KnotEnthusiast
KnotEnthusiast
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1004879#Comment_1004879
All I’m saying is from my experience it doesn’t matter which rank I play Billy tends to get instadown after instadown all game long, and you can say the survivors aren’t good but honestly the Billys aren’t good players either. Only time Billy gets looped is when it’s an exceptional survivor.
Its funny how when people go down to Spirit its “spirit OP”, and when they loop a Spirit its “bad spirit” but when people go down to billy its “bad survivors” and when billy gets looped for 5 gens its “billys balanced, survivors op”
There is some real double standards.
It's not a double standard, because their powers are completely different. Spirit's power lacks counterplay: when she goes into phase, it's at best a guessing game or at worst just a timer. She has information on you in the form of scratches and audio, whereas the only input nearby survivors have when she's in phase is occasional footstep sounds when she's already on top of you. That, in combination with a large speed boost and lunge that can make up for mistakes in positioning, makes Spirit annoying to go against. She's not insanely strong, she's just got next to zero counterplay because of lack useable information for the survivor. Billy is the exact opposite. You always know where he is, you always know when he's charging his power, and you know exactly what you can do to get around it. Countering Hillbilly is all about your own positioning: stick near structures that provide obstacles for chainsaws, and force him to M1. Countering Spirit is guess a direction and hope you get lucky.
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@PyroGL said:
This thread is perhaps a perfect example of the ridiculous community toxicity that DBD has. Someone makes a thread and explains that he had a bad time due to the circumstances in-game. Then half a dozen people tell him that it's "his fault" for not playing well enough or he "didn't pay enough attention". Meanwhile, the sentiment and frustration about how a game, that the killer was clearly on the path to "winning" and gets snatched away from him by items (twice), goes unaddressed. The lack of empathy and assumptions being made, "bring franklin's, bring mori", are ridiculous. You don't know if he has Franklin's Demise. You don't know if he has access to a Mori in any given game. You don't know if the keys were brought into the trial from the beginning, or if they were found.
Keys feel cheap when they end a game that the killer is in control of. That is fact. Counter arguments about Moris are irrelevant and a distraction from the topic at hand. Dictating the use of Franklins is nonsensical due to keys being able to be acquired mid-trial; thus essentially requiring the perk to be equipped at all times.
This is a video game, where there are human beings playing both roles. You are not "entitled" to a kill just because you are the killer, it's such a stupid argument. A survivor gets out with a key? Well that's lucky for them if they found it, or well played by them if they brought it in. ReallyBigShoe put it best, you are not entitled to the kill until the sacrifice is complete.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1004758#Comment_1004758
Bubba slows down with his chainsaw, Billy doesn’t. So bubba is forced to M1 more. Bubba becomes more dangerous as the game goes on and pallets decrease, Billy starts out with instadowns from the start.
Basically LF normally starts out with M1s and gets instadowns later. Billy is just instadown after instadown after instadown right from the start with no rest inbetween.
The only time Billy gets "instadown after instadown" is when either one of the survivors is terrible at pallet efficiency and screws the rest of the squad by leaving them with nothing to work with, or all of the survivors don't know how to run tiles.
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@jordirex said:
https://forum.deadbydaylight.com/en/discussion/comment/999690#Comment_999690
Uff not an autolose for sure. She has very good maps and some bad ones, but still she is stronger than most killers on those maps
Maps like Hawkins or the Game, against good survivors, are borderline unwinnable as Huntress. She's just a 110 killer with no power at that point.
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@thesuicidefox said:
Freddy is better.
Literally if every killer plays perfectly IMO Freddy is potentially unbeatable.
Full map teleport.
Snares that shut down every loop in the game bar god pallets.
Built in Oblivious.
Built in slow down mechanics.
Freddy has everything. Throw some tracking perks on him with a one shot somewhere maybe and he's god tier.
The only thing that makes Fredward not S tier like Nurse is that the strength of his power is somewhat dictated by if survivors are asleep or not, which is to a small degree in the survivors' control. Other than that, with optimal build and addons, I think he's even better than Spirit. Boring as all hell to play as and against, but very very good.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/997894#Comment_997894
Nurse just auto loses to sprint burst and Los blockers. Her cooldowns need to go my friend.
Found the former 3 blink range nurse.
She's still the most powerful killer in the game, full stop. The only difference now is that she actually has to plan out her blinks, rather than just whiff over and over again until she finally landed a hit. Good nurses are just as good, the only ones who think new nurse is bad (or somehow loses to Sprint Burst or "just break chase and hide") were bad nurses crutching on addons.
As for Huntress, on good huntress maps like Blood Lodge she's godly, especially in the right hands. But certain maps are just auto losses for her. If we count every killer on their best map I think she's top 3, otherwise she's around 6th or 7th, just about tied with Demo. Nurse, Spirit, Billy, Oni, Freddie and Hag are all better than her when all maps are considered.
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For example, if I'm fully infected against plague, and she starts chasing me. Even if somehow I miraculously started at 0 fear (which I wouldn't because I'm sick, but lets go with it), I'm still in chase (+4 fear per second) and I'm also sick (+3 fear per second). If at 270 fear I keel over, that means I'm a free down in 39 seconds. Plague just has to chase me around a safe pallet for like half a minute and I go down for free.
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So perhaps I'm misunderstanding, but your concept automatically hard caps any chase to two minutes, after which the survivor just keels over and is a free down. And this time is reduced by the killers using their powers? Why would anyone ever want this? As a survivor I'd be tilted off the planet if my escape was suddenly stopped by the game deciding I was suddenly too scared to move, and as a killer I'd be so bored if the player I was in chase with had the game just suddenly stop their movement. Didn't we already learn from Legion that any mechanic that puts a timer on a chase is incredibly unfun and terrible for the health of the game?
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@katoptris said:
You now start out with the three teachable before you couldn't. The tips are provided in the loading screen while you wait for the match to start. Kyf allowed you to play and test out perks with your friends.
Three teachables that you can only choose one of, because your perk slots are locked until higher levels, behind a bloodweb the game doesn't tell you how to use. The tips are literally single frame pictures that show a trapper smacking a dwight and hooking him, along with a single line of text that has a barebones description of the killers power. KYF you need at least another player (2 others if you want to learn about unhooks or healing or anything that requires 2 survivors), and you get no BP from it.
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@goat10em said:
And it's only going to get worse. As they keep making changes to force all survivors into red ranks, new players will never get matches. I don't understand their plan.
I don't understand their logic at all. I used to be challenged at rank 1 because I'd be against 4 survivors at my skill level. Now I 4k 90% of my games because I'm against a SWF with a rank 15 because of the grouping changes, or an immersed blendette who doesn't know how to last 10 seconds in a chase that is somehow red ranks because of the reset changes.
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@PistolTimb said:
If you're a new player, it's best to play killer first and foremost. It's the easiest way to get used to the game and it's mechanics without being driven away by the harsh nature of the gameplay.
I agree. But currently killer queue times at rank 20 are hilariously long. I played some killer matches yesterday to get some BP to level survivors, and didn't have a single time when my queue times were less than 15 minutes. To someone who's just starting a game, why would they ever continue if they spend more time waiting for a game than they do playing it? And when they do finally get in a game, have 0 idea how to play the killer they've selected? I played against nurses that didn't know how to blink, wraiths that were confused as to why they couldn't hit me while cloaked, and a legion that called me a hacker for not going down when they hit me in feral frenzy while injured. Hell, no one even knows how to lunge.
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@gibblywibblywoo said:
If theyre solo theres a good chance they they what their doing. Most swf players at that rank are carried by the info from their voice comms
@Judith said:
Dcing without losing pips probably made it worse.
This is such a tired narrative. The devs literally released statistics showing that a full 4 man SWF survives less than 10% more than a solo queuer. SWF isn't this crazy overpowered tool used to boost bad players to red ranks, at most it saves a few seconds by communicating who's going for objectives. DCing without depipping is the real cause IMO. Bad players who care about rank just DC in every game where they don't have an easy win. More than half my games as killer in red ranks have a survivor DC if they go down early or are facing death hook.