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Maelstrom808

Maelstrom808

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Maelstrom808
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  • Camping is an issue, but survivors also shouldn't be able to unhook without risk. In addition, all you do from the campers is further encourage tunneling as their choices are now the unhooker with BT, or the unhooked with BT and in addition is one hook stage closer to being eliminated. At least now they have the option of an easier down if they don't tunnel.

  • The yeets! Oh the yeets make it all worthwhile.

  • I started playing after Slinger was nerfed, and honestly he feels pretty solid. I wouldn't call him a main as I rotate through most of the killer's, but he's kind of my go-to killer when I need to get something done. For me a lot of this is simply perception differences from people who played him pre-nerf. Sure, a lot of the wishlist changes would make him better, but he's nowhere near the worst killer ever, absolutely worthless, etc that gets spouted by the extreme hyperbolic posters on the forums.

  • @HugTheHag said:

    I'd join in the effort to bring variety in there, but I have it on good authority that everyone hates Legion so I don't know how grateful people would be.

    Well, now is probably the time they would be least likely to be annoyed at seeing them, soooooo.....




    *legion chase music starts playing at full volume*

  • Mine was 100% survivor for most of the day, then in the evening it was 50% killer. Queue times reflected that as well.

  • Hey I did my part and played like four games with other killers yesterday. I did probably 20 with Wesker, but still :D

  • @Adjatha said:

    The effective area of his power was halved after the PTR expired so nobody could actually, you know, TEST it to give feedback.

    With zero buffs to any other part of his kit to compensate for the 50% nerf.

    But people will buy it all the same. They always do.

    And so the cycle continues.

    But don't worry, I'm SURE they'll get around to "taking a look at his power" in some future Mid-Chapter.

    Just like Sadako.

    (Ya'll killer mains should get Steam to refund your purchase)

    Nah, I'm doing fine in most of my games with him. Sadako too. Do they need some adjustments and tweaking? Sure, but I'm still having fun and doing well so no problem with buying the DLC.

  • This is the way it is every update. As people P3 him he'll die off in a week or two. He's not super strong so after a month or so, he'll be pretty rare.

  • @UnknownKiller said:

    When he is about to dash try to be in a open area as possible and allow him to catch you on the first dash.

    It will make it to throw you to the floor and u will be able to run away making him losing time.

    Pfft, you think that's a counter to my Wesker? I'm in this for the yeets. Forget hooks and kills and bloodpoints. I'm here to hail Mary survivors halfway across the map so they are lying on thier back, staring at the stars wondering how they ended up in Narnia.

  • I play pretty much with consideration as killer. Spread my hooks, usually give hatch, etc. As a result the BT changes don't ever really effect me. However, if a survivor puts themselves in a bad position with a bold play, I usually won't hesitate to capitalize on it. Flashlight saves, bodyblocks, sabos, hook bombs, all are valid plays for the survivors, but unless they are exceptionally good or lucky, they will likely get punished for it. If you are attempting to go after someone else, but the same survivor keeps interfering, it's not tunneling at that point.

  • No idea, maybe it's something else *shrug*

  • If I had to guess, it's the anonymous function that was supposed to only be turned on for PC but apparently is on Xbox as well, maybe other consoles, dunno.

  • @Peanits said:

    Friend, we're gonna need some more constructive feedback than that if you want any chance of it being addressed. Eat less toenails is not enough to go on.

    Perfection.

    <3<3<3<3<3<3

  • Actually surprised at no plagues, especially before the thana nerf.

  • Yeah this happens to me once or twice a day, I've always just assumed it was on my end.

  • @Chaellooo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156851#Comment_3156851

    Hopefully the killer queues will go back to normal after the incentives come back, 5-10 minute killer lobbies suck.

    Eh, bad news. The killer queues are gonna skyrocket for a bit as everyone tries out Wesker.

  • My four favorite for my M1 killers and base setup for them are Jolt, STBFL, Lethal, and Bitter Mumur. Devour is another that I really like, but won't run right now because of the bugs.

  • @sizzlingmario4 said:

    Personally I find call of brine’s high regression speed AND information to be a bit much. But I think the real issue is how strong cob + overcharge is when stacked and especially if the killer just tunnels someone asap to make it a 3v1.

    Call of Brine is fine. People tend to forget that it also only lasts 60 seconds, so it's strong on gens with little progression, but garbage on gens that are almost done.

    Base Survivor solo gen is 1min 30s. This can change dramatically up or down based on perks/items/addons/# of survivors.

    Base regression time of a 99'd gen is about 5min 45s. With CoB, you only knock a minute off that time.

    If anything, I'd like to see caps on how much stacking you can do for any of the repairing, slowdown, regression, healing times.

  • Tonight was just awful with it. 8/9 matches at least one DC or suicide on first hook.

  • Middle ground here people. OP says he's the worst killer in the game which is far from true. Others say he's an A-tier killer which he may be, but only in the hands of a tiny fraction of the killer population. For the rest of us, he's a mid-tier killer who in my opinion is pretty solid. I wasn't around for him before his nerf, but I do decent with him and he has a pretty solid place in my rotation. Could he use some help to make him A-tier in the hands of a larger percentage of the population? Sure, but he's not in nearly as bad of shape as other killers, for reasons that have already been pointed out on this thread.

  • Generally I still run hexes from time to time, but they are usually limited and taken as icing on the cake rather than building around them. They are just too much risk vs reward and RNG for my tastes.

    I'll take Lullaby on my doc as I generally only run him with a skill check build. DH is something I'll throw on a M1 killer from time to time, but I usually run it alone because it can vanish pretty quickly even with Undying, and I'd rather just have my main build to rely on. Pent+Plaything is sometimes in the rotation on my more mobile killers, but survivors are getting better at countering it.

  • I usually get a survivor or multiple survivors sacrificing themselves about 1 in 8-10 games. I tend to let them all go after death hook if someone DCs or offs themself first hook, and I'll help them farm or do challenges while waiting for the gens. It's not unusual to get a sacrifice for helping them out, and since DCs are so common these days, it creates a lot of opportunities. I get plenty of BP for it and usually some wholesome interactions so it works for me.

  • Killer: 5-6 I've got about 500 hours as killer and play probably 2/3 to 3/4 of the roster. I can chase decently, mindgame and all that. I've got a pretty good grasp of the macro game. I do best against bully squads and altruism squads, can execute counter-tactics for them. Need better map knowledge and memorizing tiles.

    Survivor: maybe a 2. I've done about 10 live matches and a lot of practice matches. I can do gens and rescues but I can't really get the third person camera down in a chase which means I get absolutely leveled in chases with a live human killer.

  • @SOULWARRIOR71K said:

    The whole concept of playing nice only seems to apply to killers. Survivors are free to do whatever they need to do to win and it's perfectly okay. But if a killer wants to play efficiently, it's "playing dirty" lmao. Other than straight up face camping, every other strategy should be considered fair game. If killers have to deal with exhaustion perks, prove thyself, COH, adrenaline, off the record, body blocking, swfs, clicking flashlights, teabagging etc and all of those things are just considered part of the game, I'm baffled as to why people insist on having a rulebook that killers must play by. Survivors do not care about the killer's fun and nor should they. And killers should not be concerned with survivors' fun either. One side's job is to kill and the other is to escape. It's like people forget that part lmao. Imagine if killer mains went around telling survivors that they shouldn't care about escaping and that getting 3ked/4ked every game is just fine as long as you played by certain rules and had fun.

    Imo, most of what you described on the survivor side is fine-ish. Perks are perks, and both roles have a selection of perks that make the game considerably more difficult for the other side. Taunts with flashlights and tea-bags is just like smacking someone on the hook or just standing over a slug nodding. It's acting like an ass, but it's not stopping anyone from playing the game. Body blocking is legit just like slugging is legit.

    Is it annoying? Sure, but pretty much anything the one side does to hamper the other is annoying. The difference is taking away the ability for the player to do pretty much anything, which is what face camping and hard tunneling at five gens attempts to do. It'd be as if the survivors had an ability to stun the killer in the first minute of the match for 45 seconds, then 15 seconds later they could do it again, then again, and when we come out of the last stun, the gens are done and the gates are open.

    Facecamping, hard tunneling, slugging all have a place in our play book, but mostly they should be reserved for endgame, when everyone has had a chance to actually do something in the match.

    For what it's worth, I do agree that there is a level of hypocrisy where killers are take their foot off the gas or play nicer in certain situations, but the same rarely seems to hold true for survivors when the situation is reversed. To me though, this is minor compared to taking almost complete agency away from a player to really do anything but hang on a hook for two of the three or four minutes they get in a match.

  • Never had it really be an issue for me. If I'm in chase, it's at the start and I can easily decide to break off before I get invested. If I chose to follow, it's not so much distance as to be completely shooting myself in the foot.

    As for defending a gen, I mean, they ran off so mission accomplished. The only thing that you did wrong was to chase them too far to let other survivors on.

  • My personal feelings are never DC, full stop. If you have to afk the game for something, park yourself under a hook. That's a solid sign to the players and killer that you are done. DCing just makes sure everyone loses out.

    DCing just screws everyone involved from the other survivors, the killer, and yourself. If you afk, at least you'll get some points, not pickup a match timeout, and the killer will likely waste a little time at least hooking you.

    Suiciding on hook is not quite as bad, but I would urge you to stick it out if you can stand it. Any bit of time you can waste of the killer's helps your team mates out, but if it's just too unfun, or 100% pointless, I get it and don't completely blame you.

    I occasionally get unfun matches as killer - bully squads that are beyond my capability to shut down are the most difficult to handle. My approach is to flip it and do something outside of normal gameplay like memeing or something goofy to find another way to have fun with the match. Sometimes it works, sometimes not.

  • Playing dirty only puts you in a higher MMR than your skills warrant. If you have to play dirty to get consistent wins (3-4ks about 40-50% of your games), it means you don't have the chase and macro game to compete at your MMR. If you feel like you should have a higher win percentage, you need to lower your expectations if you want fair and balanced gameplay.

  • I'd be fine if hook grabs went away, but what about a middle ground solution? If you get a grab on an unhooker, you pull the survivor off the hook and they go free, but then put the unhooker on the hook. The person on hook has extra time to run due to the animation playing out and the killer still gets a trade. I have no idea how to really make the animation for it work, but it's a pretty solid change imo. If the killer is close enough for a grab, someone is almost definitely going down and going back on the hook anyway. This makes it harder to immediately tunnel out the person that was on hook, but the killer still gets value for good timing.

  • I'd just have it return the item to you at the end of the trial. That way you and the killer get value out of your respective builds.

  • @Dead_Harder said:

    Aight let me celebrate this with a terrible take.

    Most killers dont have an original enough power to deserve a spot in the game.

    My retort would be that aesthetics and personality are also part of what makes up a killer's appeal so every killer power does not have to be super original.

  • @Seki said:

    For those who cares : I have 1600 hours in this game since 3.1.0. It was a great game.

    We don't.

  • @Dead_Harder said:

    I can get 12 hook games and win consistently by playing nice.

    But if i screw up and extend chase for 20-30 seconds that means im probably getting at most 1k that game.

    The thing about killer gameplay is that you need constant pressure all the time and you can for sure get that pressure even when you are playing nice.

    Its just that if you slip up or if a survivor plays really well, or say if you get screwed by auto hit 1 too many times, you're probably a bit screwed. At that point you either have to switch to playing dirty or just accept that you are probably getting a 1-2k at most and play fair anyway.

    Right? It's almost like if i play nice (not even nice, I'd say with consideration), and sometime get 3-4ks and sometimes get 0-1ks it pretty much works out to averaging around 2k which is balanced.

    My personal opinion is if you are having to camp and tunnel to get that same ratio of kills, you are probably in an MMR that's too high for your actual skill level, rather than your "percieved" skill level.

  • You must be on deathhook for me to accept boops. If you can conquer your fears at that point, then my piggy will reward you with gate or hatch.

  • I mean it's not a terrible strat to cleanse against a no Thana Plague. You just have be to be smart about where and when. Cleansing before doing pretty much anything that will re-infect you is dumb, obviously. Cleansing when fully infected before working on a clean gen or unhooking a clean survivor is not a terrible decision, if you do it at a pool that is in a dead area of the map for the killer.

  • It comes down entirely to how fast you can locate and down a survivor vs how fast they can recover and put charges on gens. If you can do it fast enough to keep 2-3 survivors at a time occupied with being on hook, unhooking, healing, cleansing, etc., it's better to spread your hooks. If you can't, then tunneling is going to give you more value towards a 3-4k. As you face better survivors, it becomes more difficult as getting downs takes longer, and their time to recover and do gens gets faster.

    My best games are the ones where I can hook someone, quickly traverse to the far side of the map and get someone else down as the first hook is still getting back up and healed, letting me bounce back over to the area of the first hook to down another survivor, keeping the cycle going and pressure high enough on the survivors that gens slow to a crawl, even without a ton of regression/slowdown perks.

  • Otzdarva has a great video on this that he did just recently. I'd check that out as a place to start.

    https://youtu.be/B0t6am0Mz74

  • Repairing a gen doesn't always take 90 seconds so they aren't the same.

  • Play for hooks, not "wins" or kills. Have the mindset of just having a fun game for you and the survivors. Always let 1-2 go unless they are being jerks. Meme around a bit and be goofy from time to time. That's the mindset I switched to when I was getting frustrated and it worked great. Both sides usually have fun and get some BP. I haven't had a negative end game chat interaction in probably two months.

  • My reaction as a killer is heavily dependent on what has been going on in game and my mood at that point. If someone is just being a jerk and ratting out other survivors that are playing normally, I'll usually just shake my head and leave. Catch me on tue wrong day and the rat gets downed, slapped on a hook and camped, while the rest of the team goes free.

    Now if they are pointing out someone that I know has been useless or worse for the match (afking, being a locker queen, etc), I'll usually slug the person that they pointed out, and leave it up to the other survivors if they want to get them back up or let them bleed out.

  • Take a break or maybe change your objectives in game. I started out as killer going for 3-4k games. Got up to an MMR that had me having to sweat like crazy every game. Started to hate it so I switched up to pushing for hooks and having a good time with the survivors. Worked a treat.

    I know it's different as a survivor, so a break could be your only real option.

  • Meh, I can take it or leave it. Only times I find the need to infect someone after the fact is if I down them before there is time to infect them (they are injured and we run into each other without an actual chase), if I grab them off a gen or out of a locker they were hiding in, or if I chased and downed them with corrupt purge which ran out after they were downed. In any of those cases, generally I'm happy to get the hook so if I couldn't infect them it's no biggie, but it does help with maintaining infection pressure.

  • Only time I slug is against sabo/altruism squads, and DS has never been part of that equation for me.

  • Prestige isn't even related to playtime on that character. I've got characters that I've P3'd after the update to unlock perks on, yet I've never played a single game with them. I've just dumped BP from other killers into them. Likewise (especially on survivors), low prestige means almost nothing as well since they can have most of the perks already unlocked, and the player has hundreds or thousands of hours in other characters. That skill will translate just fine in most cases.

  • @tendyhands said:

    Imagine someone caring more about bloodpoints than having fun and playing the game normally.

    For me it's not about BP, and more about doing my best to make sure everyone has fun and has a chance to do "stuff". That IS fun for me. Fun and positive interactions are what make the game worthwhile. I did the 3-4k sweat-fest initially, but it got old.

  • Only thing he really needs is his collision fixed. In a lot of ways, he's the opposite to dredge when it comes to chases. Dredge can absolutely dominate short loops, but is countered by holding w out of the loop, and can struggle with long loops. Wesker on the other hand really can't handle short loops better than a basic M1 killer, but if you just try to hold w out of the loop or play around long loops, he can punish you badly for it.

  • This is my primary playstyle, and as others have said, it gets old dealing with absolutely potato survivors. Tank your MMR until the matches are too easy, then pick up 3ks until you find your sweet spot in the MMR, then push for that 2k every game.

    If you find right zone and play the same time and day pretty consistently (matchmaking varies wildly depending on when you play), you mostly pull decent games that challenge you to get the 2k, but not so much that you feel like you have to play like an ass every game. Occasionally you'll get a few games out of left field where you face either Seal Team 6, or actual monkeys given a mouse and keyboard, but it seems to generally balance out.

    Since I've been playing like this, I'd say 90% of my games are positive interactions for both myself and the survivors.

  • No particular order, my current top 5:

    - Huntress: One of the most satisfying M2s in the game to land. Between the skill, the sound, and the impact animations...*chef's kiss*

    - Doctor: I'm an info junkie and no killer does it better...plus the screams! The lovely, lovely screams...

    - Deathslinger: "Pardon me, but do you have a moment to talk about your car's extended warranty?"

    - Nemesis: Zombies can be hilarious at times, and whipping pallets is just good fun.

    - Plague: Has one of the more interesting macro games and watching survivors flail their arms under the shower of Vile Purge is amusing.

  • I play for hooks, not kills so I want survivors unhooking, even having gone so far in the past as dragging a survivor off a gen and taking them over to their teammate who they've let go to struggle phase.

    The exception being if the survivors try to hook rush me as I'm hooking or the whole team is sitting right there, badly hidden, waiting for me to turn my back. Then yeah, we are gonna have a free for all at that hook, including smacking the bottoms of anyone who gets too close to it.

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132800#Comment_3132800

    Do you....expect me to be proud of 3 seconds less on a timer that can be extended by iron grasp, or easily be cheesed out of a grasp escape by the amount of hooks in a general area? It's an undeniable fact that there are GENUINELY too many hooks in a match, and it gets worse if a killer brings the offer to decrease the amount of space between hooks. They need more distance or the killer needs to face alot more recoil when bringing a survivor to another hook to make it fair, which would probably mean using Boil Over even that doesn't help. (And Flipflop actually needs to convert to 50% of a wiggle state when the recovery meter is being built up, I run the perk and 9 times out of ten, unless someone body blocks or the killer get's stuck on something for even half a second longer, it's a rare chance i escape grasp at all.)

    The better solution would just be increasing the space between hooks and extend so that the killers actually have to work for their hooks and mind-game better in to where they want to Herd the survivor, and where the survivor wants to loop. It would shift the game play a little more and be a healthier option then increasing the recoil and having that stack with boil over, lord knows how that'll go and before anything else; most killers have the ability to down, outplay or herd survivors into a general area due to their power (Blight, Nurse, Nemesis, Trickster, Pryamid head, deadslinger if aimmed correctly, doctor....Etc...etc). You see what I mean?

    Yeah, no.

    You may have played killer, but you obviously haven't seen from that perspective what a good sabo or altruism squad can do...and that's the point. If the killer gets the down, and there is no outside intervention, then yes, they should be almost guaranteed a hook. However through teamwork and smart plays, survivors can absolutely make it a nightmare to get that survivor hooked. The counterplay is to slug enough survivors until it's safe to hook.

    Now let's take your suggestion of effectively doubling the distance between hooks. If the survivors choose to, they can make it not just a nightmare, but actually impossible to hook in this scenario. Doubly so if we are talking about a map like Midwich or if a hook is gone from a sacrifice. If you make it that easy to stop a hook, that will absolutely become the new meta, and what do you think the killer's response is going to be? Slugging the entire team out and bleeding them on the ground and when killers do get hooks, they have way more incentive now to face camp them due to the difficulty of getting another hook on that survivor. All gameplay that most survivors don't want to see.

    And to a couple of your other points:

    - Survivors have at least as much if not more agency in where they go down than killers do by choosing where they want to do gens and what tiles and section of the map they run to. Some killers can do herding and zoning, but there are a lot that really don't have that ability other than mind games, and there are plenty of areas on the maps where that simply won't work.

    - It's not just killers that can bring offerings to effect distance, survivors can do the same to increase the distance, and with the ability to bring four offerings to the killer's one, survivors have more control of gameplay offerings than the killer does.

    There are some places where hooks are stupidly close (cornfields after they added the lockers for Dredge is a great example) and they need to be fixed. But on most maps, hooks are fine.

    There are a lot of areas in the game that I can see where survivors could get some help, but they lay in the time before the killer gets the down, and after the survivor is on the hook.

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