Koukdw
Koukdw
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- Koukdw
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Comments
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Even tho they have genrush build. 28k you can't get that only by doing gens. They probably healed/save a tons. When i rush the gen im lucky if i get more than 15k
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They should give killer a hook counter. So killer can finally understand that chase and hook are what is important not rushing the 4k.
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@konchok said:
All he had to do was change how he was playing. But he chose to slug to build pressure and then is shocked that survivors who have all perks specifically set to counter slugging are able to counter slugging.
The OP seems to be suffering from just a little entitlement.
Killer playing in automode is a huge problem.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1486865#Comment_1486865
Even then it's a waste of time and it's usually better to just sit your ass on a gen instead of following around a teammate who MIGHT go down.
Yeah i don't get what killer on this thread find op. They're literally wasting their own time and doing risky play probably because it's more fun to play like that than to press m1 and leave in 5mn.
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@ironiron said:
Running around in circles and then throwing a wooden pallet down does seem kind of simplistic, and survivors call it boring when a killer ignores this pattern. I wish there were a little more acton game style interaction available, or at least horror sequences that can actually scare you. It feels weird to call this a horror game. It's like an action chase game with only one action available. It's still fun, though.
You can't have a online game become scary. Everything scary kinda fade out once you play it for more than 20 hours.
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It's not the perk it's the team. You use those perk in a solo match it sucks. Even on this video it's not very good if the survivor on this video were bad it would be 4k in 3mn. It's a meme build really. Very similar to head on. Powerful when you have your friend on discord. But otherwise too situational.
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@Stuballs89 said:
The only problem with this is that survivors check log files to find out which killer they are against and I used to switch killers last minute to try and negate that unfair advantage.
BHVR really need to think about these sorts of things when making their decisions. This is another in a long line of updates which have been nerfing killer abilities whilst ignoring the basic abuses of the game by survivors.
I see they are trying to make cannibal stronger but tbh he was already strong enough. If you came across a semi-decent cannibal he would just one hit everyone and slug them then win the game. I dont know ######### they are discussing over at the BHVR meetings but it obviously is out of touch with the community.
That's not true anymore. The log file is encrypted.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1485833#Comment_1485833
no. because it almost always a better idea to slug your betting on time effictiveness which is since your time is 4x more important and its a 5 second stun you just need them to waste 20 seconds or more including teammates time to come and pick them up so it always more time effective to slug
That's your problem. You play in automode. Every situation is different. Sometimes the survivor is in a deadzone and the better choice is to eat the ds. And with the new map rework there's tons of deadzone.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1485798#Comment_1485798
no its not its abused and flaunted as a full 1 or 2 minutes of invincibility because it is
Eat the ds.
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Just say you want easy tunnel guys. Your rework would totally destroy the perk.
Ds is fine as it is.
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@Erk said:
Let's say I hook a survivor and someone rescues them a while later. Then I down and hook the unhooker and I go to the nearest gen. The goddamn unhooked person is in front of my face doing a gen, what the hell do I need to do ? Leave them ?
Noone is complaining about its use as an anti-tunneling perk. We are complaining about its offensive a.k.a invincibility bubble use.
Just make the timer 30 secs and make it so that when you are in a chase, it doesn't go out and when you interact with something, it deactivates.
Then killers abuse mechanics look at the ground to avoid being in chase. Now it's 30 seconds and people still tunnel you.
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@Erk said:
Let's say I hook a survivor and someone rescues them a while later. Then I down and hook the unhooker and I go to the nearest gen. The goddamn unhooked person is in front of my face doing a gen, what the hell do I need to do ? Leave them ?
Noone is complaining about its use as an anti-tunneling perk. We are complaining about its offensive a.k.a invincibility bubble use.
Just make the timer 30 secs and make it so that when you are in a chase, it doesn't go out and when you interact with something, it deactivates.
Don't link stuff to chase. Everytime a perk is linked to chase it's abused by killer looking at the ground or some other bullshit to avoid being in chase. Old legion style.
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You can't at least not against someone that is skilled at ph. I played alot of ph to learn his counter. It basically all come down to ph playing bad or gen rushing.
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@SCP_FOR_DBD said:
Don't fall for the mind games, predict when hes gonna use his ranged and move out of the way.
There's no mind game if you get mindgamed with ph i'm sorry to say but you need get good. It's a lose/lose situation. The real answer is you gen rush him.
Nobody gain bp. Match end fast but it seems thats how BHVR like to balance things.
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Hatch is necessary to avoid wasting time. You guys wouldn't enjoy the 30mn hiding games if the hatch disappear. Hatch is a fair fix to that.
You are faster, you don't have to hide so you have a better chance to find it. And it gives survivor a little chance so they don't spend their time hiding hopping to complete gen or that killer afk out of boredom.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1478972#Comment_1478972
i would like to politely disagree with that one.
besides that though, at least a mori does not punish the survivors for playing well - keys do punish the killer for playing well though.
If the whole squad use key to go through the hatch. You didn't play well as a killer. That means the survivors completed all gen, you didn't tunnel the key holder out of the game.
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@th3 said:
The whole idea is that you don’t know what exactly the other side brings into the match.
That's great when you have a yellow mori and make the survivor more cautious but when you are survivor having a green key just mean you will get tunneled which mean nobody bring green key.
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@Veen said:
It's a topic who's been discussed a lot, the "meta" won't change unless they make crutches less reliable.
Most used perks are "meta" because they come handy almost every game, unlike many others.
Those perks have to be nerfed or the others have to come to their level if you want to peek a slight change in perk builds.
That's because other perks are too situational. It's almost always a waste of perk slot to use them you never get to use them. It's easy to change the meta. But dev are scared to make strong perk since MoM. So we're stuck in the second chance meta
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red rank don't mean anything. You getting 30k point 4k against a team of red rank as a rank 10 just prove that. If it was unfair they would have stomped you every single time. I mean you are devotion 1 96. You clearly have played enough to be playing against red rank
It's just a mental block at this point. If you didn't see the rank of your opponent at the end. I doubt you would complain so much. You would just assume thats how the match goes.
Soon it won't matter anymore anyway since the matchmaking will use mmr instead of rank
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@VonCrow said:
You can even blackpip with 4k, if you crush them all.
https://forum.deadbydaylight.com/en/discussion/comment/1477189#Comment_1477189
What about survivors killing themself on the hook? That should not punish the Killer.
Devs are working on bots, the low quitter bonus won't be relevant anymore
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Pip isn't based on kills it's based on hooks. If you kill 2 people first hook with noed at the end. well yeah you dont deserve to pip.
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@Kees_T said:
Devs: nerf ruin because it was overused in most games and survivors had problems with basic game mechanic such as skill checks.
While Adrenaline, Dead Hard, Decisive Strike and Borrowed Time are the most used perks in all regions and matches. They nerfed ruin for being used in 80% of the games, also because "gives too much value for low effort", the same can be said about meta perks survivors, Adrenaline yes requires 5 gens, but you can just run around the map and get the effect without needing to touch a gen, Dead Hard gives you a SECOND CHANCE, if the Killer do a good move with his skills you can just tap a button and say ######### YOU to him(I play Huntress always with exhaustion add-ons, survivors can dodge my hatchets just with a button, where's the skill in that?), anyway, you got the idea, it goes in the same way for every perk.
They could just buff old perks to give them a little space in the meta, cuz its always the same for Killers: BBQ, Pop, Sloppy, STBFL, Nurse's, and for survivors, Dead Hard, Adrenaline, Borrow, Decisive, Lithe, Spine Chill, Iron Will. It's always the same perks, it's boring.
Nah they reworked it because it was too powerful against new players without requiring any work from the killer and useless against experienced player because they dont miss great skill check. Note that they increased gen time and literally killed toolbox for compensation. Ruin is still very good on some killer but it's no longer a crutch where you can use and forget and stomp rank 15 all day.
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I don't leave until everybody is out. If you want me go out you force me out.
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@Pryzm said:
https://forum.deadbydaylight.com/en/discussion/comment/1466550#Comment_1466550
I think the biggest reason for this is due to the horrible habits we pick up as killers climbing through the ranks. When I was rank 6 to 16 I was wrecking the survivors 80% of the time or more. Just absolute destruction. When I got to rank 5, I started to see a need to become more cerebral. It took a while, but I did learn better habits and tricks. The skill-level of survivors jumped several notches once I hit rank 3-4. When I play solo survivor, I see a lot of bad survivors and really bad killers. Killers that rely too much on tunneling or NOED to carry them through matches. It works because as bad as they are, the survivors are even worse. They do nothing to help that killer learn to grow. Out of curiosity I started watching a few killer mains stream. They were a handful of ones I ran into during playing solo matches who were ridiculously bad, but still got 3k's. I watched them over a few weeks as they leveled up. I tried to warn them as they started hitting purple ranks that they should try some matches without NOED. They should try pressuring the gens more and not returning to the hook after every unhook. These guys would literally leave a chase to run back to the hook. None of them listened.
Fast-forward a bit and they are rank 5, but not for long. They start getting absolutely destroyed by both SWF and solo groups that are mostly rank 2-4. They start crying about survivor being OP. There is no doubt that a coordinated SWF is OP, but most of these were not those SWF groups. The problem was the bad habits and total lack of skills these killers established as they leveled up. Everyone of them ran the same perks every game. BBQ, NOED, PGTW and then a mix of a few others, like MYC, BW, etc. They completely relied on NOED to save them and would even say so during games. "....we're really behind in this one, they are good, but NOED will get us a few kills at the end..." All of a sudden, NOED was not working. Either the survivors were able to out game them, or cleansed the totems. A couple of since started opening up to advice, but the rest are still in denial that they are not as good as they think they are. Being in red and purple ranks does not mean you are good, everyone can get there.
Solo survivor gameplay not only sucks for many solo players, it does a very bad job preparing newer killers for the red ranks. It's a shame because this game should be fun for both sides.
Yeah people pick perk that takes the least effort. Once it doesn't work anymore they blame balance. The fact that killer are solo and don't see other killer play aside from twitch streamer doesn't help either. As a survivor you can tell when a survivor is running the killer for multiple gen and you can't that you aren't good. But as a killer especially those that rely on crutch like noed. They face a huge wall after navigating through the rank so easily. Without noed those tunneling tactics wouldn't work, they would either not rank up or switch tactics.
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Watch top tier survivor streamer. They kinda know in their head how much time it takes to go to certain spot of the tiles. So if the killer isn't there by a certain amount of time. It means he's mindgaming and they won't vault but they stay at reasonable distance allowing them to still fast vault if he come back. Basically they played enough to know their distance.
https://www.youtube.com/watch?v=JtUa0F6FUss Watch this video he explains it quite well.
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you have to be slugged which doesn't happen every match. It only work once. It's already very situational and only good paired with ds so you can guarantee its use. That's still an investement of 2 perk for a one time effect.
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@Falkner09 said:
uh huh. are "boring killers" defined as "killers I lost against because my usual methods dont work on this new one?"
Cause that's how all the other survivors with this complaint define it.
Nah they are boring because of the way you have to play against them to win.
They win every 1v1 so you have to split and gen rush.
I think you can agree winning by pressing m1 isn't satisfying.
BHVR added way too many anti stealth perk for it to be a viable way to play. Not like it would be fun for either side to play that way. Who enjoy playing against an immersed squad.
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Most survivor know they are bad, just have to watch fungoose or ayrun play to know you aren't at the top level yet. Doesn't mean some things aren't cheap.
I think it's quite the opposite. Killer think that because they reached red rank against boosted red survivor somehow they think they are at god level, instead of improving they whine constantly on this forum. Anything goes SWF, ds, keys. Anything that can allow them to not question their own skill level.
Like all the swf they face are somehow elite gamers with 5k hours. When most of the time it's just 200 hours swf that can't loop for more than 20 seconds that are easy to defeat
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Tryharder will just use their phone with your "solution". Anyway nothing will be done, BHVR have official discord server for people playing SWF. Just deal with it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1466512#Comment_1466512
Stealth is boring for you. That's what you mean, so say that. I don't find it boring at all. You don't even understand what stealth is if you think it's just holding Ctrl and standing still.
Nah it's boring, Deathgarden wouldn't have flopped if it wasn't. I liked the game but god it was repetitive. Looping introduce mindgames which make the game fun and non repetitive.
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They were bad tho. I don't think the information they shared mattered much in this match.
Most of the time it's bad survivor with communication, doesn't matter if they say things like "he's on me" if the guy can't loop.
Seriously what difference does it make ? Are they not gonna do the gen if they dont get this information ?
I had solo games with way better teamwork than this.
Which confirm what i think. SWF isn't really a problem. Not like you are in front of god tier survivor with communication every game. I would take those survivor against me over god tier survivor playing without coms
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Would be cool if we had new item. Killer get to have new addons and power every dlc. Survivor basically only get new perks.
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@IamDwight said:
I think Spine Chill is fine right where it is now. I've only really started to use it a few months back due to the highly increased number of Ghostface players. Fix his reveal mechanic first.
Yeah it's like his reveal area is at his lower legs so when he's stalking you behind low height obstacle he can stalk you but you can't reveal him which is kinda bs.
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Keys is a risky item to bring. Good killer will tunnel you. So if the guy survive, i think it's fair to say he deserve the escape.
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Use pop, try to secure a 3gen strat. Fast gen at the beginning of the match is normal since there are 4 full health survivor. But once you get people on the hook the game will slowdown granted you don't take a while to get hooks.
You need to run tiles the correct way to waste the least possible time.
Here's a good tutorial on it. https://www.youtube.com/watch?v=t8u0jRxN2kQ
Watch good killers twitch like fungoose or zubatlel.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1457320#Comment_1457320
just because they can lobby dodge doesn't mean they will
Please give me a break. If you can abuse something, it will be abused. That's human nature.
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If the only counter to those killer is rushing gen at rank 1. It's very boring gameplay. Chase is what is fun in this game. If you bypass that then all the game are the same. You split, you press m1 you pray to not be the one he decide to chase. Rinse and repeat. And if you play solo and your teammate are potatos then it's gg. Where is the fun in that.
I played Pyramidhead for quite a bit. It's super easy to play and way too effective at zoning.
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Making it not work against stealth killer would literally kill the perk.
If i can hear your terror radius i don't need spine chill. That's literally the point of the perk to counter stealth kill.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1456347#Comment_1456347
https://forum.deadbydaylight.com/en/discussion/comment/1456382#Comment_1456382
https://forum.deadbydaylight.com/en/discussion/comment/1456397#Comment_1456397
Just play kill your friends if you want to do swf.
I do when we are 5 but when we are less than 5 it's not a solution. SWF ain't going away.
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You shouldn't be able to dodge match. I sometime play with my friends that aren't very good we don't even communicate. i don't want to wait 1 hour to find a match where the killer bring a mori and make my friend leave the game.
Just wait for the matchmaking change.
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You need to hook more. If a survivor gen rush he don't pip either. It's your own fault if you do fast match
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1449288#Comment_1449288
They should modify the perk so that the rescuer becomes exposed for the 15 seconds it is active
Is it a bait ?
It's already a selfless perk nobody would run it in solo queue if it had exposed effect. Only swf would run it.
Considering you need to be in killer terror radius it would be instant death for you everytime you use it.
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Would need a total rework of games maps and mechanics for it to be possible.
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Don't do bones. The more you do bones the more likely that noed will spawn on a very well hidden totem. Only cleanse the totem that are hard to spot. then save with borrowed time. There's always one totem that is so well hidden it's pretty much not spottable depending on the map, it's not a realistic thing to do without detective hunch you lose too much valuable time doing that especially as a solo survivor.
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I don't play in a swf i don't control what my teammates do. Sometimes they waste all the good palettes, sometimes they sandbag me. This is not a good answer
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@CriminalMind_ITAA said:
Balanced just like keys
You can always tunnel the key holder. Not like it's different from average killer gameplay just more targeted. What is the counter to mori ?
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@BaschFonRonsenburg said:
Relax. This reads as if you said everything in one sentence. Killers winning is dependent on kills. Survivors winning is dependent on pipping. Escaping is a team effort. If you depip on solo q that’s your own fault. This game is balanced around survivors not having clear communication with each other. SWF makes it survivor sided. Solo q makes it killer sided. And people wonder why there are so many SWF.
No, survivor win is escaping. Easy pip for survivor should be changed. A balanced game should be 2 kill 2 escape.
Hopefully matchmaking system rework will fix this.
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You forgot one.
- Run the killer for 3 minutes with 0 gen completed. Because your teammate are immersed claudettes that go to the opposite of the map once they hear a heartbeat.
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Totem perks are high risk high reward. If you could choose the spot they would have to nerf the perk
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I wait to give killer free hit or to buy time for my teammate to unhook/open the other gate.