Kebek
Kebek
About
- Username
- Kebek
- Joined
- Visits
- 8,461
- Last Active
Comments
-
@JasonS said:
https://forum.deadbydaylight.com/en/discussion/comment/1869315#Comment_1869315
I think using the bottles for mobility is not terrible but NOT using them to cross the map. Instead you throw one ahead of you when you're closing distance with a survivor, you may be able to reach them before they get to a strong loop or cut them off to coral them into an area where there are no pallets, etc.
Agree but when you already see survivors where you can throw a bottle at them means you've already crossed the map so it's a chase power a that point, not a mobility tool. It's the same when huntress lands a map /half map long hatchet, kind of mobility but not really.
-
@Exerlin said:
Don't forget about the massive reload speed buff! That's a huge factor since it makes using your bottles much less costly.
My first impression of the sonic tonic has been a really good one. I absolutely love the idea, and as I was reading your post, I was already thinking up some bottle placements and movement strategies for some loops.
Yes yes, it helps a lot but the more you relord overall the more time you waste also. That's why I think it can't ever be viable to throw bottles all the time to get better mobility when you then don't have bottles for chases. A lot of reloding is bad for clown even when it's faster then before.
-
People here doing their best to make Freddy worthless again. "His sleep needs to go / Snares need to go / Teleporting needs to go", like really, you just want bland M1 killer with no power that's easy to loop, we have enough of that already in the roster.
Freddy can use some small balance tweaking in NUMBERS, not completely removing significant parts of his kit.
-
Watch as they fix this (if it's true, didn't test it myself yet) when it's the best thing that could happen to this perk since it's release and forget about it for next year or so.
I really hope it's true and that one of my favourite perks ever designed is finally out of "utter garbage" tier.
-
@Akito said:
I played LB just right now and did they already buffed it?
Every time I get full health it resets. So the only way to get it "used" aka deactivated is to be injured for 180 seconds.
That's 100% a bug then. It always worked like this - you have 180s and healing only pauses the timer and once injured it continue to tick down from where it stopped. That's why it should get some kind of a buff as it's extremely underwhelming compared to perks like Iron will that last indefinitely.
Even a buff like you just said would be welcomed if they decide not to make it permanent effect, just anything would be good.
-
The problem is, survivors are already spamming keys so much more since the mori nerf because they know keys are next on the chopping block. It would be nice of the devs if they delayed the mori nerfs and released them at the same time with key nerfs but that's not really possible anymore.
I hope the key changes will at least be good. Not some half-assed changes that don't solve the main problems killers have with key escapes.
-
@Almo said:
Personally one of my favorite updates in this release. I've been playing with the updated Fixated in playtests for a while, and I really like it.
I don't mean to pry but wasn't Lucky break mentioned some time ago to be getting changes as well ? I really hope you guys have plans for it too.
-
Finally, some proper lightning for lower floor of the game. I hope no dark corner will survive the graphical update.
-
Both, simple effective killers are equally important to have as hard to play strong ones are.
-
With this level of safety on a pallet you might want to consider only vaulting since if you won't run, you won't trigger chase and thus no BL. I'd say that's the only way to avoid BL so if you manage to read the killer enough, you can force him to break the pallet but you need to be on point with your timing & predictions on pallet vaults.
-
I'd so love to see some shape buffs. Even when he's not the worst killer, good looper can shut him down pretty hard and deny him stalks for a while if they break LOS well.
T1 needs some buffs the most, it makes him the worst early game killer which is a damm shame. T3 could also use some small updates to make it a bit more scary.
-
I don't understand where this "devs don't care about survivors, killers have it too easy" mentality is coming from. There wasn't any real survivor nerf since 3.7. when gen speeds got slightly tweaked, other then that it was all map reworks which aren't survivors nerfs any more then when infinites got removed, new maps aren't aimed to be nerfs to survivors but intend to give both sides more chances to outplay each other. If for some reason too many deadzones spawn or something, it's the same as when back in the day 20+ pallets spawned making the game insane for killers and will get further changes eventually. Bad RNG is something that's we'll leventually get rid off if it become problematic enough to warrant changes.
Hit validation is different for all players so it's probably not as simple of a fix as many would like it to be. I feel sorry for anyone who gets bad hits consistently but other then playing killer or waiting till it gets updated, there isn't much that can be done. Bad hits as well aren't intended so counting them as dev killer bias or some kind of survivor nerf (especially compared to the OG lagswitching that was far far worse) when they want them gone is also equally foolish.
PH and slinger beiing boring is pretty subjective so even when you don't like them doesn't warrant changes when there are others who enjoy facing them, especially when they aren't all that overbearing power wise, they have their weaknesses.
I don't really want to argue over DBD's balance state (just sharing my thoughts) but if you enjoy killer more you probably should forsake survivors for time beiing and just play killer. If that gets boring or annoying too evenutally, just check out DBD everyone few months if the issues you hate are resolved and play something less frustrating in the meantime. I'm on a small break from DBD right now as there are some other games I really wanted to play as of lately.
-
Game is considered survivor sides at the highest level of play. Meaning if you get one extremely experienced killer who plays all killers really well and put againt him 4 all equally skilled survivors who know how to perfectly play their side vs every killer about 80% of all killers can't create enough pressure to beat such good survivors. With most killers you just can't get better to beat such survivor teams which is why top tier survivors are considered much stronger then top tier killers, meaning top tier DBD gameplay is survivor sided. Your average match is ofc much more balanced then that when you constantly face solo teams that hardly know how to loop M1 killers.
And such scenarios with top tier gameplay don't happen in even 10% of red ranks matches as ranking is horrible so DBD's high level of play is polluted with bad players creating the illusion that all killers consistently win when in reality it's the incompetence of survivor teams that's losing their games, not the killer beiing too good or power wise stronger.
Overall DBD is survivor sides in terms of best players facing off but decently balanced in your average solo game. Problem lies in that survivors can always get better and/or play SWF to get massive advantages, killers at certain point can't do nothing more then wait until survivor makes a mistake and if it's not soon enough they'll lose automatically once enough gens are done. Even killers that don't have to wait for mistakes struggle with survivors who pressure gens properly so when you play killer that isn't one of them you're at mercy of survivor's inability to play the game well.
TL:DR Best survivors have much higher chance to beat the best of the killers making top tier DBD gameplay survivor sided, survivors can always improve, killer hit a ceiling vs best of survivors. In solo games, both sides have good enough odds against each other assuming ranking works at least half decently.
-
Fun is in choice of playstyle. If they have fun camping/tunneling you can't deny them that.
-
Even when it's not completely accurate as old killers constantly complained as well, the reason why it may seem like there wasn't as much complaining even when survivors were ten times stronger was because they were also ten times worse at playing the game.
Also the complains today are imao pretty justified, people are upset at messy changes as they should be. Even you post every now and then how devs can't properly fix hit validation basically complaining and you're not wrong.
If the changes were better, people would complain less but alas the changes even when healthy for the game were rushed so people voice their opinion on it.
-
Is it really that suprising ? Whenever each side gets any changes that don't benefit them they'll make 100 posts per day about it right besides another 100 posts about tunneling/camping, gen rushing/looping.
If the changes were better, there would be less posts about it. They should have taken more from the feedback on mori changes that were posted over the years and also release them simultaneously with key changes.
They decided to raise number 1 to 2 rushing the mori changes and not even release both with the keys at the same time so people are upset him with badly it was all handled.
-
They 100% should have waited and changed both at the same time. I really don't know why they had to rush with the mori changes and couldn't wait for the key changes to go both live together when they'd be ready.
-
I though survivors were againt the idea of robbing someone from playing full match. Keys allow that, so they should be render equally usefull as mories are now.
Keys are only weak when the players using them are incompetent. Good team with a key is as powerfull as pre-nerfed mories were. There's no excuse to not nerf them equally hard.
-
Lucky break buff.
-
Despite the mori nerf being extremely lazy which sucks, I'd be ok with it if keys get the same treatment.
I swear, if they eventually change keys and it'll be only minor tweaks and not complete annihilation (deserved one at that) allowing usefulness in only a few edge cases as now mories have, it'll be even bigger disappointment.
At this point I think they might even completely remove both and nobody would miss either.
-
What I don't understand the most is why couldn't they wait with this change (even as bad and lazy as it is) to be paired with the key changes. It's not likey they were on a schedule to meet some expectations or make money out of them.
Now so many more games have keys in them because the mori nerfs are foreshadowing the key nerfs to everyone just spams key which is what they wanted to evade with mori changes.
-
Mainly survivors wanted to make them 2nd hook as anyone who ever used them understood how bad/useless would mories become if they worked only after 2nd hook. There were far better ideas to change them then this super lazy change.
-
@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1805128#Comment_1805128
Purple tombstonwe is not even that good (bc. you are slowed down), tombstone piece works better. Furthermore, I find tombstone trials to be very boring, for both survivor and killer. And it's a sure way for ALL to depip, besides minimal BP gains. There's just no reason to use tombstone unless you want to get Evil Incarnate.
I think you've mistaken purple tombstone for a pink one as I said I was using the purple one which doesn't slow you down.
Yeah and I don't like to face basic M1 killers while love facing killers like nurse, spirit, PH and slinger that others mostly hate facing. Pips & BP mean extremely little to me but I love using tombstones so I'll use all of them while they are subjectively fun for me to use.
-
I wish that was true. Bots would very likely mean having real training grounds insted of custom mode that you can only use if you bother someone else to go in it with you.
-
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1805275#Comment_1805275
I find that hard to believe but ok
Yeah because you're not me. I was extremely unlucky and it's not fun so I'll have fun with my tombstones insted.
-
@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/1805182#Comment_1805182
I’m sorry for the passive aggressive comment. It’s been a long day and I still have homework so I’m a bit grumpy. Personally I just dodge lobbies with keys. Maybe it’s more of a problem now as moris were nerfed but still, you don’t actually have to play against keys. If you see a key in your lobby and decide to stick it out then by all means be my guest. Just don’t be that guy who ruins the fun for everyone because you’re annoyed at a change or a lack of a change. We’re all people just looking to have a brief escape from life and have some fun.
I'm not using the tombstones because I want to ruin games for others or because I don't like the mori changes so I start to facecamp in protest, nothing like that, I'm using them because I enjoy using them since back 2016 and now with how bad the mori changes are I'm afraid how much can they ruin the tombstones too, making them useless as are mories now.
Now is the best time to mass use them as everyone is running keys almost each game and I won't be suddenly lobby dodging because devs didn't want to push out all the changes at the same time giving one side time to use them up before they change them.
I have more then thousad of ebony mories and almost never use them but I still hate the changes because they are lazy and boring. I love tombstones far more so I just wanna use my stuff before it's ruined as survivors are running keys before devs change them.
-
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1805182#Comment_1805182
I haven't seen a single key today.
I've seen 7 in last 4 games. Lucky me.
Before the changes, hardly 1 in last 20 games.
-
@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/1805128#Comment_1805128
I’m sure the survivors you face will love that. Nothings more fun then being mori’d before you were even hooked once :)
They'll love it as much as I love getting constant keys in my lobbies now that key nerfs didn't come out at the same time as mori nerfs.
-
I'm about to use all my 150 purple tombstones before they manage to ruin them too.
-
Lazy changes are never good.
-
I've tested it decently enough already and it's too short, you're stuck at least 3s as chatlotte where you can't move at all giving you hardly 7s to get to the locker person. 7s is usualyl enough only if they're really close so pray to entity they didn't run away from your og body to some far away locker even worse in a building.
It should be 15s minimum but that will ofc never happen as devs already implemented 10s.
-
While we're at it let's make all survivor items only visual cool stuf you hold in hand but doesn't actually have any effect. It's equally dumb.
-
@LordRegal said:
Making it so all survivors had to be hooked once, or a token system where 4 tokens = mori, lose 1 token on mori, gain 1 on hook...still lets them be impactful but keeps them from being used in a scummy way. This just makes them pointless as long as it's not EGC with DS up, just hook them and you're saving more time than a mori does anymore.
I can't wait to see what do they have in store for keys. Probably nothing that can make them as useless as they made mories.
-
It's amazing how they really like to fix things that don't need fixing but very rarely actually fix things that do need fixing.
-
I can't wait for 4 keys in every lobby.
Great idea to release mori changes so that people can't spam them and announce keys are harder to change so we decided to nerf mories now and let people use up their keys before we have the key changes ready.
-
It exists so that survivors can enjoy cool animation.
Making them activate after 2nd hook is such a lazy change that doesn't even fix the tunneling issue.
-
I think you're overestimating skills of rank 1 survivors. I don't ever play billy (like once or twice a month if even) and I got it pretty fast, just a few games. I would suggest to hard slug if you want to be done with it asap.
Take hard slugging build - Infectious fright, nurses, deerstalker, coulrophobia (or some other slugging build you prefer) and just do only chainsaw hits until you get it. You'll practise really fast as you'll either hit your chainsaws or lose and survivors will be hovering around their slugged buddies so you'll get a lot of opportunities to get 2 chainsaws in a row.
Overall you can do it with any build with a bit of luck or you can just farm as was previously suggested.
-
I don't think it's overrated as it's extremely powerful anti momentum perk that also helps with the tunneling issue but it's definetly not needed as many claim it is.
I've never really used it in more then handful of games for some synergy builds and even when so many games don't even have the obsession, killers hardly truly tunnel anyone.
-
I do that from time to time when I have enough of people forcing out DS or doing other dumb suicidal stuff with it. You can't DS me when I kill you all in 1 hook and I get to enjoy far more chases without wasting time hooking.
Also, that strategy is extremely easy to counter, spread out so that killer can never get more then 2 people slugged at the same time. If you all get downed with at the same time, you've messed up and deserve to lose. Killer isn't obliged to hook you, he can slug as much as he wants if he decides to.
-
As a killer I would want my 10 million BP refund for all of them.
Overall I wouldn't care as I almost never use them but I like to collect them.
-
@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1797081#Comment_1797081
This is great advice! Sneak around Victor to avoid his beacon.
How would a survivor avoid a camping Charlotte?
That's where the problem is in my opinion. I would give her TR even during controling victor as you really can't do almost anything about her camping the hook while victor pressure other survivors.
-
From what I experienced camping near hook with victor is counterable as you can crough towards him (KI won't activate, not alarming charlotte) and kick him to make a safe rescue. The biggest problem is to know where and how far from the hook victor is.
-
Yeah that'd be fun for the killer but imagine it for the survivor. You've worked your gen to some 90% then charlotte comes and kicks it, goes to victor infront of it and if you dare to go repair that gen you get grabbed for free since you can't tell if she's controling herself or victor.
I think it's better to have at least some amount of transition time, a bit shorter then the current one would be ok but there needs to be some to prevent such dumb free hits/downs.
-
I feel the same, they're so much fun to play. Besides that, I'm constantly wining as them too, since they released I lost just 2 games in like 20-30 hours of rank 1 gameplay. I wonder how long it will take survivors to adapt to them.
-
Well maybe you should get away if you managed to kick victor. He'll regrow fast but if you led him far away from charlotte and kicked him on the other side of the map she'll have no idea where you are thus wasted time and can't start chasing you again. That's why the CD is so low because you can lead the chase a whole map away.
Also cooldowns suck, twins are already short on time with how much additional walking them have to do through out chases and hooking so let's not add more cooldowns to them ok.
-
I don't consider Freddy overpowered at all but his kit is a bit overtuned. I think a few small nerfs wouldn't hurt him too much like slightly longer duration before falling asleep or allowing waking up at any clock, not just the furthest one.
I'd tone down him just a tiny bit and see how it affects him.
-
I won't be using it until it's bugged synergy with flip flop is fixed. Right now it's like super super unlikely that you'll wiggle enough progress and killer also walks through a pallet with you risking power struggle. Once flip flop synergy is fixed it'll be pretty nice combo.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1794892#Comment_1794892
I think Deathslinger won't be hurt as much as his spear has a smaller hitbox so like the boarded up windows are probably still good for Deathslinger. Although a lot of those holes won't help you against injured survivors as you'll never be able to M1 them anyways.
I've experienced them to create bugged collisions on spots with clear LOS that I used to be able to shoot through & down and even the spots where you can't down were used to injure at least. I always shed a tear when cool spots like that get removed.
-
I was afraid of this with graphical updates. Didn't have time to test these as slinger as I'm currently playing only twins and I'm not looking forward to it if it's as bad as it looks on huntress. I hope not.
-
It's bugged isn't it ? It's not properly working with flip-flop so nobody except extremely coordinated SWF can't use it and those are rather rare, evern rarer are the ones who actually take it over far stronger perks.