Krazzik
Krazzik
About
- Username
- Krazzik
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Also it just really sucks when I'm struggling to play around a tile in chase and they have DH. I'll admit I'm not the best when it comes to mindgaming survivors, so it feels extra bad when I do succeed and the surv runs into me, only to undo his mistake instantly by pressing E.
Sprint Burst can help you get to tiles but it does nothing for you when you're looping. It doesnt just let you instantly undo a misplay and it doesnt act as a third health state like DH usually does.
-
People keep saying that Sprint Burst is stronger then Dead Hard but like why does no one use it and everyone uses Dead Hard then?
If Sprint Burst becomes meta then Fearmonger can just become meta to counter it.
-
If no one played a blueprint then finding the hatch is complete RNG for both players. When it comes to the exit gates however some killers do have ways of quickly finding when they're on a gate.
Trapper can place his traps in front of exit switches earlier in the game and force the suvivor to disarm it if they wanna open it. Plague can vomit on one exit switch and camp the other, though this obviously only works if the last survivor is not infected already. Twins can literally just camp both at the same time.
No Way Out though is a godsend for this situation. After closing the hatch if they're already on a gate they cant open it -and- you get a notification of which gate it was. Whispers is also really good since you know if they hiding near one waiting for you to leave so can just camp it, and the moment Whispers turns off, you know they're heading to other one.
-
I think the logic is that it's 'scary' to be on your own as a survivor so survivors would wanna feel safer by being around other survivors. It's a relic from back when the game was marketed more as a horror game and just doesnt work with how the game actually plays out these days.
-
I mean it doesn't really matter how good I am against a nurse if all three of my teammates literally go down in 2 seconds against her. As someone who only really plays solo survivor, a good nurse usually results in a hatch game at 5 gens.
This is of course the same whenever MMR puts any much better killer against worse survivors, its just far more obvious against Nurse because she's the strongest killer in the game by a large margin.
-
@Asssblasster625 said:
I know when to admit I was wrong and holy ######### was really wrong. sbmm is horrible, you win one game after not playing and your next match is a sweat squad that just hits u with endless bm. I somehow made it a win after I forced a 3 gen and slugged but it was awful.
Then it technically wasn't bad matchmaking. You can't say "Somehow I won buuuut..."
-
Why would killers split hooks when healing is as insane as it is thesedays? Five seconds after the person is unhooked they're gonna be fully healed anyway so may as well eat the DS and tunnel.
-
I wish. I love Midwich on both sides :(
-
While there are certainly killers that go into a match knowing they're gonna camp and tunnel, I think most killers only end up doing it because they tried 'playing fairly' and it didn't work. They'll go and chase survivors, hook, chase another survivor but if it becomes obvious that chases are taking too long or survivors are being stealthy and hard to find then they sorta have to camp/tunnel off the hook to have a chance at getting anything done.
I've certainly had games where 3 or 4 survivors were amazing loopers, way better than me certainly. So after spending 4 gens getting one down, I camp the hook and end up getting a 3/4k thanks to altruism.
-
People need to stop suggesting nerfs to boons in general. COH is the -only- problem boon, Shadow Step and Expontential are fine, argueably weak even. Heck even the new boon sounds fairly weak because it has the same problem that Expo and SS have, you -have- to be being chased near the boon to get value out of it.
This is the big difference between COH and the others. With Shadow Step you have to be chased near the boon to get the stratch-marks hiding value. With Exponential you have to go down near the boon, and get left slugged. And for the new one you also have to be chased near the boon to get any use. Meanwhile COH can be placed anywhere and survivors can freely just head over to it and heal anytime. You don't need to be chased near it, you don't need to be injured near it, you don't need to be downed or hooked near it. This is the big issue and why the other boons are so much weaker than COH.
-
@Gorik said:
I put a post up recently asking players, Why aren't you playing Killer?
https://forum.deadbydaylight.com/en/discussion/311637/why-arnt-you-playing-killer#latest
And something I have noticed is a lot of comments being aimed negatively at COH.
Having used and gone up against this perk multiple times I wanted to give my opinion, and hear yours.
For me COH can be a huge game changer for both roles.
When I am playing Survivor in a SWF I would call it a great perk, for Solo I would go so far as to call it Invaluable.
But when I am playing Killer, I also have found that COH can work for me. Having 1 or more Survivors run clear across the map to use it definitely takes pressure off the Gens for example, and the Nurses Calling value can be insane.
So how would you balance/ change COH, or would you leave it as it is?.
MY CHANGE.
My change would be to just remove the Aura of the Totem for other Survivors.
This would offer the sound and visual effects of the Boon more of a chance to play a part in the Perks use and force the survivors to use precious Gen time searching for it.
That is of course if the Killer didn't get to COH first, but Survivors would find that out the hard way having no Aura to rely on from across the map, this would obviously be far more effective against people not using Mics, but would likely still work fairly well against say 2 teams of 2.
I personally feel this perk may need to be looked at again, but honestly right now I am 50/50 when it comes to COH.
Removing the aura of the boon wouldn't really affect SWFs but would nerf solo survivors, only serving to increase the difference in strength between them. This is really -not- what we should be doing in balancing DBD.
-
I'd be fine losing NOED in exchange for Survivors losing DH. A fair trade.
-
If you died and the Urban Evader didn't, were you -really- better than them?
-
Had a game last night on Disturbed Ward with an Ace who only chased upstairs near the gen in main building. He had Boil Over so I just left him on the ground and camped him. His entire team came to try and save him and they all ended up slugged on the ground. I -barely- managed to hook two of his teammates without Boil Over.
If you bring a busted perk that makes it literally impossible to be hooked from certain places, you can't blame the killer for slugging.
-
They just need to add in an actual strong, consistant killer perk to inflict Exhaustion. The problem now is that exhaustion perks are meta and almost all survivors run one (With like 90% running DH), but killers only really have a couple of mediocre perks to try and counter them, and they're just not good enough.
-
The Farm maps in general really mess with me because of the brightness. I really struggle to see red auras on them, which isn't -that- big of a deal as Survivor, but is awful as Killer. I could change my colourblind settings, but I already have the colourblind settings I need for every other map, so I don't want to change them again -just- for Coldwind.
Also corn.
-
It's a strong perk if you can find a survivor quickly, but many of my games with it, the survivors just stealth for the entire duration and it's wasted. Always very strong on setup killers though like Hag and Trapper.
-
Just make it an auto-sabo when someone dies on a hook, though that might make Breakdown an even more pointless perk than it already is.
That or bring back old Hangman's Trick, at least then you might have a couple killers run it.
-
Some games you kinda have to tunnel in order to win.
Circle of Healing means you always have to go after the injured person; spreading out injuries is pointless nowadays because if you leave a survivor for a few seconds they heal up, it's crazy.
Add onto that, the fact that so many second chance perks can mean chases just go on for so long that you can't really afford to go and start another one with a healthy survivor since usually three gens are done by the time you've gotten a single hook. Without an 'Early Game Slowdown' mechanic, gens are just done too quickly early on.
-
Adding a 30 second window at the start of a game which hid your hex totems, or simply made them uncleansable so you had time to go there and defend them could be an idea. Unfortunatly though that is the weakness of Hex perks and why (some) are balanced to be so strong to compensate.
Ruin is still meta despte situations like this.
-
Tunneling is the most optimal way to play most of the time, sadly. Look at the highest level of play there is, tounrnaments, and the killers are always trying to tunel someone out as quickly as possible. Many streamers tunnel, or at least resort to it once a game goes south and they can't play 'nicely' anymore.
It does suck for the person being tunneled, but unless BHVR actually does something to deal with it that isn't just slapping in a couple of bandaid perks and calling it a day, then it will always be a problem because it is -the- best way for a killer to play.
-
It's heavily dependant on if the survivors know how to play against her. I play Hag fairly often and if even one suvivor is constantly harassing you and setting off your traps sensibly then it makes life a lot harder for Hag.
If none of the survivors know how to play against her it's an easy 4k most times.
-
If you hate snowmen so much just play Deathslinger. You can shoot someone in a snowman and still reel em in, while also denying them the snow effect and thus any of the new cosmetics. Throw in his exposed iri and it's a pretty much guarenteed down.
-
If it annoys you that much, just don't go to the exit gates. They'll usually wait till the very last second to leave but you can just destroy pallets/walls and spam your power to get BP.
-
At the very -least- they need to all appear in the Mori.
-
The problem is even if you combo perks like Boil Over + Flip Flop it's -still- objectively worse than just bringing Unbreakable on it's own. When one perk is stronger than two it blatently shows how wildly unbalanced perks as a whole are.
There's a huge pile of survivor and killer perks that are just bad and literally on one uses unless they have nothing else or are doing an archive. Heck there's a bunch of perks which are 'decent' and are still never used just because perks like DS, DH, Ruin and Tinkerer exist.
-
Killers are always going to complain about SWFs because killers are simply not balanced to be as strong as most SWFs.
The only way this can be improved is if the devs give solo players some baseline communication like pings or just info on where people are and what they're doing, in order to help minimise the gap in power level between solos and SWF. Of course they would then need to universally buff killers as well to be more on level with survs as a whole.
BHVR though is intent on never giving any form of communication to solo survs so this will always be a huge problem for the game and will therefore always be complained about.
-
Survivors bodyblocking the hook is annoying but it's part of the game. Either get better at quickly hitting them and forcing them to run or bring Mad Grit.
-
You can just play and try to get everyone on death hook and then let them all go, should still lower your MMR since it's all based on kills and nothing else.
Or just go afk facing a wall shrugs
You'll lose pips but you can't go down a grade, so if you're say Iri 3, you'll always stay Iri 3
-
It's tricky. As it stands right now it's pretty much -always- more useful to never use your medkit on someone else and to solely use it for self-healing. Maybe getting rid of the self-healing but buffing the speed at which you heal others could be a compromise, though since medkits stack with healing speed buffs from perks that can already get pretty crazy.
Medkits just in general are a -lot- stronger than people give them credit for and are easily the best item you can bring in terms of time saved.