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LordSturm

LordSturm

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LordSturm
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  • @Ink_Eyes said:

    A player having an ''additional'' health state will never be bad even if the condition to use the perk is hard to trigger and it will always be worth the effort (The value you get from this perk is insanely high, basically if you manage to use it 3 times during a match that's 3 free health states that you got from a single perk) At this point the only nerf I can think of that can probably kill the perk is to allow players to use it only once per match like DS.

    I mean, Decisive Strike and Mettle of Man don't really see any use, but they still give you an additional health state, conditionally

  • If BHVR wants to maintain the "set guards on patrols" part of the power, I think instead of the Knight basically going to bed to summon someone 5 seconds later, you should be able to channel it while moving and it shows a little marker of where your cursor is, and you can move it around to draw a patrol path, like Nurse (with the brown addon that shows where she'll blink) or Pinhead.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272959#Comment_3272959

    What? I don't care who has double blood points, but it's literally a meme when killers have it because it's so rare.

    weird behaviour honestly.

    I see it multiple times every day, so I don't know what you're on about, sorry bud.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272960#Comment_3272960

    Woof. What a mess. And you can't even pick which one you want to deploy without cycling through all of them first. Hilariously awful design.

    yep, in the PTB you had to use a guard's entire patrol to get through them too, at least in the full release they let you slap the guard to speed up cycling.

    @Ayamir said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272880#Comment_3272880

    That would be so busted every game is gonna last 25 minutes and be a 3 gen scenario where the Knight will just keep spamming his guards around his 3 gen.

    terrible idea sorry this is not a good way to make him fun or viable,this killer is already a snoozefest and you want to make him worse.

    as @Aven_Fallen said BHVR needs to go back to the drawing board and not just modify numbers or add-ons which they probably won't...he needs a full rework and it's been only one day since his release.

    as it is now, he's so pathetically weak that he still might not be good with that change.

  • @Tatertotters said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272882#Comment_3272882

    Found a way to cheese that achievement, by playing Clown and using the speedy yellow gas bottles on survivors that are trying to unhook. Got it first try.

    lmfao, that's pretty funny actually

    weirdly, I was playing a fair bit of Knight last night and I got 5/8 hits without realizing it, no idea how.

    wasn't from them picking up the flag either

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272880#Comment_3272880

    Oh, dang, really? He can only have one out at a time? Or their durations are too short for all three to be active at once?

    If you have someone on patrol, you can't activate your power at all. Furthermore, after the patrol is over, you additionally have to wait a few seconds of cool down before you can start a new one. It just hard restricts you from having 2, and then some

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272900#Comment_3272900

    You must be the only killer getting this, or you're playing at midnight every time your time.

    Nope, no copium for you. Face the harsh realities of double bloodpoints.

  • @Raccoon said:

    If you have issues after the change, particularly struggling with multiple blinds, you'll have to either:

    A) Equip the appropriate counter perks (Ligjtborn/FD).

    B) Play in a way that limits your pick-up attempts (camping/slugging).

    C) Tunnel Flashlight users out of your games asap.

    Either of these options will help alleviate the impact of Flashlights if they become an issue for you.

    Last second switching eliminates your ability to counter them with perks, but the other options are base kit.

    you can also just pick up facing walls or check for flashlighters before you pick up, lol

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271039#Comment_3271039

    20 minute queues? Unlikely, killer queues have been longer than survivor for months.

    Survivors have adapted to faster cooldowns for killers, like they were told to <3

    I don't mind this flashlight change because the amount of VPNing killers I see hopping from NA / OCE to the EU is getting a little ridiculous now, I get more killers with bad ping in one day than I see survivors with in a week.

    I've been getting double BP and instant queues as killer ever since the update that added matchmaking incentives. Lol

  • @Tatertotters said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272670#Comment_3272670

    thanks! will just play casual killer matches then, wonder if hitting the base kit BT works?

    I tried that, and no, it doesn't seem to work unfortunately, so to my knowledge you have to pray the survivors bring one of the, like, 5 haste perks.

    It's almost impossible to get hits off the exhaustion perks, since the survivor blows past you so fast and it only lasts like 2 seconds.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272451#Comment_3272451

    The only time I have ever struggled against Knight is when Im in some sort of corner. But that's a given since he can hold both areas to exit. But also like, Dredge can literally do the same, but better anyways.

    In most of my matches though, it has been easy. I cant believe some people were wanting them to be 4.4 m/s on Twitter, but to be fair, it's also Twitter.

    I'd be okay with him being 4.4 m/s if he could have all 3 guards patrolling at once.

  • pretty sure he expected a killer that's decent rather than bad lol

    not to mention, you don't have to pay for this killer. you could say wesker is "p2w" though, if you want, but still nobody seems to outclass the Nurse, who is free

  • @Audiophile said:

    I had a week with no frustration at horrid game balancing and unfair play. It was really enjoyable. Since I saw the new content was out I figured I’d try the new survivor’s perks and see if I can have any fun. As the same crap happened I frankly felt sick to my stomach. Terrible matchmaking so teammates go down too fast and we get to 2 gens left and 2 players left alive and that same old impossible situation where you know you lost but have to play it out. This is how bad it is. I’m a P82 Feng with like 10k hours in the game. My teammates were 2 P25+ and one P1 whatever… The killer was a P2 Pyramidhead. So yeah… at least 2 of us survivors were solid. The other 2 went down easily and one of those was tunnelled to death. Next game was more of the same… 2 players that couldn’t loop at all so it’s all over too quick. This game still sucks.

    uh... 1 week is not a very long time, what did you really expect to happen in a week? lmao

    this patch is not a balance path, it's totally focused on the new killer. No game gets totally overhauled in one week, and I really have no idea why you would expect it to.

    On the other hand, your main complaint just seems to be you keep losing. We can see here prestige levels don't mean much, with a P2 pyramid head totally dominating you, the P82, and your P25 allies.

    You have a few options - get good and/or learn to cope with the fact other players are sometimes better than you, play with a group of friends, play killer instead, or simply ragequit.

  • @Brokenbones said:

    Map offering gamer with the strongest item in the game being a bad sport

    You love to see it.

    Also well done winning with that build on THAT map, Not a single gen defense perk in there. I imagine Pentimento did nothing considering these guys had boons

    Not to mention they have no hexes, I don't expect Pentimento to do anything really ever in that build.

    @Theminatar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270799#Comment_3270799

    Yeah it was just a build meant to annoy survivors and prolong healing. This wasn't even my try hard gen build.

    I'm surprised you don't use Coulrophobia, though to be fair it's weak on Huntress with her smaller terror radius. The begrimed head or whatever addon that is basically sloppy butcher for your hatchets would be good too.

    Deathbound would be funny too

  • @Tizzle said:

    The majority of players that play this game simply move on after a match is played.

    Gloating about them after the fact is akin to Al Bundy and Polk high.

    Dude, what? Take your pills. You should really take your medicine BEFORE being deranged in public, but better late than never.

  • @DemonDaddy said:

    I just find it odd that rollback only happens on the killer's screen, but worst of all is that grabs get switched out for a single health state.

    To be fair, it's better than before where you try to grab someone and your killer goes "oops sorry social distancing" and pulls his hand back and you get nothing.

  • @Sluzzy said:

    All killers are overperforming (way over 2K), he was just overperforming the most. His power is way too punishing, the box spawns too fast.

    The box itself is like a survivor that has to go for a save. Survivors can't do the objective fast enough because not only is this killer constantly downing survivors with little effort, but now survivor has to find a box and rescue someone. That kind of pressure is very unfair.

    He doesn't down people "with little effort" unless those survivors are really bad, if you're solving his box he's just an M1 killer like trapper without traps.

    @Leatherface1990 said:

    The Box HANDS him FREE CHASES! Then add on NO COMMS/NO SWF, and some Bad looping skills/hex totems with a few rage quitters. Oh yea he is S/A Tier YOU BETCHA!

    "If he's fighting really bad survivors, he's really strong!"

    This is true for literally every killer.

  • It's pretty likely, yes. The Hex isn't that good because Boons exist, but it looks scary, so it'll probably get nerfed before it even hits Live.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624972#Comment_2624972

    Just à nerf to 3 of his most used/best add ons

    And à buff to 2 of his worst ones

    What? 5 nerfs and 1 buff.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624831#Comment_2624831

    So some survivor wasted 336 seconds reblessing totems?

    Uhhhhh, no? 14 seconds to bless. So 196 for 14 totems or 210 for 15.

  • Yeah, I only got 100k as well despite having several of these offerings.

  • @ElusivePukka said:

    Each person on the survivor team should try to know two totems are down, by and large, at least for SoloQ.

    I'm a killer main, but my SWF team is mostly killer mains: we suggest using Counterforce or maps over Small Game, which is really only useful for the running totem tally at this point. We had a self-designated totem hunter as well, and they ran: Counterforce, Inner Healing, Sprint Burst and a perk up for grabs, often with a medkit. I'd suggest sommat like Lucky Break or Iron Will so your friend can break from early chases.

    We already had a whole video done on this, Counterforce is by far the worst anti-totem perk in the game. I think I remember it being barely better than no perks at all.

    Small Game and Detective's Hunch are a lot better, it's debatable which one between them is better. A Rainbow Map is obviously better than either but it's also an ultra-rare meme monster.

    https://www.youtube.com/watch?v=MXWwG4c20-A&ab_channel=notOtzdarva

  • Instead of complaining about the killer killing, you should complain about people ragequitting 30 seconds in because they got downed once.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599440#Comment_2599440

    There are killers with basic attack instant downs. Ghostface and Myers are the specific ones that come to mind.

    Oh yeah, I forgot about that. I could only think of perks that did it.

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598291#Comment_2598291

    No they are not lol.

    At most I get a 1K during egc and not many hooks with gens popping all over, survivors knowing how to loop, mostly full meta perks and t bags at the gates.

    I'm not a very good killer and deserve to be at low mmr, I just wish I never got the sweaty games I must endure at low level.

    If you're getting insane sweaty survivors then your MMR isn't as low as you think. Try getting a 0k for like 10 matches in a row and you can see some low MMR gameplay. I've hit what I think might be the MMR floor on one of my killers (of course, no way of knowing, because there's no indicator of any kind :/) and the survivors are just atrocious.

  • @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/290441/no-scratch-marks-no-aura-no-med-kit-no-problem

    4 in a match is 8 perks which aren't Dead Hard, Decisive Strike, Unbreakable and Borrowed Time. All perks have trade offs.

    If it's a problem "do them bones."

    "Do them bones" is not at all realistic.

    As survivor, you do 5 bones and you never have to think about it again.

    As killer, you could do a million bones and still have bones to do. The fact they can relight infinitely is just mind boggling.

  • @ukenicky said:

    Why not try a Hex heavy build to punish Boons?

    Hex: Haunted Grounds (Obvious punish)

    Hex: Undying or Thrill of the Hunt (Defense for our Hexes)

    Hex: Retribution (Seriously slept on and amazing with Haunted. Additional punishment for cleansing totems)

    Hex: Ruin or Devour Hope (To create urgency on survivors to cleanse)

    Blessing a Hex totem takes an excruciatingly long time so it's slowdown and even more time wasted. I know that it might still seem unattractive but idk. I feel like going all out Hexes somewhat counters Boons since Haunted and Retribution will actively punish any survivor who blesses your totems.

    Idk how I feel about Thrill though.

    Otherwise if I didn't run this wacky idea I'd probably just opt for Pop + Corrupt or Ruin + Pop. Deadlock is really good though too. Maybe Pop, Deadlock, Corrupt and Thrilling Tremors so you know where to direct your Pops.. That could be too much entity blocking though lol

    I really want to love Jolt but the value gained from it is just too random / dependent on the map and generator placement

    It's a shame they nerfed Thrill of the Hunt for no reason so you don't get notifications anymore.

    What if Haunted Ground triggered on every hex like Retribution?

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/290985/killer-perks-for-the-anti-hex-meta

    I've experimented with these and they all have problems.

    • Deadlock can lead to a situation where you wind up with a lot of gens at very high progression at the same time, which can be even worse than one gen popping. Coordinated groups will play around it once they know it's in play and it can backfire horribly if you don't have a second means of regressing gens directly.
    • CI is a good perk, but very map dependent. Smart groups will either ignore it and go do totems (or just hide until it's over). It can also very easily lead to a terrible gen spread in the lategame.
    • NWO is it's own thing. Usually paired with NOED for maximum impact. It works well against altruistic groups, but against people who are willing to just sacrifice someone all it does is land you an extra kill, if you are lucky. It also necessitates camping and/or slugging, which is a style of play that annoys a lot of people.

    That said, I haven't seen survivors cleansing any more since the patch. Boons are usually lobbed onto the closest dull to whatever gens are being done, and those spots would probably have been checked regardless.

    These days I like to run:

    • Discordance. Unless you are on RPD, this will generally let you get to a gen being rushed and probably hit multiple people/down someone.
    • Plaything. Holy crap do I love Plaything. It either slows down survivors amazingly well, or sets you up for some spectacular jumpscare/grab moments. If I don't run this, I run Devour Hope.
    • Pop or Surge (well, Jolt now I guess) depending. If I'm a killer with an instadown, Jolt. Anyone else - Pop.
    • BBQ (if I want to farm BP, so usually BBQ) or Retribution (if I just want to win, ridiculously good synergy with Plaything).

    This is my pseudo-meta loadout when I'm anticipating a hard game. It's probably my absolute favorite loadout right now.

    "...all it does is land you an extra kill"

    to be honest, any perk that gives you a kill is a good perk.

    "If I'm a killer with an instadown, Jolt."

    Jolt only works on basic attacks, so isn't it actually much less useful on a killer with an instadown?

  • It leaves behind goop as it moves, which looks kinda similar to blood. You'll want to be looking for that.

    You can't just look for the glyph itself, it moves so you'll never find it.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/287936/do-you-personally-expect-slinger-to-be-played-after-the-nerfs

    Sure you will see him played(at a certain mmr level)then no just nurses and blights after that and maybe pinhead.

    pinhead is nowhere near the same level as nurse or blight lmao, there's like 10 better killers than him minimum

  • I don't think you read any part of my comment except for "buggy".

    I'm saying there is no "generator is done" notification like there should be.

  • @PokemonGOPlayer said:

    In this thread: Insane predictions on the direction the game will take in the next few months noone has ever said before.

    Source: bro just trust me

    In any game with a stale meta and pre-lobby preparations (ex. card games where you select your deck w/o knowledge of what you'll be facing, fighting games with heavy roster disparity, games with rock paper scissor matchups) the meta becomes a constant threat to the gamer that cares about winning, the majority given how much salt this game provides.

    This game in particular has a long history of nerfing pretty much everything problematic into the ground given the economic chance, meaning that as long as it doesn't affect the addiction inflicted on customers the change was fine. See DS, while nerfed into the ground it still retained the base mechanic so most people were not affected since they didn't really need to abuse the 60 seconds.

    The more significant buffs were complete reworks with the most prominent example being Freddy.

    SBMM only cares about kills and escapes meaning that if you want to make your invisible number even higher you need to try as hardest as you can, possibly with your friends, so you can call yourself the very best at the videogame.

    Prediction number 1: The meta will stay stale for a very long time

    The current Survivor meta is extra solved and there is no way in heck they will even consider changing them, Devs only care about usage when handling PR and Self care is the most used perk by far.

    Killer meta is solved as well since all you need is regression, there's no room for anything else, doesn't matter what your favorite streamer tells you.

    Most Killers are also not very good against survivors that know the matchup inside out because they affect very few variables.

    If you are not running full meta you are going to lose a lot.

    Devs have no reason to change any perks since usage looks fine when considering all ranks together.

    Too many players know the game too well for their own good, meaning that high MMR gameplay will have few to no perk variety and few to no killer variety. Right now most players are still adapting to the new MMR.

    Prediction number 2: The next Killer will be turbo low tier

    Cenobite has been very good and I have my speculations on why that is but I don't want to get sued so I can't tell you.

    The thing is, this game is meant to be played by a lot of players with different skills and interests.

    What I want to say is that the next Killer will be aimed to a simpler kind of gamer, just like Clown they shall be straightforward and easy to understand, meaning very bad at high MMR.

    Prediction number 3: The next Killer rework will be broken

    As we know the team that reworked Freddy and Doctor is made of a bunch of psycopaths.

    Prediction number 4: Survivor meta will NEVER change.

    As long as BHVR doesn't sell DBD to another company there's no way they will EVER design something that tops old Survivor perks, hence Survivor meta won't change.

    Boon Totems are time consuming trash and most people are still under the impression they are insanely good for some reason.

    Survivor perk design is terribly complicated nowadays with a lot of restrictions and prerequisites and Devs seem to like it this way.

    Prediction number 5: Core gameplay will never change

    Stop asking for second objectives, changing basic gameplay would lead to losing customers you clowns.

    Prediction number 6: DBD autobattler in 2022.

    "Cenobite has been very good and I have my speculations on why that is but I don't want to get sued so I can't tell you."

    What, are you under an NDA? You can't get sued for speculations unless you're breaking a contract with insider information.

    Watch this: I think Pinhead is how he is because Clive Barker literally has the devs strapped to guillotines and if they ever change him, Barker'll press a button and the devs will all instantly die.

    I can't get sued for that and I never will, even if that was 100% true, because I don't actually KNOW that for a fact nor did I ever sign a contract telling me not to release that information.

  • One of the most obnoxious parts of the new MMR is that when you start off, every killer has MMR equal to your highest MMR or something like that, meaning for example if you want to try Huntress who you've never played, since you're really good at Blight or something, Huntress will be super high MMR to start with.

    They made this whole thing about how each killer has their own seperate MMR, but you have to suffer through like 20 matches of death squads to actually get down to a level of MMR that's appropriate for that killer.

  • Is that why randomly during some of my matches half the gens pop really fast with no notifications, or is that just DbD being buggy like usual?

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2564739#Comment_2564739

    I'm not trying to say theyre the same. I'm just saying that changing one thing because you dont like it doenst stop it from being a game breaking change. Whether thats your deliberate intention or not, that would be the result.

    the main problem with this argument is shadowborn basekit is not a game breaking change and realistically probably never will be, whereas increased gen speeds actually would be

    increasing gen speeds is more on par with making everyone exposed 24/7, increasing FOV for killers is like adding hook counters for survivors and not for kille oh wait they already did that

  • EVERY killer should be B tier and above.

  • @Nos37 said:

    Which addon of his lets him turn invisible and have intermittent terror radius, before appearing behind you and downing you (not a teleport; no cube in hand)?

    If he just popped in and teleported behind you (nothing personnel kid) or attacked you while invisible, then he was just hacking.

    If you just didn't see him before he hit you, he was most likely using any of a large number sources of Undetectable, such as Dark Devotion, Tinkerer, etc.

    Next time you would be better off just waiting until the game is over so you can read his perks/addons and see what they do.

  • @KingFieldShipper said:

    These threads are so tiring.

    You can't even get posters on here to agree how to even nerf it - they either think the i-frames are the issues, or distance. Remove either and it's useless. DH's i-frames rarely works, either you end up exhausted on the ground or you go down seconds after the killers cooldown. 4 sprint bursts are absolutely more terrifying than 4 dead hards. When SB inevitably comes meta if/when DH gets nerfed, then you get hit with 99'd sprint burst squad, you'll call for that to get nerfed, etc etc etc.

    I play both sides and I really just don't give a ######### about DH for distance, nor do I care about the i-frames.

    1. Doesn't matter if people agree on how to nerf it, that's completely irrelevant. They're obviously agreeing it needs nerfed, because it does.
    2. DH's i-frames work if you're good enough to use them, don't blame the game for your own mistakes.
    3. Sprint Burst is OP too, so yes, that only makes sense.
    4. "you'll call for that to get nerfed, etc etc etc" The same thing happens with survivors calling for every killer and killer perk to get nerfed, and again, it's only natural to focus on what is most offensive in terms of balance before moving on to the next thing that also isn't balanced.
    5. If you don't give a ######### about DH either you enjoy losing or you aren't a high MMR killer, simple as that.
  • I really like it, only problem is when it explodes 30 seconds into the match :(

  • Decisive Strike, Unbreakable, whatever exhaustion perk you want, and Borrowed Time, Iron Will, or Spine Chill based on preference.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561877#Comment_2561877

    It will be meta in 3Q and SWF.

    1 survivor will have the healing boon and another one will get the shadow one. Half the map will be a heal fest and the other half a chase impossible place :).

    Rest of the perks will be unbreakable, DS, DH etc...

    I don't understand how you cannot see it will be OP in SWF...

    Honestly, those developers should stop to think and actually fix the features that are already in the game, global balance in the first place.

    Actually, it's worse than that. If you have both of them you can stack them onto the same totem.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561864#Comment_2561864

    Then you do it again until you stop complaining about something that won't be meta.

    or until they let us relight our hexes 🤗

  • @Squirrel_Thicc said:

    My worst sbmm story is that since its release about 80% of my killer games are over in less than 5 minutes :D

    dear god, that is extremely true

    either there's a hardcore genrush and they leave in the blink of an eye, or they're all awful and just die immediately

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561352#Comment_2561352

    Then you dont play solo Q enough and probably dont have many hours in it.

    and what if I do play solo Q enough and have plenty of hours in it? what then?

  • @Marigoria said:

    The game isnt survivor sided, it's SWF sided.

    Stop paying so much attention about what streamers think/say, and start playing the game for yourselves.

    and what if I play the game for myself and come up with the same opinion from my own experience? what then?

  • yeah, realistically they should close the disparity gap between solo and swf so that killer can be balanced around an actual level of play that exists

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561288#Comment_2561288

    I can bet u won't play game if u get nothing in reward. Forever stuck Ash4 with 0 BP won't encourage u to be face camper.

    the guy is just saying your MMR should rise if you facecamp so you face survivors who know how the counterplay to facecamping, therefore facecampers eventually end up at an MMR that forces them to adapt or suffer

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