Lord_Tony
Lord_Tony
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- Lord_Tony
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excuse me the whole lithe dead hard thing has nothing to do with this topic.
I don't play survivor and there are 134 survivor perks so clearly I didn't know it was lithe.
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@GoodBoyKaru said:
Is this because you're able to face survivors who don't run the evil infinite L-T wall? Or use Dead Hard right after vaulting a pallet that's actually Lithe?
I haven't studied all the broken survivor perks
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/272890/i-like-sbmm-now
I been testing Clown with the SBMM and honestly it has been fair. Man I get some crazy insane survivors sometimes though 😂
same I've been playing clown and he;s actually fun to play now I'm not losing every single game.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2427765#Comment_2427765
For many yes, and unfun to play against.
natually all killers are unfun to play against to some survivor out there so I tend to ignore this argument.
but if the killer is unfun to play as then something is wrong
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@Mister_xD said:
Twins just need a straight up power rework, honestly.
while i definitely agree that Victor is too good the way he works right now, the nerf the Devs made was certainly the wrong path to take.
IMO Victor shouldnt be the one downing Survivors, the finishing blow should always be delivered by Charlotte - Victor should however support her drastically when he is attached to someone.
make it an actual big downside to have the gremlin attached to you, as with him you are extremely vulnerable to Charlotte.
but just running after Survivors at 150% mms until you touch their toes, just to then down them with that truck sized hitbox of Victor is very boring for the Survivor and - at least in my opinion - also not very exciting for the Killer.
I think survivors should move randomly if victor is on them, instead they h ave full control of their movement.
I don't like that
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@Squirrel_Thicc said:
It's an additional 2 seconds it didn't ruin the entire character. All that nerf did was make their snowball on injured survivors slightly worse.
you have no idea how ######### twins became with that 2 additional seconds.
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I agree survivors are entitled.
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he's far from OP
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this game hates killers
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your mistake was giving survivors hatch
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why come to you when 4 come to me?
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why should camping be bannable?
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Do you want trickster to continue being weak or soemthing?
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@Verconissp said:
Or as i like to call it. the Blight / Spirit / Nurse test =D
Sorry but. i have to say it, This already sucks to play SBMM..
I don't want to play with Ruin / Undying / pop / Noed Every game.
Boring as all hell..
I don;t want to play with dead hard, iron will, decisive strike and unbreakable either x4.
boring as hell
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@Nos37 said:
It's still better than Monstrous Shrine
monstrous shrine is great for bubba saves me time.
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hatch should not open instantly with no animations it's so stupid.
and then survivors justify it with "well you have to find the hatch it's fair!"
Who's going to find the hatch first 4 survivors on comms with 360 degree omni-directional cameras vs 1 killer with a locked fov in first person.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2423501#Comment_2423501
That is fair. But it was busted on Spirit, and we know how Behaviour makes corrections.
seems weird to nerf a perk that was only good on 1 killer only to buff a META survivor perk that was already on 2-4 survivors per game
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/272511/so-whats-the-point-of-stridor-now
To f the people who dont run iron will
but my average games are 3-4 survivors using iron will
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I just want them to stop releasing killers until the old ones are fixed
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@Dacrenon said:
https://forum.deadbydaylight.com/en/discussion/comment/2423361#Comment_2423361
I'm also having a fairly enjoyable experience with it this time around, but maybe the terrible matches will catch up with me when I get home from work tonight.
yeah survivors have enjoyable experience.
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yeah I'm absolutely done with keys I'm backing out of every single lobby that has a key.
if I see anyone who last second switches to key in the lobby they are getting tunneled out of the game.
Keys don't promote a healthy game on both sides.
I'm done with keys
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2423248#Comment_2423248
well, thats not really how it seems to work.
i have played a variety of killers, but my Survivors have always been pretty consistant, skill wise.
i just played a Hillbilly game - and i rarely ever touch that Killer. yet the Survivors i have been matched with were around the same level as those i go up against when playing Doctor / Deathslinger (my current "mains")
maybe it's MMR disguised as SBMM
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2423233#Comment_2423233
whats the point of commenting if you’re intentionally trying to misunderstand my argument lol
I'm not I'm telling you why it's a thing that perk combination wouldn't exist if slugging was bannable
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pretty much you only want to play nurse or spirit.
so it's based on skill per killer so say you're really good with spirit you get really good survivors.
but you're really bad with trapper you get really bad survivors.
but now say you eventually got good with trapper. you're now getting really good survivors who will absolutely destroy trapper
it all comes down to the fact only 2 killers out of 24 are viable against good players
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I'd love to play in a non-swf game
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if slugging was at all bannable the combination of third seal, knockout and infectious fright would not be a thing.
knockout would have to be removed.
and then all killers would have to have deerstalker as basekit so there is no excuse as to why they couldn't find the downed survivor.
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I still don't understand why the traps at the start spawn disabled.
So basically this means trapper placed a bunch of traps randomly across the map without arming them so he can later run around the map to rearm them when survivors show up.
?????????????? worst trapper ever.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2421235#Comment_2421235
Trapper feel weak because survivors can disarm without any risk. And they can escape in 2sec because of RNG. Same to the Pig, either RBTs do nothing, or free kill.
the RNG use to be in favor of the killer it could take survivors up to 30 seconds ti disarm or longer.
now it's like 2 ######### seconds
they made the traps worthless
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2421156#Comment_2421156
Did you mean he should have 5 addon Purple bag, Blood coil, Green setting, Green coil, Green stone into basekit?
I dont know why people think slam in add-ons into basekit is a way to buff killers.
those purple add-ons aren't as OP as it sounds if they were basekit.
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@LeFennecFox said:
I think they are reluctant to buff trapper since a lot of people find him "boring" to play against because they don't have any eyes or knowledge of trapper spots. They don't want to have people complaining about an "unfun" killer.
I like how unfun killers take priority for nerfs.
but if we killers suggest BT, DH, IW and DS is boring and unfun we won't see nerfs to any of these perks for years. IW even got buffed
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@MeatBycicle said:
Putting survivors in the power role when its an asymmetrical game.
I guess it makes sense, myers can never ######### kill his real target ever in every ######### movie.
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trapper
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2419534#Comment_2419534
Exactly.
- They have traps spread out mainly because they wants Trappers to have his traps not cluttered in an area and camp there.
- People using Bag NOT because bonus trap, but because he can carry more traps.
I did a simple image showing why having all traps make him area camper potential
or to make things fair what if he can pull traps out of lockers to refill instead of starting with all traps. This way he has camper potential but only near lockers.
with a set number of traps allowed in game the last used trap will just disappear by the entity.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2419362#Comment_2419362
This would be rly problematic, Otz has shown before why it’s not a good idea by putting someone on a hill and having 6 traps on it.
okay but it's no different than bubba with a chainsaw face camping, right?
trapper basement is no different than bubba basement.
and the devs said bubba facecamping is more likely to throw you the match so that same logic can be said with trapper if you're wasting 6 traps in 1 spot to camp 1 person.
in fact it's less efficient than bubba because bubba doesn't have to pick up his chainsaw off the ground 6 times.
if the other 3 survivors fall for trapper basement instead of doing gens that's their fault.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/2419106#Comment_2419106
Well practically all of Wraith's addons got reworked, so they could put some in his basekit.
If trapper sack got base kit, people would also ask for stuff like slightly increase trap setting speed addons too.
If say all of trappers addons got reworked, they could add some into his basekit.
get rid of the dye add-ons just add an invisible trap add-on
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@CashelP14 said:
It wasn't a bug but it was something that needed nerfed.
Trickster was already quite strong in the 1v1 so lowering his knives to 4 was quite stupid. This killer isn't strong/op overall but it doesn't mean that these add-ons aren't stupid together.
So why not say it's a nerf instead of a "fix" because it's not a bug.
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@Corns_Flake said:
For some reason the devs don't want to give him trapper sack as basekit because according to mclean "that gets people's foot in the door, then they'll start asking for other addons to be made base kit." It really perplexes me because basekit trapper is terrible but despite how this one change would make him so much better they're terrified of having to do work to get killers into a less addon reliant state.
he's right trapper needs a full rework, not just a few add-ons added to basekit.
So the easiest solution is adding some bags and other stuff to basekit.
or completely overhaul this killer he's super dated.
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@Carth said:
As soon as exhaustion is a shared debuff, sure
1 exhaustion per survivor lol
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hex perks are already slowly not being used anymroe with how easy it is to find totems.
you just making it so no killer will touch hexes again
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2418338#Comment_2418338
It's not even the infinite my dude it's the fact you have to take time to travel all the way up there it's literally not worth the time you will lose if you protect that gen
good to know how survivor sided maps are
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best way to make killers quit the game right here.
it's hard enough killing survivors with 4 perks, imagine no perks.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/2371985#Comment_2371985
Because there is a bunch of background lore that basically makes him an all powerful force of evil. Like he is apparently this avatar of Evil Incarnate, rather than just a superpowered serial killer.
No, it doesn't really show up on screen and it isn't really important to his 'mythos.' So it isn't really 'diegetically true' in the story as we see it.
But it was important enough to the license holder that Myers was the first killer the Entity politely invited, rather than 'ate.' Even Freddy didn't get that treatment. Despite the fact he is a guy with a knife 'on screen' in the 'background' he is far more powerful than that. An interesting writing choice, but one that needs to be recognized when talking about his interaction with DBD lore which is 'respecting' that.
it's also fitting to the lore that the entity gets displeased every time myers uses tombstones.
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2417929#Comment_2417929
20s? probably takes that long to find the hatch at least anyway. Mori still saves you time unless you're right under the hook. They weren't on the same plane of existence for power. I would hear an argument about maybe maps not tracking the hatch unless its the pink map or something. But comparing them is non-sensical. 4 man escape with a key is also extremely rare to pull off where a if you got less than a 3k with a mori then you probably had less than 20hrs in the game.
Moris save me 20 seconds?
9 times out of 10 it's faster hooking the survivor than watching them get stabbed through mori.
Moris are so useless now half the time I forget I even have moris activated and accidentally pick them up anyways by habit.
keys are OP moris are not.
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2417841#Comment_2417841
Good thing it takes more than 3 gens?
and?
They still are skipping objectives to win the game.
Moris can't even do that anymore.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2416148#Comment_2416148
what, that you lack the skill to not care about a measly key?
https://forum.deadbydaylight.com/en/discussion/comment/2416155#Comment_2416155
'overpowered'
let's see:
- requires a certain number of gens to be done
- requires the players to find the hatch
so, even if they bring a hatch offering... they still have to get all these done first... which can can usually do pretty easily while you're busy chasing the keyholder.
heck, judging by the justifciation I'd say some people bring a key as distraction, and you people are falling for it. wow
oh no they have to find the hatch?
Who will find the hatch first?
4 survivors with 360 degree third person cameras coordinated by comms
VS.
1 killer with a locked FOV in first person
also 3 gens can get done in about 2 minutes the amount of gens being a requirement is nothing.
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@MeltingPenguins said:
This is a genuine question, cause I see people say on a regular base they'll automatically tunnel someone with a key out of the game.
And i'm sitting here wondering -why-
cause, people, you are giving the survivors an advantage:
- If they are a swf, not only have you now given them a place to store the key, you also gave them the means to navigate the other players of the swf to the key and the hatch once it spawns. which now is a gen earlier.
- even if they are not a swf you have now given them the hatch a gen early as well as a definite place to pick up the key.
It'd be better, tactically, to play without any tunneling and corral the survivors away from the hatch.
"It'd be better, tactically, to play without any tunneling and corral the survivors away from the hatch."
easier said than done because survivors know the killer can do absolutely NOTHING when chasing a survivor heading towards a hatch with a key. Because opening the hatch is INSTANT with a key and doesn't require an animation leaving literally 0 counterplay for the killer.
keys are broken and so is hatch they both ######### need a rework because I'm sick of both of them
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if a survivor brings in a broken item in this game then they deserve to die for it.
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@Dilif69 said:
idc if its springtrap but i dont want to see all the 13 yearolds ruining the chapter or the game
then you should care because that's what's happening.
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@Aneurysm said:
Tony I've seen your killer gameplay I think you'll be alright somehow
I'm red ranked
it's swf that is giving me a bad time
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no, seriously leave wraith alone