time but don't shy away from running the killer around and letting other survivors do progress. This way, I'm always useful to my team and myself without putting myself into too much danger. When it comes to saving people, you can usually expect randoms to do that for the large amount of blood points so staying on a generator can actually be more helpful for your team.
However, it can be fun to take a risk from time to time and completely avoiding the killer takes away a big part of the fun in my opinion. However, if playing stealthily is fun for you and you're not actively being a burden for your mates, I don't see anything wrong with that.