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KnotEnthusiast

KnotEnthusiast

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KnotEnthusiast
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  • Yeah, the unlimited stagger removal created infinites on several maps, so it was nerfed. Now the falling noises are permanently removed with the perk, but the stagger is only while not exhausted.

  • @Tsulan said:

    "Q) As you've added more perks to help the killer control generators, have you seen any change in gen speeds?

    A) The perks are, of course, useful- but they don't want to make it something they absolutely have to equip constantly. And if people are feeling forced into generator slowdown perks, then it's not good for the game and something needs to be done."

    This part right here. Killers have been struggling with gens for over a year. Feeling forced to stack several gen slowdown perks and the devs did something about it, by nerfing Ruin, Undying, Pop and Lullaby.

    Multiple devs have pointed out the problem though, that if you increase gen times to allow for killers to use other perks, killers will still just use multiple slowdown perks anyway, to significantly more stifling effect.

  • Survivor is Flashbang, Soul Guard or Autodidact. Thought I do love a good MoM quest or Flip Flop Tenacity Power Struggle build.


    For killer, Lethal Pursuer for sure. Eliminates the most boring part of the game.

  • If we're talking Pinhead's perks, I see Deadlock and Ruin being a super strong combo. Deadlock forces survivors to choose between waiting the 30 seconds for the block to wear off, or moving to a new gen knowing that after 30 seconds the one they were on will regress away most of their progress.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/275539/will-a-killer-without-an-on-demand-movement-ability-ever-become-s-tier

    Do you actually believe billy was nerfed in to "uselessness"? πŸ˜‚πŸ˜‚πŸ˜‚

    Honestly I'm more confused about how Freddy was. Because no Forever Freddy and he can't spam 18 snares around one loop?

  • @MrDardon said:

    I mean, instead of that build I use Corrupt, Monitor, BBQ and Zanshin. I stopped using Enduring because I don't play Blight how I used to, he now slides along the pallet as I try to slam it.

    I use Zanshin because there are almost no Perks which work for him other than the copy + paste perks.

    If Surge worked on M2, that'd definitely be my choice.

    My build is BBQ, EndFury, and Lethal Pursuer. I love Enduring/Spirit Fury on Blight because you can just rush a pallet a survivor is about to drop, even if you know there's no chance of getting a rush hit, because enduring stuns will cancel your power faster than the cooldown. Add Spirit Fury to it and you're getting free hits when you never should have.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451710#Comment_2451710

    Not everyone who isn't a 4-man is as helpless as you'd think. And I would consider Haddonfield to be impossible to win as any average killer if the survivors are good, even a solo group can beat a Blight with this setup.

    I play Blight pretty religiously, he's easily my favourite killer alongside Huntress. But I honestly consider losing with Blight with Ruin Undying Tinkerer to be as bad as survivors losing after bringing a Haddonfield offering (assuming an outdoor map as Blight, that would be my only concession). Throw Alchemist Ring and Blighted Crow into the mix, and its like losing on Haddonfield with 4x BL. With this build, if you're even just a competent Blight, and its not RPD or Hawkins, you genuinely should never lose.

  • @[Deleted User] said:

    Ok? Do you want survivors to spawn together every game?

    These look like pretty normal spawns to me.

    2 and 2, with the offerings switched to survivor's being all spread, and killer's being all 4 together.

  • Indoor maps. I really don't think any killer is so awful to go against as to be completely unfun, but the fact that there exists 5 maps that just practically eliminate the power of all non stealth killers is incredibly frustrating. Doubly so because you can be sent there deliberately by people trying to abuse it.

  • While I would like the idea, I think that's a bit too much work for BHVR to do for something purely cosmetic.



    Also I love the idea that a heavy AF spear fired out of a rifle would get caught in someone's hair rather than just absolutely blow their brains out lmao

  • Since SBMM started, I thought I was getting indoor maps more often than usual, so I started keeping track. Out of 51 games I played as killer in the last week or so I kept track where no offerings were burnt, 21 were indoor maps. So I either have incredibly ######### luck, cuz most of those games were on Huntress, or they have been more common recently.

  • @1miko said:

    https://forum.deadbydaylight.com/en/discussion/273475/do-other-licensed-maps-have-the-chance-of-going-away

    There's a chance on losing game licenses based on how greedy the owners of them become. My best guess is that after Smite buying the license for way more than the price DBD was paying for it, they wanted to ask more to DBD and they refused to do so. That could easily happen with Silent Hill and Resident Evil at any point given once their license contract needs to be renewed. It would be rare but it could happen too to other licenses. Let's hope that's not the case, so killers and survivors don't become legacy content.

    The prevailing theory is that Netflix doesn't want other games using their IP, as they plan on making their own games in the near future (according to a recent investor call).

  • So using a green or red mori removes all the fun chase parts of the game, and turns it into ######### DBD hide and seek? Sounds amazing, sign me up.

  • @Ssajbambusa said:

    Twins release fiasco.

    In my opinion breakable walls are fine. Oh this map no longer has an infinite if you spend 2 seconds breaking wall. Like... how can you be mad at this? You really would prefer to have the infinites back before breakable walls update?

    The problem I have is that, in a few cases, they created extremely strong loops (or in the case of Groaning Storehouse, added it back after it was removed the first time) with the idea that the breakable wall would need to be kicked to get around it. At that point its just a predropped god pallet, and is incredibly un-dynamic. You either take the time to kick it and neuter the loop, or you don't and the loop is oppressive. There's no reason not to kick it.


    @eric_alrasid17 said:

    Breakable walls, especially in badham school.

    For killers the best part is try not to break those 2 walls since it will make any survivors easy escape to another loop spot.

    For survivor when those 2 wall not break, they're mostly get trapped at school.

    I thought breakable wall purpose to stopped strong loops but not in badham, and I hate walls on Ormond too.

    Funny enough, I think Badham is one of the few places in which breakable walls are done correctly. Kicking one as killer can be beneficial at times, but has drawbacks that make kicking it not the clear best choice. There's pros and cons to doing it, unlike 90% of BWs that are just "kick this or the loop is an infinite".


    Speaking of which, when is there gonna be a survivor perk to let us break the walls? I'd honestly run it considering how much BWs on Badham and The Game can screw survivors as much as killers.

  • @SnakeSound222 said:

    No, it’s strong but not too strong. You can counter it by being aware and having an escape route.

    Also two games isn’t enough time to judge whether something is OP or not.

    Be aware of what? His bell is silent and he's speedy af. Outside of his growling, there's nothing to even warn you, and trying to listen for that is like trying to listen for old Prayer Bead Spirit's footsteps. I love Wraith, and have a pretty good amount of time on him, and I never use CC because its such a free win. There's just nothing survivors can do if the Wraith knows what they're doing.

  • Since they added Windstorm base kit, and to a lesser degree made Wraith invisible past 10 metres, CC is definitely problematic. With silent bell and 3 brain cells to rub together, you just become old Prayer Bead Spirit just with the charge on the other end. Hide behind literally any LOS blocker and its a free hit or grab every time. We all realised Prayer Beads were stupid, I'm hoping the same happens for CC. Even just removing the Windstorm speed and locking Wraith at 115% when cloaked if using CC would be infinitely better.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363005#Comment_2363005

    That's like saying you shouldn't get triggered because someone flipped you off or said "I ######### your mom last night." It's a deliberate provocation. Making people mad is the point. If it was not a taunt, people would not do these actions.

    Anyway, I get clicking to divert, but I always make sure rampant clickers die in my matches, and macro users are destined for a special hell without internet access. Every damn time, I think my computer's having a seizure and about to crash before I identify the culprit.

    But that's exactly the point. They're doing it to piss you off, put you on tilt and play worse. Getting triggered by someone pressing crouch or clicking a flashlight literally just accomplishes exactly what they want.

  • I genuinely don't understand how a game in which the core gameplay consists of hunting down people with weapons and impaling them on sacrificial meathooks feels the need to censor meanie words like "ass". Like listen, I understand censoring slurs, but come on.

  • IDC what killers I go against or what survivors do, but if I get RPD I DC.

  • I am convinced BHVR is "gathering stats" on indoor maps and Haddonfield, because both me and every content creator I watch have been endlessly getting Haddonfield, Lerys, Midwich, Hawkins and The Game, moreso than even the reworked farm maps. I've stopped playing killer because the maps are so bad.

  • Good wraiths also know timing for windstorm lunges that invalidate any short loop. He has insane map presence with the base windstorm kit, and insanely strong addons in all-seeing. Anyone who doesn't think Wraith is viable top tier hasn't bothered to learn ways to play him successfully, and just expects spirit levels of instant gratification.

  • IIRC, there's a set amount of orbs that can spawn on the map, and if that number is exceeded earlier ones disappear. Thats likely what happened here, as everyone was injured.

  • Most of their tracks beside Mr. Brightside are bland and overrated



    But real opinions:

    SWF isn't that strong, and if you think you're getting bullied by SWF every other game then you're just a bad killer. Learn from your mistakes rather than blaming coordination. Also no, body blocking or flashlight saves doesn't mean its an SWF, just some players know where to be.

    Functioning MMR would make DBD an incredibly boring game. DBD works because of the inconsistency in ranks: if ranks were always consistent and equal, the killer would likely get bodied every game unless running slowdown builds or playing nurse/Spirit

    If Ghostface's reveal mechanic actually worked he would be bottom 5 killers in the game. He is literally carried by your inability to reveal him.

    Slugging for the 4k is incredibly boring, and if you feel the need to do it every game you're incredibly insecure. Ruining someone else's experience just to guarantee you get your fourth kill is lame.

    I find trapper to be one of the most boring killers to go against, on par with Spirit. There's no fun interaction, just basic M1 killer that occasionally ends chases instantly because you stepped in the wrong patch of grass.

    Hag has potential to be incredibly strong, yet is so often played by the mot potato of killers. I think I've played with like 3 good hags, ever. The rest just trap hooks and lose if they can't 3 man slug off an unhook.

    Iri head without infantry belt is worse than having no addons at all.

  • @Zephinism said:

    People on these forums overact at any survivor buff. Lets see how this version of Lucky Break actually plays out. I remember reading people QQing about Smash Hit, Power Struggle, Built to Last, For the People, Any Means Necessary, Breakout and Second Wind.

    Each one was meant to 'shake up the meta' yet pretty much nobody uses them. Only survivor perk I actually see people use often from a recent survivor is Soul Guard and they are nerfing it in the next patch.

    Yeah...I'll pass. There were people that said MoM wouldn't be a problem either, though 99% of sane people immediately realised that it would be problematic. Removing scratch marks in chase after a hit is stupid strong and an immediate chase ender if the survivor has half a brain. Just like MoM it might not be bad in isolation, but if all 4 people run it its a nightmare. If this goes to live my already basement level opinion of BHVR's balancing mindset would sink even lower.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091188#Comment_2091188

    I have a question:

    Can you explain the flashlight comment?

    And about Shadowborn, I understand the sentiment, but some people use it out of need rather than comfort. I know there are some players who get headaches playing some killers (or even all killers) without the additional FOV from either Monitor and Abuse or Shadowborn. I personally cannot play Blight without the extra FOV from either stretched res or Shadowborn, the latter being the best. I've tried for several days and I get legitimate headaches on the native FOV for killer.

    In general, the native FOV on this game is really low and I can't play on it for all killers, but I use stretched res for everyone but Blight. I'd love to not use Shadowborn but I'd get migraines after 3 games.

    Not the OP, but I share the same sentiment. Flashlights (unless the killer is Hag) inherently require the player to shadow the killer to get value, or else they're little more than an unproductive nuisance. And any player that's shadowing the killer trying to get saves is not on a gen, meaning significantly more time for the killer. Plus they are incredibly easy to counter.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1949735#Comment_1949735

    I mean they are still going to get paid.

    All that would happen is they would shut down Dead by Daylight and start working on a new game if everyone stopped playing it/spending money on it.

    Assuming it was just poorly worded and not advocating for slave labour, I agree with the sentiment. The last 2 major patches have been extremely poor quality, with the Twins chapter being released with an unfinished killer and 5 of the 6 perks being broken to a degree. And this midchapter introduced changes that were extremely poorly received on the PTB, and yet 4 weeks later were implemented anyway with an entirely different slew of bugs. Both of these patches have caused major hits to my already shaky confidence in BHVR, to a point where I have gone from regularly playing 15-20 hours of DBD a week to 0 since the most recent patch dropped. Do the devs deserve to be paid for their work? Of course, they've put in hours of work on the content and deserve the paycheck. However, do I feel like BHVR deserves my money? (which I think is the sentiment the posted was trying to convey) No, no I do not. Not anymore.

  • @offwhiteknight said:

    BBQ and Chili is not a good perk and would rarely be used if it didn't give bonus blood points.

    I find most people who have this mindset are the ones that never leave a 20m radius after hooking a survivor.


    BBQ is a perk that gives information on the full survivor team at the time that the killer needs it most. It lets me know where I need to go to start my next chase.

  • -Killers like Freddy aren't significantly stronger than others, they're just so boring to go against that people kill themselves on hook, inflating their kill counts. Easy fix for Freddy, make pallet Freddy default.

    -As said in multiple places in this thread, Wraith is actually a good killer when played correctly. Just the correct way of playing him isn't as a stealth killer, its using Windstorm for fast map traversal, and his speed burst out of cloak for hits around pallet loops.

    -Nurse isn't that hard to learn, it takes maybe like 10 or so games to make blink distance muscle memory. Just most players don't want to do it because they'd have to lose 10 games to get there.

    -Corrupt is a bad perk, and people have a massive hard on for it I could never understand. Its 3 minutes of slight delay in the form of relocation, and it loses 100% of its effectiveness if the game spawns you somewhere where your corrupt is split.

    -SWF as a concept isn't as overpowered as everyone thinks it is. For every god squad you go against, you go against 25 casual SWFs that are just people playing with friends. You just only remember the god squad because they kicked your ass.

    -A solid 95% of the players in this game are bad, plain and simple. And that's why the game works. If every game had 4 equally skilled survivors against a similarly skilled killer, the survivors win 9 times out of 10. But the fact that skill level varies so wildly, even at rank 1, means that killers win very often because most of the players at that rank are bad. This is also why MMR is an inherently bad idea (if it ever functions correctly, which I honestly doubt), because it means that this skill variance goes away.

    -This is also the only reason that SWF does actually make teams stronger: it means that the survivors are guaranteed to have a team of competent players. It has nothing to do with communication. If you took any top tier SWF and forced them to play without voice comms, they'd be just as insanely good as with them.

    Also:

    -Keys aren't overpowered, killers that whine about it are just weenies that are butthurt that they lost a kill that they likely wouldn't have gotten anyway. Anyone who says moris and keys were anywhere near equivalent are salty killer mains.

  • @Miralis said:

    How? Isnt hit validation supposed to make it to where you ARENT downed from like 7 feet away?

    If it worked, yes.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889384#Comment_1889384

    This is how I feel about it. People are acting like Almo dropped a racial slur or something.

    His message was basically "We heard you the first 10,000 times. In case your parents never told you, bullying is bad." and then all the slathering devotees from the outrage crowd showed up to attack him over it, only proving his point even more.

    Because, shockingly, responding to a request for disability accessibility, one that's been actively ignored and pushed aside for 4 years, by talking about how annoying the request is makes you a bit of a jerk. As Steven Spohn put it, "If you're tired of being badgered about it, imagine how tired people are of not being able to play your game because it's inaccessible to them". Almo advertises his streams as being the lead developer of Dead by Daylight, which means his conduct is expected to match what is expected as a representative of the company. Being irritated that people are asking for help with their disability isn't okay, even if it's the 10,000th time.

  • Been taking a break since the Twins launched, after every game I played resulted in the twins losing 4 gens fast then just Victor facecamping. Poorly designed new killer didn't renew my interest in the game, and I've just gotten bored. Looks like this midchapter won't help.

  • I have no problem with this change. Added diversity by allowing me to use stack hexes, and still gives me plenty of time to do the work I need. If a killer really needed 4 iterations of Ruin in one game, they genuinely need to git gud. Ruin/Undying is just killer DS/Unbreakable but even more annoying by being RNG and more than single use.

  • I really don't like it, for the following reasons.


    As everyone said, the placement is horrible. Currently I can see survivor status and my power in one quick glance, and the entire upper half of the screen is free. Now I have to look in 4 separate places to figure out everything from the hud, which are spread literally the entire way around the screen.


    The portraits clash both with the rest of the UI, as well as with themselves. They're far too big, and the colour portraits look completely out of place compared to the rest of the UI. In addition, just going back to the old icons when survivors are injured or downed makes the portraits seem even more out of place.


    Allover, I love the hook counter, and I like the idea of having player portraits, but the implementation is poor, and the spacing is abysmal.

  • @lowiq said:

    In what world are recent killers bad. Since this year, there has been:

    • Deathslinger (B)
    • Pyramid Head (A)
    • Blight (S)
    • Twins (B)

    Sounds like you're complaining just for the sake of complaining.

    Seriously. Do people still think Deathslinger and Blight are bad? I would possibly even push Deathslinger to A tier with PPHead

  • We know from a leaked add-on that there is now an afterpiece tonic and an afterpiece antidote. It'll be interesting to see what the two do.

  • While I agree that this killer launch is an absolute buggy clusterfuck, Hag's release was worse in terms of strength. Her traps stunned you when you teleported to them, so they were essentially worthless. You were a 110 killer with no power.

  • Plague with spirit's power. Have fun trying to evade a Spirit in phase when you're barfing.

  • You are the type of player that unironically thinks Shack is an infinite

  • @TicTac said:

    I would say the problem is that most survivors are simply not good, SWF has many info advantages, but the biggest advantage is having 4 good players. One weak link can change the entire game. Spreading out at the beginning is important, but every time at the start of the game someone wants to repair the same generator. (15% slower)

    Or one player waits at every pallet for the killer instead of holding w.

    Im playing most of the time solo survivor and depending on my teammates it feels like i play two different games.

    Exactly this. The fact of the matter is that 4 good survivors will shred just about every killer they go against (hence the infamous depip squad people talk about on here). Just 90% of the players in this game are genuinely just not very good. And it only takes 1 weak link to tank a team.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1730459#Comment_1730459

    "You've missed the point entirely. Random seeding means that a vastly inferior team could win based solely off of drawing good map RNG."

    No they can't, not unless that RNG is extremely different than the previous game. Hence why I say to just not play with maps that have a high variability to RNG. You want to pick stable maps. Coal Tower. Church. One of the fair Badham variants. ETC. You don't have this problem you are saying because those maps don't exist in your tournament.

    If things are slightly different from game to game, that is entirely fair. Guaranteeing consistency just removes a major component of how DBD works, and you need to keep that component for the game to actually be viable at a tournament level because it's fundamental to the game's design.

    Literally one small change has a chance to radically change the strength of all of those maps. Window placement on the house of pain in Badham turns it from an easy structure to a massive timesuck. Chapel can spawn a long wall jungle gym window into shack window. Coal tower can have 5 long walls, or 5 TL walls. At tournament level play, the difference between the placement of one vault can mean the difference between a 30 second chase and a 3 minute chase. There are no "stable" maps in DBD because small changes have massive repercussions.


    And I don't understand how you can say inconsistency is vital to the games design, when poor map RNG is literally one of the biggest complaints about this game.

  • You've missed the point entirely. Random seeding means that a vastly inferior team could win based solely off of drawing good map RNG. It has nothing to do with killer vs survivor sided, it has everything to do with consistency between each game. It'd be like if in the World Cup, the size of each goal was entirely random: North Korea could randomly roll a goal the size of a microwave and beat Brazil, but it clearly would have nothing to do with their skill.


    Also I don't know how set seeding could possibly be more boring than RNG. I find skill of players in chase interesting, not whether or not there happened to be 21 pallets that spawned in the vicinity of the survivor. And as long as there is map RNG, there will be better and worse seeds, sacrificing the integrity of the game. Not every game would be on the same map 100% of the time, it would just mean that the map would be the same between both sides of two head to head teams.

  • @Taingaran said:

    Dead hard is an unstable skill. You need perfect timing.

    Or just use it for distance. No need to gamble on ping.

  • @Lunairtic said:

    I'm glad that this very smart and well designed combo is in the game. How would killers function without it??? I assume they would have to actually play the game like survivors.

    Maybe we should invent a perk that's let's survivors sabo hooks from anywhere on the map until that specific tool box is out. I mean fair is fair right. But they should also make it so that the aura of the killer is seen by everyone when they close to a survivor. Because what if the killer actually tries to get rid of the toolbox? Well we cant have that. So when that toolbox is out another survivor automatically gets it.

    I assume they'd actually have to play the game like survivors.

    lol

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1699809#Comment_1699809

    Yeah,happened way too often for me.

    I just want to use my power and then i'm already zooming across half of the map πŸ˜‚

    I lost 2 kills as Huntress because I tried winding up a hatchet to kill the injured survivor rushing the hook for a save, and instead started zooming across the map. It would have been an awesome idea if you could bind a new key for it, but the fact that it replaces your power makes it a meme at best.

  • As someone who plays both sides pretty religiously, it does always pain me a good bit when I choose to take out the carry of a team early, knowing that they'll fall apart without them. It's just a tactical decision, but as someone who also plays survivor, I know that having the best player be bottom of the scoreboard is a super frustrating feeling.


    But @Buttercake I definitely do that. There was a claudette who Urban Evaded around and left a teammate slugged for like 2 full minutes while I hooked their teammate across the map, so I found her and gave the slugged guy hatch. It pisses me off on the survivor's behalf.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1694262#Comment_1694262

    Why? its taking away a survivors resource. Which in this case its an infinite.

    Because BHVR doesn't seem to know how to implement them. It feels like half the time BHVR uses them as a band-aid against near-infinites that they create (This window, the main building in Dead Dawg) or they're just in totally pointless locations that no killer would ever kick (top floor of Coal Tower, Badham Preschool end doors). Until survivors have to input effort to build breakable walls (which I would massively support), they're just going to be totally pointless at best, or a pre-dropped god pallet at worst.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681973#Comment_1681973

    Its one upside isn't enough to justify the no turning while rushing its a change in playstyle addon that is almost always only a detriment

    Ahh, I got the Adrenaline Vial and Compound 33 icons mixed up, I thought you put it A tier. My mistake!

  • Maybe I'm just big pepega and suck with it, but I think Adrenaline Vial is F tier. I hate that thing with a passion.

  • I think a lot of someone's opinion of Blight depends on their platform. I find that most everyone I talk to who thinks Blight is garbage is a console player, which makes sense. I think the turn rate and low FPS really hurt him on Console, whereas PC you can get pretty insane flicks and can react to inputs better and faster.

  • @AhoyWolf said:

    I play for almost 2 years every single day and I'm devotion 13, is it even possible to be at devotion 26 after 2 years?

    Yeah, no. This guy's pretty clearly a newer player trying to make himself seem more experienced. OhTofu has been playing this game since launch as his literal job, and he's devotion 19. There is no way this guy is devotion 26, and even less of a way he's devotion 26 and thinks that BBQ is overpowered.

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