MigrantTheGreat
MigrantTheGreat
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- MigrantTheGreat
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Killer main! Play survivor here and there, but survivor gets very boring for me simply because it's the same thing over and over again and gets boring!
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@VonCrow said:
The problem is not Dead Hard, the problem is how fast gens are done.
Dead Hard is a pretty good perk, but the real issue is that it has the potential to extend the chases a bit longer (which allows you to go to the next loop), the time the killer looses because this perk makes even harder to fight the gen rush meta.
I would not nerf dead hard, I would nerf the gen progresion.
The only nerf I would do is not allowing Dead Hard to avoid bear traps.
Imo gens aren't the problem. It's the lack of survivor objectives and killers having no early game pressure!
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@Zender said:
@Midori_21 @emptyCups @MigrantTheGreat so many posts like these, essentially the nature of these posts is a request for information. Better to think on these things:
1) They don't owe you, or anyone, an explanation.
2) They are not going to come onto the forums and verbally joust with people like they need to justify their decisions, it's their game.
3) Asymmetrical games need to be thought of like a large sliding scale of balance between survivor and killer. I'm sure the needle did not start in the exact middle and as years come and go and new content is made they continually adjust that needle as they see fit. They look at the big picture, we often look with biased eyes.
4) The quicker you can mentally and emotionally come to grips with #'s 1-3 the less stress and more enjoyable this .... and many other things in life will be.
1-2. Your right! But every action has a consequence, or the law of unintended consequences happens than your left wondering "What did I do when?"
3. BHVR is no where near looking at the bigger picture, there taking smaller pictures and fitting it into the bigger picture just to realize months later the smaller picture doesn't fit in! For example they didn't see how much of an impact nerfing Ruin had on the killer community, so they did a band-aid fix and the problem was still there so now they are planning on adding a early game collapse because of their failure to look at the bigger picture!
4. That's why I've been playing Dbd less and less, so that I'm not stressing about it, because killer is becoming more stressful due to DE making killers use more skill, while survivor is becoming more boring to me simply because it's not as interactive or skillful as killer!
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@Midori_21 said:
I'll try to be respectful with this: I think I speak for the majority of this community when I say, this Hillbilly change is one of the worst ideas conjured by the developers.
The developer update states that the devs were happy with how Hillbilly performed. If this is true, then why was he changed?
There's no good reason for Hillbilly to get this nerf. The developer update says it's to make him require more skill, and be more punishing for misusing his power. The question is, what determines skill? WHO determines skill? It's very hard to determine skill in this game because there are so many different variables. Like maps, perks, how good the survivors are, swf, among other things. Making a killer harder and less easy to use, especially one of the most balanced killers, is not the way to go about improving the health of the game.
Many of his add-ons are also disappointments. Neither of his ultra-rares are deserving of the rarity, and his best add-ons are brown and yellow. The developers seem to be afraid of making strong add-ons. Which I kind of get, we do have iridescent head which is stupidly strong with infantry belt. But there's just been this trend of ultra-rare add-ons making the killer worse, or not being very strong. Just look at Oni with Renjiro's bloody glove. Or Deathslinger with Iridescent coin. If an add-on is ultra rare, it needs to make the killer stronger, and this is not the case with Hillbilly's add-ons.
First iridescent: Lopro chains; allows you to continue sprinting after breaking a pallet. On paper, this sounds good and somewhat scary to go against. But when you think about how pallets are used and placed in maps, you realize that this add-on isn't actually very helpful. When you do break a pallet, the survivor that threw it down has already turned out of the way of your chainsaw sprint, stopping you from hitting them, so it's better to just break the pallet and stop using your power, since now it can overheat. And then it's also got a speed limiter on it, which makes no sense. The ability it gives you is not strong enough to justify taking away his insta down. The add-on would be okay if it didn't have such a huge downside.
Change: remove the speed limiter. There's no reason for this add-on to have a downside.
Second iridescent: Iridescent Brick; you gain the undetectable status effect after chainsawing for 5 seconds. Chainsawing moves you across the map, very fast. And 5 seconds is a long time to be chainsawing.There are very few maps where you could actually chainsaw for that long, without running into something or running out of room and having to stop. In fact, several maps wererecently made smaller. And, the survivors can still hear the chainsaw while you're sprinting, unless you happen to be running the add-on that makes his chainsaw silent to survivors outside his terror radius. Any survivor who's at least slightly attentive, will not be fooled by this add-on.
Change: decrease the required sprint time from 5 seconds to 2.5 or 3 seconds. 5 seconds is just too long.
I don't know what was going through the minds of the developers when they decided that these were good changes to make. My best guess is that since giving the doctor's ability a cooldown worked, it would work with Hillbilly. (seriously it seems like someone at behavior is obsessed with cooldowns) But it really doesn't work very well, just like with the Nurse. That's kind of what this is, the nurse nerf all over again. A basekit change that makes playing them even harder, and iridescent add-ons that don't deserve to be iridescent.
I know that the ptb just came out. And it could be too early to say that the Hillbilly change shouldn't be implemented. Before the ptb came out I tried to be optimistic about it, thinking it wouldn't be too big of a deal. But that's exactly what happened withthe Nurse nerf, and look what happened. She's even harder to play and is (probably) one of the least played killers.
Not trying to be disrespectful, but your wasting your breath! The way the devs actions have been lately these past few killer nerfs, I doubt they'll consider any changes, listen to any feedback, or think about the impact Billys changes has on the killer community.
I really don't understand why BHVR is nerfing him, as community the only thing we can do is just let DE do as they please and whenever one sides queue times are like 30 minutes to an hour+ long, they'll realize their mistakes and by the time they try to undo it, it'll be too late because they refused to listen to their community. Veteran players at least!
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@Mookywolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1430542#Comment_1430542
don't do shadowborn kids
Go watch Umbra stream, she's more addicted to that perk than I am
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I use to be mad addicted to Shadowborn and it took so much effort for me to become sober from that perk! While I agree BHVR won't do anything about it!
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The only reason why I grow tired of seeing these post about the ruin nerf is simply because, not only do we come up with the true reason and clap back, but because BHVR sees what should have been nerfed in compensation but turn's a blind eye to it!
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@Justalittlepeeck said:
The only difference is that Oni's power can't be used from the start of the match.
Just look:
- Oni has better mobility and can curve around corners with no penalty
- Oni can snowball with his power and is not punished for that
- Oni can apply bigger pressure on map in mid/late game where uptime of his power is huge
- Oni's demon strike is much easier to use than Billy's saw
- Dodging Oni's Demon rage abilities is way harder than dodging Billy's saw.
THE ONLY thing NEW Billy is better than Oni is that he doesn't depend on injuring survivors, but, once again, that's only the case in the early game, as in mid/late game Oni is capable of gaining enough blood to literally spam his fury.
Billy's rework was a mistake, just as big as Nurse's rework.
Post like this are the reason why killer's can't have nice things
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@Meg_Survivor said:
i have a question for my killers out there , i have seen alot of survivors tease killers when they reach exits. Is it called "TeaBagging" ? & if so does this make you angry when they do this ?
I always reach exits with other survivors and they never rush out they always seem to wait at the exit then start telling the killers to come on or start crouching non stop in front of the killer lol i never really understood why people do this as im still new to the game
It pisses me off when I clearly have no intention of giving the survivor's at the exit gates attention and they wait there and get mad at me for not giving them attention!
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1426612#Comment_1426612
The schtik for killers is to feed false information to get the survivor to do what they want. The schtik for survivors is to not fall for the false information and subsequently avoid the hit.
Thinking a huntress will try for the tiny through the crack spot or not, mindgame.
Thinking the demo may car tech you and then getting out of the way, mindgame.
Thinking the nurse will short blink predicting your double back, mindgame.
Thinking the Billy will curve or fake, mindgame.
Guessing where the spirit is, no.
Notice what happens. With the rest you use deduction to come to a conclusion about the best form of action based on given information. With a spirit you either use 2 perks or guess.
And I've said this before; if I wanted to play a game of luck and guesses, I'd go to a casino. Funnily enough though, I'd rather play dead by daylight.
Survivor sees the red stain coming from one side of loop, you runaway from that side of the loop because obviously that means the killer is coming from that way! But you notice that the red stain is fading so you go back towards that end. your run to the other end of the loop and hangout at the corner peeking around the corner waiting to either physically see the killer or the red stain, and once you see either or you take off running the other way! Once again! How is it a mindgame when your given false information just to be given accurate information?
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@Blueberry said:
Mikey is too weak to be called the most balanced imo. You can be the best Mikey in the world and you will still lose to the best survivors.
Spirit is the most balanced to me. Higher skill requirement than most killers but has enough potential to handle the best survivors if played well. Contrary to many peoples opinions that form from watching youtubers/streamers instead of playing as and against Spirit themselves at rank 1, she also has lots of counterplay that isn't just the mind numbing loop the pallet like 90% of the roster. She forces you to play different. My favorite killer to play against because of these things.
I honestly feel that Nurse and Spirit are hated because the survivor community is use to having the advantage in looping and doing the same thing that they refuse to learn or use any other methods
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@Frontdoor6 said:
As I said, these Hillbilly changes will happen no matter what we say. Just like with the Ruin change, we told them it was a bad idea, we wanted it to stay the same. And what happened?...nothing, new Ruin came in and nothing was said afterwards. I don't get why the Devs want us to give feedback when they don't decide 'yeah, maybe this was bad, maybe we should leave it', I mean, what are the chances Hillbilly WON'T change after this PTB?
Nurse, Ruin, and now Billy! This is why I avoid anything that has to do with 'feedback' or 'community feedback'
Usually after any mechanic changes they do a satisfaction survey! Noticed how they didn't do one for Nurse, Doctor, or Ruin! This is why I avoid giving the devs feedback because they don't care enough to listen! It's like talking to a brick wall!
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Easily Dwight! Dwight is a dream come true, and he got fatty which is why I main him, he's got daddy vibes written all over him! Put me in a room with Dwight for 5 minutes and..,
Well I'm sure you guys get the gist of it!
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1423685#Comment_1423685
Nah I'd rather all of those to a spirit lol. Because they have tells when they're using their power and it's a lot mindgames and not educated guesses. If I wanted to play with odds I'd go to Ladbrooks (since they've reopened now).
I've stated this and asked this multiple times! How is it a mindgame if you are GIVEN INFORMATION in a loop?
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@Babyyy_Boyy said:
Tell me why right now why a killer with a chainsaw that can cross the entire map in a few seconds and down someone instantly should not need a cool down? Oni can instantly down someone with his power as well but he can’t whip it out whenever he wants to he actually has to collect blood orbs to use his power. It seems like all of these killer/billy mains are upset because they can’t just whip out the chainsaw and spam it whenever they want to now.
What's wrong with a killer having map pressure to stop gens from being done so quickly? What's wrong with a killer using their power to help mindgame in a chase? Answer these and you'll have the answer to your question!
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@Fen said:
https://forum.deadbydaylight.com/en/discussion/comment/1421384#Comment_1421384
You either rework her or make her more interractive. BHVR could've reverted all the buffs that Spirit got after her release, such as change in the direction of whoosing sound during Phase Walk and survivors not being able to hear sound cue of Spirit's power while in her TR. Also, survivors used to hear Spirits breathing everytime she was about to come out of Phase Walk, but that was removed for some reason.
I don't know why Spirit got these buffs in the first place, because that was an overkill. Also i've already said HOW you can change Spirit without making her f-tier and make her more interractive at the same time: You make it so everytime she starts phasing, survivors are able to see her glimpses just like with the old Freddy. BHVR could've also fixed a bug where Spirit does not move grass, bushes and corn. They also could've make her footsteps in Phase Walk slightly louder. I don't want Spirit to be gutted; I want her to be atleast slightly more interractive.
Also i don't feel like i need to define for you what 'mindgame' is. Core of DBD is a killer chasing survivors. Spirit is different and this is why she hated so much. End of story.
Hmm.., ok! While I agree with what you said about her QOL fixes she got, I diagree with survivor's being interactive with killer simply because it forces me to use different tactics instead of mindlessly looping! Ik I sound entitled af, but I would rather take a gamble, rather than peek around the corner of a loop looking for the red stain guessing if the killer is coming my way or not!
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@Fen said:
https://forum.deadbydaylight.com/en/discussion/comment/1417927#Comment_1417927
Believe me, i've played Spirit long enough so i can tell you that there is NO mindgames with her whatsoever. Everytime you play against the Spirit you're playing into the game called 'well i hope that this guy does not have some good headphones'.
There is no problem with Spirit being strong. The problem with her is that she does not give survivors any kind of information about her actions. She does not chase survivors, she kills them without any interraction.
That was fun for a couple of weeks when DLC with Spirit dropped, and then survivors eventually started killing themselves on hook everytime i played Spirit. So i guess that tells something. She does not move bushes and you hardly can hear her footsteps while in chase thanks to chase music being loud. Relying on a bug with glasses on Spirit's body is not the right way to counter her. She is not problematic as she used to be, but Spirit still needs some changes.
And this is coming from a Spirit main who barely plays survivor.
Here's my question! How do you change her without defeating the purpose of her? The purpose of Spirit is to trick and mindgame survivor's, and yes I read your 'ThErE Is nO MiNdGaMe WiTh HeR WhAtSoEvEr' from a player that also plays Oni, James, and Wraith, there is no mindgame when you have direct LOS on the killer in a loop or when all survivor's have to do is peek around the corner looking for the red stain! That defeats the purpose of a mindgame because your GETTING INFO and not lacking info
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1418010#Comment_1418010
Yep... spirit main here, too. I would argue that the problem lies in survivors being too dependent on the information that they're normally given. It's pretty similar to how survivors behave when the killer has undetectable or when their red stain is gone. Survivors don't know what to do because they crutch on that information.
Survivors do have a way to get information on what she's doing with spine chill, as the icon will go dim momentarily while phasing if she is standing directly across from you. You could also run perpendicular to the direction she's facing to make the icon go dark.
You guys have simply decided that she's broken and there's no way to counter her, and that's final. Yet, I've described a couple of ways you can know that she is phasing. I've actually said one of them multiple times in this same thread, but no one wants to tell me what's flawed about that approach.
As a Spirit main myself, I can agree to that as well! Survivor's depend way too much on the red stain. I love going against her because she's a gamble!
Sadly once Spirit Identifies that you have Spine Chill she can use that perk to her advantage, by simply keeping her screen phasing the survivor at all time which can trick them into thinking that she's not phasing!
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I think Oni is fine! He's practically a Billy that has to earn his Chainsaw except, survivor's have some control on when he gets his power by simply being god tier looper's and not being injured!
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@ABannedCat said:
The problem with Billy's rework is that they are decreasing the skill-CEILING, instead of the skill-FLOOR. For example, Nurse's rework and Spirit's add-on pass and collision removal on other hand increased the skilll-floor (making them harder to pickup), while leaving the skillceiling mostly untouched. Those are instances of healthy nerfs.
I'm trying to make sense of what you mean by 'Skill Floor". Do you mean by how easy they are to pick up?
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@BBQ_n_Chillout said:
All the hate towards spirit really gets old. People complain about her having no counter play but that's just a popular myth. I have no trouble playing against your average spirit. Most likely the ones that complain the most are just bad players or are solo queuing and get bad teams. At the end of the day she's just an M1 killer with a ability not unlike any other killer. Is she strong? Sure. A lot of killers are. I think playing as optimally as possible on both sides that oni, billy, nurse and maybe hag and freddy are all stronger killers. People act like every spirit is god tier but i've seen some pretty mediocre ones.
Please stop blaming the spirit for your shortcomings. If she's a menace to you run iron will, it helps trust me. I cannot fathom what a nerf to her would even look like. If what the community wants gets done she would be useless. I think she's very fun to play and challenging to play against, but that's ok. I don't want to be spoon fed escapes i'd rather earn them.
Shes's hated because of the lack of information she gives back to survivor's! As a Spirit main I enjoy playing her because I don't have to deal with loop after loop! I don't have a problem with looping, I have a problem with majority of the killer roaster being weak to looping and having to resort to the same tactics! Spirit negates that
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@BubbaMain64 said:
I just don't see how come we nerf the most balanced killer in the game, yet let the strongest and most brain-dead ones still thrive? Spirit has no legitimate counter other than hope that they're bad and Freddy can just spam snares to ensure a kill regardlessly. Pair that with the broken swing animation so you can't accurately judge the distance between you two. Why? These are the ones in need of a legitimate nerf but nope I guess we should just nerf Billy. Lets nerf Legion one more time while we're at it too. Maybe Pig also.
Spirit was already nerfed! The reason why survivor's want her nerfed again is because they can't tell if she's phasing or not! Sadly this is the purpose of Spirit, to trick survivor's! A lot of survivor's would rather mindlessly loop a killer than use their brain to counter the killer! I can't speak for Spirit with Stridor simply because I learned Spirit without Stridor! The reason why I main Spirit is because I grow tired of constantly dealing with loop after loop, and if I can push a survivor away from a loop because they are too insecure to even try to use their brain, I will happily take that chance.
Even if they do add some kind of indicator that Spirit is phasing, all she has to do is hide her husk and listen for you!
The reason why BHVR hasn't done anything about Freddy is simply because he's being used as intended. Freddy's snares are meant to slow survivor's down, Sleeping survivor's being chased out in the open are going to avoid the snares outside of a loop. It's like PH Trail of Torment, your going to avoid it until you have no choice but to walk in it!
I hate to say this, but if survivor's can't mindlessly loop a killer or use a pallet at a loop, they want that killer nerfed! I play both sides and I would rather deal with a killer that will stop me from looping rather than continuously rely on the same tactic to defend myself or waste the killer's time!
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@NooseLikeANecklace said:
https://forum.deadbydaylight.com/en/discussion/comment/1413833#Comment_1413833
No offense but playing for points is boring af when you have majority of your survivors and killers maxxed lol
Than I guess I'm a sucker for hording up so many of my killer add-ons
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@bubbabrotha said:
I always thought he was german, but I guess not.
Dr. Carter Is African-American
Wraith and Hag are True African
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@[Deleted User] said:
Change up your perks?
I like Furtive Chase/Nemesis/Make Your Choice (+BBQ) when I want to make a "kill the unhooker" build.
Expect the survivors to be the same, change up the way you kill them.
Did this build on Spirit and boi was it fun af and made a few survivor's DC
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Holy #########, the entitlement on this thread! I play both sides and if I end up in a match that I don't like, I simply just play it out! Like holy #########, some of y'all need to grow up and play for points!
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1412261#Comment_1412261
And? This has nothing to do with my Post.
Nothing to say? I'll accept that, even though what I said directly has something to do with what you said, but okay! Keep looking through the window from one side.
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@Aven_Fallen said:
Of course they are. Whenever a Killer gets touched, they act like the game is destroyed. Every ######### time.
But yet when they nerf survivor's it's the end of the ######### world for y'all! "They nerfed insta-heals" or "They nerfed looping and my perks" yeah sure they might have nerfed things for whatever reason, but "WHAT CHANGES ABOUT YOUR MECHANIC'S, TACTIC'S, AND PLAYSTYLE?" Survivor's are nothing but different skins and voice's. To where as ner.. "Reworking" a killer tweaks their mechanic's, forces the killer to plan out their tactic's differently, and changing those 2 things changes the killer's playstyle. Every killer is unique and not some Copy & Paste, and slap a different skin and voice on!
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@Dwinchester said:
Honest question. I read this for every single killer nerf, "we want to reward skillful play and not give killer free value". Just in the mechanics of the game, killer already takes more skill than survivor. You have to track gens, find hooks, remember who you hooked, remember what perks each survivor has, remember who has what item, know each tile, know your own power/perks, and mindgame.
Survivor on the other hand, they need to know the tile, which killer, and occasionally hit a skill check or the e key.
I think the only thing remotely skillful about survivor is flashlight timing.
I feel like killer needs to be streamer quality to have any chance at winning, but survivors get their hands held through the entire game. So why aren't survivors being forced to play skillful? Where are the cooldowns on flashlights to stop people from spamming, where are the very hard skill checks, where are the tiles that are very difficult to run, where are the perks that take a brain to use?
This is something that I have been questioning for a long time. The only thing I can come up with is that BHVR themselves need to get a taste of it themselves. I firmly believe that BHVR doesn't understand the game fully. I'm not saying I do but I really do question why everything about killer has repercussions but almost nothing about survivor has little to no repercussions!
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@LetsPlayTogether said:
Maybe survivors just spawn on the hook?
Do you enjoy talking out of your ass? That contributes to nothing or helping get a point across!
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Lol! So BHVR your that out of idea's that you have to put perks into add-ons?
I hate to say this but it looks like a repeat of Nurse, but worse!
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Cooldown*
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1403016#Comment_1403016
Here, https://forum.deadbydaylight.com/en/discussion/117488, we explained why we changed Ruin. Here is the short version, quoted from that article. It's quoted, but the order of these reasons means nothing. They're just randomly ordered. So the claims that "we changed it because the noobs screamed about it" isn't really true. :)
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We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
Still doesn't justify why the change was needed! It really sounds like the perk was changed because
- New player's weren't putting in the effort to hit great skill checks
- Y'all wanted to add more stress to killer's
- People can't hit the space bar to do a simple skill check
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@Mew said:
all i want for DS is to make it so it deactivates if someone else gets hooked, thats all
i doubt they’d ever nerf it though because the devs have never stated it was an anti-tunnel perk
I agree with your idea along with making to were if they get healed than the perk deactivates! Sadly, That's what PEANITS said, and honestly I'm pretty sure if we ask the whole dev team what's the purpose of the perk they wouldn't be able to answer the question but they would say "It's not a anti-tunnel perk" yet it activates and has the counterplay of anti-tunnel
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@dannyfrog87 said:
mothers forest for example hes just too slow for these maps at the sheer size of them got literally ran around the forest .... and in this time could see the survivor ahead of me in this time a gen popped not a chance i could even get close .... lol. he needs a change to make him more viable with his power movement wise. hes slow as hell or ######### to be blunt on over sized maps
This is a problem all killers have except, Freddy, Nurse, Spirit, Billy, Oni, Gordon, and Wraith! They have alternate speeds or can teleport! I really feel that BHVR knows map pressure is an issue but they aren't doing anything about it!
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Spirit: Make Your Choice(super underrated perk btw), Dark Devotion, BBQ, and PGTW
Survivor: Resilience, IW, We'll Make it, Kindred
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@ShErMaDeRmA said:
Anyone who plays killer often deals with these broken grabs. Its absolute garbage to deal with. Oh, you got a free pickup due to the survivors mistake? Nope, instead, your gonna start the animation, freeze for a second, and then have no clue where they went. Are the devs even planning on fixing this? Also, it isnt being addressed nearly enough if you ask me
Space Coconut did a video on what the problem with the grab animation! This is one of the few reasons why I really wanna tell the devs to hold off with making new content and fix all the bugs!
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@Zaitsev said:
Im sorry, but a killer needs to be at least somewhat viable without addons. Addon dependant killers are always sad to me, since they rely so heavily on one or two addons, and the rest are garbage.
Do you know what happens to killer's that aren't add-on dependant? Look at Nurse! The agreement was to change her add-ons, but instead they nerfed her and made almost all of her add-ons trash and gave a few of her add-ons perk benefits!
In all honesty killers should be viable without add-ons and imo add-ons should make the killer play differently!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1400581#Comment_1400581
What are you talking about?! Surge doesn’t work that way.
If no gens pop when a down occurs, no cool down.
What I'm saying is that makes no sense to give the perk a cooldown if it doesn't even trigger regression when it activates.
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@xenotimebong said:
What do you mean? OoO is totally a high risk, high reward perk. It’s not like you can just counter-rotate and position yourself away from the killer and only take chases when you’re in strong areas of the map, right? Or run Sprint Burst and dash away to a safe loop when they approach you, causing them to waste enough time chasing you that your teammates are free to do gens in peace. It’s not like OoO is a lose-lose for the killer in which they either ignore you and let you have wallhacks on them all game, or chase you and let you buy tons of time for your team.
That's the problem with the perk! There's always free cheese in a mousetrap. If the mouse gets trapped (killer) they ain't happy, if the mouse doesn't take the cheese, the cheese(survivor) rots! I ignore OoO, in return the survivor complain's that "You didn't chase me" or "You that scared of OoO" I'm not gonna entertain someone using OoO because they wanna be toxic or they are that bored they have to run the perk
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@yukairi said:
You use your power of teleport, in same time you can see if you body appear straight right or left to the gen with an red aura just Freddy see that. It's just an add for freddy
I can agree to this simply because it's a quality of life change!
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The only problem with Surge is that it has a unlogical cooldown when it doesn't even trigger regression. If it triggered regression I would be fine with cooldown.
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@HypsterMoses said:
I'm wondering if it would be good or if the whispers would make it harder to hear grunts and footsteps.
As a Spirit main, Whispers is a good perk on her, but it will impair your hearing and Spirit needs to be able to listen when she's phasing, Imo I would say rather BBQ over whispers simply because Spirit can get to survivor's quickly!
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@BingBongBoi_69 said:
I don't want to hate on the devs but they really need to sort out their priorities. The game is in an awful state right now, for example, Ghastly Gateus don't work properly, matchmaking is awful, VPNing killers, Hillbilly and Oni are bugged, lots of sound bugs and the new map is pretty bad for both sides. I know they can't fix everything wrong with the game at once but they really need to do more than small patches here and there. It would be really beneficial to the game if instead of getting a new chapter and new cosmetics they instead fixed everything they could in that 2/3 months. Or they could make it so there was a new chapter every 4 months instead of 3 which would mean they could focus more on bug fixes. But, sadly, I doubt anything will change.
I'm just questioning why a once a year temporary event bug is more important than fixing bugs such as Sally's bugs, Dwight not making any sounds when he jumps off of something without BL, etc. Their priorities are baffling to me
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@joshuashep22 said:
it seems rather balanced to me but is it really worth a perk slot?
As a killer: I don't have a problem with the perk because I don't camp until unless the player is being toxic!
As a survivor: The way I see it. A lot of survivor's use it as a pitiful excuse not to take agro if they are going to do a unsafe hook rescue, granted you can't control who the killer is going after but at least take agro or a hit for your teammate
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@nursewannabe said:
There's no such thing as "genrush", if you can't down a survivor in a reasonable amount of time you can only blame yourselves for being B A D, not survivors for doing the only thing they can do while the killer is not around.
"Gen rushing" is a thing simply because some killer's don't have the ability to get around the map as fast as Nurse, Billy, or Spirit.
"Doing the only thing they can do while the killer is not around" That's the other problem! Survivor's lack objectives and have to depend on the killer to give them another objective weather it be unhooking or cleansing a totem. I'm not saying give yourself to the killer, I'm saying survivor's don't have enough to do.
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@Zaitsev said:
The last midchapter helped, but if youre not playing Billy, Freddy, Nurse or Spirit, you might as well not even play at high ranks tbh.
Imo I don't think gen speed is the problem! the possible problems could be
- Lack of viability in B and C tier killer's
- Map sizes
- Lack of objectives for survivor's
I think all of these need to be looked at but they hold huge consequences and can severely unbalance the game! Addressing these problems could result in
- Killer's being too strong
- S and A tier killer's becoming too powerful
- Screwing over solo survivor's
I firmly believe that BHVR should have stuck with their idea of bringing solo survivor's up to strength with swf and than balance and adjust from there
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@SamuraiDragon27 said:
So I’ve been seeing a lot of toxicity in the forums and wanted to post a more positive post. I also wanted to see if this would give me some insight on what new teachables to get, as I’ve grown quite the collection of them. As for me, my favorite survivor perk is stake out. It’s extremely underrated and very easy to get good use out of. My favorite killer perk is a tough one. I suppose I have to go with pop goes the weasel, or surveillance. Since ruins rework, I’ve found that one of my favorite combinations is ruin surveillance. It saves time, and gives you pretty good information. I like to use this on high mobility characters like legion. Pop however is on the other side of the ruin rework. It helps get that regression you need without the gamble of it being deactivated before you get use out of it. Anyways that’s my opinions, but what are yours? Once again, please explain why. I enjoy talk of strategy.
For survivor, resilience! Most of the community uses it with Spine Chill for the vault speed, but the perk was designed for my playstyle simply because I spend 90% of the trial injured.
For killer, Make Your Choice! This perk is great for killers with high mobility and it cuts chases in half the time and is underrated af!
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Isn't there a loading screen quote that says "Do bones"?
Take that advice and NOED won't be a problem and if you fail to cleanse all totems than guess what? GTFO OF THE TRIAL AND STOP TRYING TO BE A HERO AND SAVE EVERYBODY!!!
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@MelodramaticWraith said:
Almost every game today. Billy, Nurse or Oni slugs everyone when there is still 5 gens left.
You have plenty of options
1. Calm Spirit
2. Get out of TR before the chased survivor goes down
3. Jump in a locker
4. Soul Guard
5. Unbreakabill
6 No Mither
I just gave you 6 counters to slugging infectious fright killers! If you still have a problem with it than play killer and understand why killers slug