MigrantTheGreat
MigrantTheGreat
About
- Username
- MigrantTheGreat
- Joined
- Visits
- 3,871
- Last Active
Comments
-
@Yords said:
*Controversial thread warning, comment at your own risk.
This post is not meant to shame anyone btw, not calling anyone out specifically.
So far, I have seen people say things like "DS is useless now and doesn't work against tunneling" which is just plain wrong. Others have said
Let me just remind everyone what tunneling in DBD is. Tunneling is when a killer continues to go after the same survivor rather than switching off to someone else. It seems people are making up very situational moments where they are technically being tunneled but they don't have DS which shouldn't really matter. For example, "What happens if I decide to heal someone but then the killer tricked me into doing that and then tunneled me around a corner?"...
It is definitely still useful, especially in the endgame.
The DS nerf was very justified, the perk was too strong for its own good, and it got value from not even being there as long as there was an obsession.
I stopped running DS a long time ago because I Feng that it was diverging up for my lack of skill.
I still don't feel the need to run DS. In its current state DS is much healthier for the game and more riskier
-
@FlameGNG said:
tapping a gen shouldnt remove DS it should make it lose its time like 8x faster or like 12% faster while doing something that currently removes it this would allow you to tap a generator but you wopuld lose it fast for working on it. Tapping a generator is strategic if you pallet stun and there is a gen around like (2m) i would 99.9% of the times go for a .1sec tap to stop it from regressing now tell me why that should break an perk made for anti tunneling? and give me a good reason why you shouldn't be able to tap a generator while getting chased in this case tunneled... now i dont hear survivors crying about noed. Now i understand that DS isnt really skillbased which is pretty sad but just the tapping thing really bugs me. I dont see a reason why you shouldnt be able to tap a generator. right now its possible to have a generator regress for 50 sec because you couldnt tap it and teammates are doing other gens i understand if working on it removes DS fine but being on it for half a second doenst mean that u arent getting tunneled!
Have you heard of the term "Risk Decisions"?
DS now has a risk factor to it that is 100% up to survivor's.
You knew you were being tunneled and you knew even tapping the gen was gonna disable DS. You chose to stop a gen from regressing instead of using a extra life to stay alive longer, which resulted in you going back up on the hook and getting the gen kicked again. And now here you are upset that you took the wrong risk.
-
@Yords said:
None, adding more time to generators is not what is needed. It is mainly map design and perks which allow the survivors to waste a huge amount of the killers time, sometimes more than there should be.
I feel that map designs is a double edged sword because if you redesign maps, S - A tier killer's (Such as Nurse and the Yamaoka family) would become too powerful
-
@Tillablerhino44 said:
Maybe 5 each one just curious about people's opinions. What they believe to be the answer cause of they don't do something I will never adept trickster.
Increase gen times even longer, you screw solo survivor's over and make survivor even more boring.
Trickster on the other hand is the product of poor planning, and the devs lack of considering community feedback.
As for killer adept achievements your better off getting these at the low ranks since it is 20x easier to pip at the lower ranks
-
@Kebek said:
Is Dead hard very strong chase perk that can erase bad survivor plays with click of one buttom ? Yes
Is it frustrating/unfun to play against ? Depends on how M1 dependant your killer is so often it can be.
Is it overpowered ? As 3k hours mostly killer main who faces it regulary I believe no, no it's not.
How do you fix it ? You don't, best way to fix it is to make Coup de Grâce better so killers have meta worthy equivalent of DH.
Give killer more control over using Coup de Grâce and remove the gen conditions for it, insted give it base stacks. That way both sides can have perk that either shortens or prolongs chases based on how it's used by said killer or a survivor.
The only way to fix DH imo is to give it a risk factor. While Nurse and Spirit are the only killer's that force the perk to be used as intended other killer's can't do anything about Dh for distance.
My fix for the perk would be to lock survivor's interaction for 2-3 seconds after using it. DH is too strong of a perk to not have a risk factor to it and I believe this idea will give the perk more risk and force survivor's to use some brain power and skill instead of Press E just because such and such factor
-
@BrokenSouI said:
No lol. Learn to bait it out.
Post a video of you baiting out Dead Hard for distance please.
-
@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/237185/i-can-t-main-spirit-anymore
Typically, I've found a lot of players who main Spirit don't have the patience or skill to play nurse, so they just crank the volume on their headphones, run the best meta perks, and go afk playing MiNd GaMe SiMuLaToR (bonus points when you make the guessing even more interactive with stridor). There's no real skill that goes into just 'hearing real good and zooming', but a lot of Spirit mains, I theorize (me forming an idea, but not necessarily saying this is fact), are terrified of losing or not 4k'ing. So they do whatever they can within their power to win, and their killer of choice reflects this. If she's ever changed to require even the tiniest amount of actual skill, these people are in for a rough reality when they have to switch to Nurse (and actually overcome her many bugs/issues) or play other killers.
@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/237185/i-can-t-main-spirit-anymore
Typically, I've found a lot of players who main Spirit don't have the patience or skill to play nurse, so they just crank the volume on their headphones, run the best meta perks, and go afk playing MiNd GaMe SiMuLaToR (bonus points when you make the guessing even more interactive with stridor). There's no real skill that goes into just 'hearing real good and zooming', but a lot of Spirit mains, I theorize (me forming an idea, but not necessarily saying this is fact), are terrified of losing or not 4k'ing. So they do whatever they can within their power to win, and their killer of choice reflects this. If she's ever changed to require even the tiniest amount of actual skill, these people are in for a rough reality when they have to switch to Nurse (and actually overcome her many bugs/issues) or play other killers.
Was a nurse main on console and switched PC and mained her for 3 months on PC until I got bored with her. I picked Spirit up because I liked the idea of losing sight of survivor's and rely on hearing and predictions.
There's no real skill that goes into just 'hearing real good and zooming'
At least using hearing to track something you lose sight of is more skillful than holding Shift + W and looking backwards for easy counterplay. But I forgot, survivor's are suppose to have the 51% advantage over every killer so that they can continuously not use their brain to show any skill
-
All these comments that I'm reading I'm trying to wrap my brain around a few things and understand something?
- Why is it that killer's have to have and use 90% brain power to even be skillful. but it's okay for survivor to be brain dead and not even remotely use 20% of their brain to be skillful?
- Why is it that a when a killer requires you to play differently or to even use your brain that killer is broken?
I don't consider Spirit broken because playing as her will help you understand how to counter her. "sHeS a GuEssInG GaMe" 90% of killer gameplay is guessing and hoping.
"All you need is just a good pair of headphones and Stridor" Yes because the headset is doing the killing and not the player who knows how to predict and has a good hearing. Damn must be really upsetting that Stridor was designed to counter IW.
If any killer's are boring it should be the killer's that you just hold Shift + W because you ain't gotta use your brain to do something you've been doing for 1k+ hrs
-
@D3spair said:
Just the title, I'm trying to join competitive tournaments of DBD in my region and it just disheartening to have tinkerer pop 3 times in 10 secs while just 3 Minutes in the trial. and in the matchmaking experiments I just encountered SWF with the usual perks of Dead Hard, Unbreakable, DS and Prove thyself. I most got 1 or 2 kills or like 4 - 6 hooks all day because Im on the higher rank side I guess ... and refused to play Nurse and Spirit.
My main point in why do Non S tier Killers needs Survivor to make mistakes? Why cant BHVR design another killer like Spirit or Nurse that doesnt need survivors to make mistakes to win.
Like you can be the greatest Twins player in DBD and Im 100% sure you wont win against a top 1% competitive survive with friends (Dowsey twins with 800+ kills got matched in 2 hours againt compe team proves this) but a Nurse or a Spirit are the only killers that stands a chance against these teams (and that's when they play perfectly).
Please design Killers that doesnt rely on Survivor mistakes please. It be great if us high rank players can choose more that 2 killers if we want to win in the new MMR system.
This is why I stopped playing. Survivor doesn't feel skillful but is rewarded for playing well, but killer is very skillful but you aren't rewarded for playing well.
-
@SilentHillOnDvD said:
Spinechill hard counters her and pair that with being good at gens makes it a gg. The only thing bs about her is that she has 2 broken addons but if she's not running those it's pretty winnable
As a Spirit main, its easy to identify Spine Chill with her fake phasing, and once she identfies that you have Spine Chill, she can use the perk against you.
Never really understood how Yakuyoke Amulet and MD Ring is broken. Yeah sure it gives her great map pressure but she's a 110 killer and not only that it puts her power on a longer cooldown. She can't see scratch marks meaning she has to fully depend on sound. I really don't understand what's wrong with this add on combo. Its like getting upset that you are constantly being pressured
-
At least a skill check adds a risk to the perk rather than no risk when its being used for distance.
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2027567#Comment_2027567
Hillbilly and Leatherface don't have insta-saw, they need to rev up first. Huntress doesn't even need to fully charge her hatchet, it's as quick as an m1. Any other instadown requires some sort of build up or requirement to use or is not indefinite - chainsaw you need to rev, Deathslinger you need to reel in the survivors from certain distance, Oni/Mikey you need to earn your power, Ghostface you need to mark, Clown you need to first hit with a bottle, Devour Hope you need to hook survivors multiple times, Make Your Choice you need to be away from hook when rescue occurs, NOED you need to protect atleast one dull totem, Haunted Grounds you gotta hope you're able to find a survivor during that minute. Huntress iri hatchet has 0 requirements, lasts the entire match and the only limit of hatches is removed with infantry belt.
https://forum.deadbydaylight.com/en/discussion/comment/2027574#Comment_2027574
Distance atleast takes some skill, m1 followed by hatchet even requires some skill - getting up on a survivor and hitting them with a hatchet that doesn't even require to be charged doesn't take any skill. All the other melee insta downs have requirements/limits (see above) while Huntress only limit is removed with infantry belt.
"0 requirements"
She still has to aim, outs possible for her to miss at point blank. Complaining about Iri heads downing you at point blank range is complaining about the fact that "YOU" allowed "YOURSELF" to be out positioned
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2027514#Comment_2027514
Deathslinger you need to not only hit the player but also reel them in so there's a bit more to him being successful than the Huntress. Huntress you just need to hit someone with the hatchet from a distance and plenty of good Huntress players can do this so the add on will still be useful for them. Putting the range restriction means no more ridiculous point blank insta downs.
"Ridiculous point blank Insta downs"
That's like getting mad at being
1. Outplayed because she read and figured out your movement
2. Your out positioned and your screwed
3. It's like getting mad at going down against Billy and/or Leatherfact and they started reving at your back
Don't blame "YOUR" mistakes or downfall on the killer
-
@chadbeastofprey said:
The only reason is because they are bad
Meanwhile...
https://m.youtube.com/watch?v=fAYoznKPlNg -
@bm33 said:
Doesn't help that hatchets have ridiculous hit box. Hopefully one day they'll make it so Huntress needs to be certain distance away and can't combine it with belt for extra hatchets.
Put a range restriction on it and you'll be giving her a useless add-on. You can't even name someone or find any videos of someone successfully using Slinger's detain of the add on because it's just not worth it.
Putting a range restriction on iri heads is like asking a guy how long his pecker is and for him to measure it after making out. Just by asking him he aint gonna be in the mood anymore.
-
@Profezia said:
When a Survivor rescues another Survivor from a Hook
that is at least 32 metres away from you, Make Your Choice triggers and applies the Exposed
Status Effect on the rescuer for 40/50/60 seconds.
Make Your Choice has a cool-down of 40/50/60 seconds.
"You'd be surprised what tools can save a life." — Amanda Young
WHY DOES ITS COOLDOWN INCREASE WITH EACH LEVEL OF THE PERK?
is bhvr aware that when this perk is used, it is used in builds where unhooker gets downed in first 10 seconds?
IS BHVR AWARE THAT THERE'S NO POINT IN LEVELING THIS PERK RIGHT NOW?
can bhvr make cooldown decrease to 40 seconds when this perk is growing in tiers?
Imo the cooldown justifies the strength of the perk. At t3 anything less than 60s would break the perk imo not only that, this perk is mostly valuable on killer with high mobility such as Spirit, Nurse, Blight, ave Frederick.
If any cooldown on killers is BS, look at Thrilling Tremors, Surge, Opression. Hell Hex: Blood Favor is a HEX PERK WITH A COOLDOWN
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2014202#Comment_2014202
Well with his addon rework we dont know if tombstone and infinite ew3 will even still exist. If they do rework those (which i like infinite ew3) then he needs some good basekit buffs.
I personally think his tombstone add-ons will still exist because of his Evil Incarnate achievement which is to Mori all survivor's with one of his tombstone add-ons
-
I don't think Spirit needs a nerf. People that say spirit is fine are the people that play her and 'UNDERSTAND' how she thinks. It's called 'Using your brain'
Survivors want every little detail on what killers are doing so that they don't have to use their brain. They wanna auto pilot brain dead loop.
Upset that she adapted to your tactics and now you can't do anything? Sounds like Nurse, but for some unknown reason Sally's high skill cap dismisses that.
-
@REL1_C said:
I think spirit is fine but people clearly don't think so, so I guess she needs a nerf lol. A good nerf for spirit is making her phase directional, that's enough lol now she's B tier.
I personally think Spirit is fine. A lot of ideas to nerf spirit defeat tge purpose of her kit. I don't think Spirit is the problem I think the problem lies within
Survivors are so use to getting spoon-fed counterplay that they are literally upset that they have to use expirence or their brain to outplay a killer
-
@LazyPayday said:
Honestly with all the discussion about "blank" either being too weak or strong, let's just have a calm discussion on why you chose your main. Did you like how they looked, related to their backstory (this is concerning for killers), thought their perks were good, or specifically for killers, thought their power was cool or meta?
I'll go first, I've mained ever since Hillbilly shortly after the release of the console versions of dbd (I held back from buying it immediately since Friday was a thing). I've been following this game since Trapper was the only killer, so come time when Wraith and Hillbilly were released with the full game, I decided I would main Hillbilly out of the three, my decision didn't change even as more killers were released before the port to console and now while I do play other killers, Billy-boy will always be my number one.
Dwight! I Spiritually and Physically relate to his back story, if any character represents me it's Daddy Dwight and the fact that I just called him Daddy is the other reason.
Rin Yamaoka(Spitit): Shes one of few killers that can do anything no matter what situation she's put in.
-
I'm a retired Nurse main and actively a Spirit main.
I've gotten use to the salt I get when playing Spirit. I understand the Spirit hate. Granted sure it sucks that you got use to being spoon fed counterplay information and you have to guess and hope the move you make is the right one (which is what 90% killer gameplay is) but just because you gotta guess and resort to different tactics doesn't mean a character is broken.
-
@FastestVirginia said:
What are your thoughts on nerfing DH so you could use it once a chase is lasting longer than 30-45 seconds. That way you could not longer use it for free and being rewarded as a result for a long chase.
I personally think that DH needs a risk added to it.
I would lock survivor's interactions for 2 seconds, so they can't interact with pallets or vaults. Imo this would make the perk more risky and skillful
-
I would like to see you bait DH when its being used for distance.
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1999199#Comment_1999199
I know Dead Hard won't be nerfed and all but that sentence is the same like all killers that say "Just do the totems" for NOED
Here's the problem with that comparison. DH for distance has no counterplay what so ever. While doing bones is a counter to NOED, the other counter to NOED is to gtfo
-
Spirit is fine imo. I think she's hated because
1. People don't play her to try and understand her
2. Survivors just don't wanna use their got damn brain, and would rather be spoon fed counterplay information like the rest of the killer roaster.
I don't have a problem with Spirit simply because ik and understand how she thinks. I find Spirit fun to go against because she a complete guessing game and I have to use expirence to try and outplay her.
-
@trickster666 said:
insta down killer perks are OP tho... congrats killer on getting no hooks all game, letting us do all 5 gens then one shot us in the end game.
That's survivor's fault for prioritizing gens. Survivors have 100% control and counterplay to NOED vs 0% control or counterplay to Dead Hard for distance.
-
@Toastyy said:
Been trying to learn nurse for a couple of days now and none of the games have been fun at all. I get such good blinks, then it’s just haha funny press x to dash forward. Is actually any counter play to dead hard when you’re playing nurse ? Why do I exist ?
As a former nurse main, who learned her on console.
First welcome to the club, keep practicing and I promise you'll eventually end up in the realm with the rest of your nurse brethren.
Second. Ik it seems frustrating to deal with but nurse is one of the only killers that force survivor's to use DH as intended. Your best way of dealing with it is to use your first blink to close the gap and to and bait DH, than after DH blink again and get the hit.
Always use your first blink to bait DH, because if you use your second one than you won't be in range and have to deal with the unnecessary cooldow and fatigue.
-
Imo I don't think NOED is unhealthy towards survivor's.
Ultimately it comes down to survivor's. You have a choice to make. If your worried about NOED, cleanse totems to reduce the risk of dealing with NOED. Don't wanna do totems, than you have made the choice of potentially deal with NOED, because you choose to stick to gens.
NOED is active. Guess what you got 1 of 2 choices. Go find and cleanse and NOED, and risk getting killed or just gtfo.
-
Before I stopped playing, I really wasn't having any fun.
Survivor was brain dead boring to me because every time I got into a chase its the same thing over and over again and I felt that I wasn't using any skill to outplay killers.
Killer WAS fun, until i got to purple and red ranks than I found myself stressing, and after I got use to the stress I realized that, 'fun' does not belong in killers vocabulary because in order for killers to remotely have 'fun' we have to sweat.
-
Even if there is no obsession killers are hardwired to respect DS.
Make Your Choice(MYC) is one off the only perks I can think of off the top of my head, that can help killers time DS simply because MYC's cool down and exposed duration on rescuer at T3 is 60s and triggers when the hooked survivor is rescued, just like DS activates when your rescued.
-
@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1974215#Comment_1974215
What answer? I'm literally a killer / Nurse main. Spirit is one of the most brainless killers to play in the game. No information is properly telegraphed so each time a survivor has a ######### game and they come in my game they pull some bs nonsense because they didn't have fun in their previous game vs spirit.
Is it obvious I have a bias against Spirit? 100% anyone can figure that out. I want good killers to require skill unique to them. Spirit's skill requirements are acquired with literally any other killer. There's no unique skills Spirit has aside from passively mind gaming survivors because again information is not telegraphed. If you can't see that sorry buddy can't help you but that's the reality. To deny that Spirit is the only killer who doesn't have information properly telegraphed to survivors is to deny facts.
Okay, I'm a retired Nurse main! I dropped her because I felt that when I mastered her I wasn't using any skill because I learned everything Nurse had to offer. At least with Spirit you can't depend on sight and have to heavily rely on sounds or predicting survivor's pathing to get them.
And why do survivor's need every single detail that they've been recieving since the first minute they played to counter another player? You would think that by the time they reach purple ranks they would use expirence to outplay the killer but they got use to having information spoon fed to them.
This is exactly why I stopped playing the game. The survivor community is more focused on the 1v1 and not the 4v1. But i guess I'm too much of a killer main and think that survivor's should use expirence as well to counter killers because 98% of killer roaster its that way is the wrong mindset.
-
@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1974162#Comment_1974162
That's how every single killer works in this game so yes - If that's how simplified you need it then yes.
Nurse is like that
Ghost face is like that
Trapper is like that
Huntress is like that
I could literally go on - Every killer except Spirit gives the survivor proper information to react.
Nah, I have my answer. You would rather hold shift+W rather than use the killer that's problematic for you so you can use your brain and think from their prespective when vs them
-
@Blueberry said:
Lots of counter play before even getting to perks that help. It simply requires a little more critical thinking than most killers. Spirit is fine.
This!
Granted I am a Spirit main, but my expirence using her has helped me counter her simply because I mostly think about what I would do as Spirit in the situation.
If I manage to outplay her because i guessed correctly, that's distance I'm gaining. If I guessed incorrectly oh well I have to try again. You don't have to play "Ring Aroind The Pallet" with every killer, and every killer shouldn't be look backwards for spoon fed counterplay.
For once can their be a killer that makes survivor's use expirence to outplay instead of typical shift+W and looking back
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1971311#Comment_1971311
Yeah that’s my issue that it’s just a guess on my side
@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1971323#Comment_1971323
Well I mean yeah - Spirit doesn't really have a reliable counter aside from run as far as you can. Every other killer has some reliable counterplay within reason however Spirit does not.
If you actually face a good Spirit you'll see that these fake outs and jukes don't affect them. For the most part people just want a tell that she's phasing and that's the main thing. No one really has fun guessing when she's phasing and when she's just passively sitting there.
For example some reasonable adjustments would be
- Spirit affects grass while phasing
- Spirit has some tiny tell on her whether audible or visual while phasing that she is using her power
So what you 2 are pretty much saying is that it's okay for killers to guess and hope and base everything off expirence (even though 80% of killer gameplay is like that), but it's bad that survivor's have to guess off of expirence because they should be soon fed information to outplay the killer?
-
@Leachy_Jr said:
Title.
What if dead hard prevented you from dropping/vaulting a pallet or vaulting a window for 3 - 5 seconds after you used it?
I remember seeing this suggestion somewhere in a dead hard thread, and thought it was a good idea.
Current dead hard is pretty strong but horribly unfair as it has no counters WHEN USED FOR DISTANCE and it just removes a survivor mistake in a loop. A time where you would've caught someone you now don't because the survivor dead harded to a pallet.
This would promote using it in a way that requires lots of forward thinking (such as dead harding super early) or to avoid a hit where this change will have little impact.
Other than that I think it would be in a fine position. Maybe also remove the ability to dead hard over traps along with it but keep the partial invincibility. If these changes made it too weak it could have it's exhaustion timer reduced to 30 seconds.
I didn't wanna do another nerf dead hard thread, but this idea seemed pretty good so I wanted to see others opinions on it.
I would say 2 - 2.5 seconds. It'll make the perk more skill based or force the perk to be used as intended.
@Fantasy said:
You thought that was a good idea? It would make the perk absolutely useless. Some of you killer mains are hilarious.
This ^! This is the mindset of someone who doesn't want to use skill, or their brain to outplay the killer.
-
I don't think the perk needs to be nerfed, I think it needs to have a risk added to it.
-
@Yords said:
What do you guys think that dead hard could be reworked to do, but still be useful?
The devs mentioned that they were reworking it a while back, but we still have no news on it. The only thing I can think of how it works is if it changes to do with protection hits.
DH was intended to avoid taking a hit, which meant the risk was that the killer waited for it to happen than swing.
DH for distance has no risk, so I would propose lock survivor's interactions for 2 seconds, in other words, they can't vault, throw down a pallet, etc. This will make survivor's take a risk and decide what they wanna do.
If they avoid taking a hit they're probably out positioned, and they gain some distance because the killer is recovering. If they use it for distance than they need to make the right read weather they'll have enough distance to loop and throw the pallet down, and to not get mind gamed
-
@Hero_awesome said:
I honestly have no idea how this perk is still in the game. It's literally broken. It extends chases for so long plus you gain so much distance to make it to that next pallet or vault window. It's ridiculous how many second chance perks you honestly gave survivors. I wouldn't be as mad if u had to fulfill requirements to do it but as a exhausted perks dang it's just infuriating when the whole team has it. Sure I get it just remember they have it. They'll still make it to that pallet or window. Why can't killers get a dead hard call it kill hard. Increase your lunge by 40 percent every 35 seconds. Then you'd nerf it into the ground like undying. Jeez man I can't even defend the Dev's sometimes with their balance choices.
@[Deleted User] said:
"You cant nerf DH without giving it a buff to compesate"
LOL yes you can! this kind of mentality is why the game is in the mess that it's in. Case in point Old moris, 1st gen NOED, old MoM, 1st gen BNPs.....all of them got nerfed without compensation because guess what? they were too damn powerful.
The only way to change DH is to add a risk factor to it. I would say lock survivor interactions for however long it takes the killer to recover from a whiff.
This will make the perk more risky for survivors (as 2nd chance perks should be) and make them have to be smart about when to use it, vs Press E to outplay.
-
@nikkim said:
Almost every game killers are tunneling. It’s bs. There’s other survivors near and you tunnel me? It’s cheap. Play better don’t be a cheap killer.
You can look at it as a way to improve your looping gameplay. You can't control how the killer plays ave m and not every killer (such as me) tunnels.
-
And yes I am a Spirit main, but because I main her ik how to deal with her simply because I understand how she thinks.
Spirit is a product of what's wrong with looping. When survivors have to guess, its a problem but the fact that killers have to base everything off of guessing and expirence thats A - Okay
-
Standing still isn't a mindgame even though you got hit hoping she wasn't there? That's like walking on hot coals expecting not to get burned. Hell, weather the coals are hot or cold ain't stepping on them reguardless.
Spirit is fine, her fake phasing is something that was intended. If you get hit because you fell for her fake phasing thats your fault because your suppose to be staying away from the killer unless your taking a risk.
-
Because Doc feeds survivor's the precious information the survivor's want so they can continue to do Shift + W counterplay. Same thing with Freddy except survivor's hate that that he can flood a loop with multiple snares.
As for Rin Yamaoka, let's say she's a product of whats wrong with looping. It's ok for killers to guess but the moment survivor's have to guess in a chase its a problem even though mindgaming is literally a guess.
-
@NateyBoi said:
Hello DBD community! I bring a new series called QuestionForCommunity.
I will try to post this often, approximately 2 days apart idk.
But, here is my question: is Deathslinger fun to play with/against, why or why not?
Make sure to comment your opinion below!
I don't like playing as Slinger because he's. not really fun for me. Even if I play well and don't miss as many shots I just don't feel any satisfaction.
I love playing against him though because he's not 100% Shift + W counterplay and you have to mostly rely on positioning to deal with him
-
Make Your Choice! Survivor DC'd and complained in post game chat because he wasn't have fun due to being instadown all 3 times
-
@golubushka08 said:
https://forum.deadbydaylight.com/en/discussion/comment/1920947#Comment_1920947
What is the Point of 1 min protection if I can't do anything!
It's called "Taking risks"
You can either do nothing and give the killer 1 minute of pressure or progress the game and risk getting tunnelled.
-
@UncleStabby said:
As a killer main, seeing "DS is Broken" and "Nerf DS" makes me shake my head and mourne that so many of my fellow Killers are tunnelers.
As Ohtofu would say, this might be a bit of a hot take, but honestly DS is a trash perk from the Survivor's point of view. Think about it: if you're good enough to get consistent downs without tunneling, you will NEVER encounter this perk.
Seriously if you don't tunnel, its like taking away a whole survivor perk. Just a useless empty slot.
The timer is the problem with DS. I understand the perk is suppose to be anti-momentum but how is it anti-momentum when survivor's are going out of their way to abuse the perk? How is it anti-momentum when it rewards survivors for playing dumb or making a bad read?
-
@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1890475#Comment_1890475
so undying + ruin is balanced but ds + unbreakable isn't. k nice bias
Undying + Ruin Counterplay:
1. Stick to gens. If the killer pressures you oh well, hope that your teammates are also doing gens. That's why the Gabe is 1v4 and more 1v1
2. Cleanse totems. I guess this is too much of the right thing to do considering that totems are a OPTIONAL objective and you weren't forced to cleanse every single totem.
DS + UB Counterplay:
Well the killer slugged you to avoid DS, but your countering slugging with UB. Now that you've countered slugging, DS is still active and the killer is coming for you, well let me hop in a locker to nullify the killer's ability to counter DS.
My point is that Undying and Ruin had counterplay and was only broken when Frederick ran slow down add-ons, while DS and UB has no counterplay that doesn't punish killers for playing fair
-
@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/1886570#Comment_1886570
Because that is literally a busted perk paired with ruin. Even your fellow killer community agreed with that.
Lmao the killer community didn't say that, and if they did, they ain't a killer main.
Undying wasn't busted either, the perk made survivor's more totem focused which is survivor's OPTIONAL objective. But let's nerf Undying so that survivor's can continue to complain about NOED, even though the counter is to do bones or continue you on with objectives
-
@thisisntmax said:
https://forum.deadbydaylight.com/en/discussion/comment/1877631#Comment_1877631
I think you should stop using game regression perks and see how truly good you are at ending chases efficiently.
Nurse, Spirit, James, Mikey, Gordon, and Trapper are the only killer's I have succeeded this with. Wanna throw another challenge my way?
-
@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/1877631#Comment_1877631
I barely use exhaustion and i do just fine i enjoy using dh from time to time so i mean assuming i use them like that because of the post i made is a bit silly i am a killer main and i dont agree to play exhaustion addons.
If DH was used as intended instead of distance, than I would call exhastion add-ons broken.
I'm a Spirit main, so DH never bothered me because survivor's would either DH while I was phasing of they didn't get a chance at all to use it.
I stopped runnung second chance perks due to the fact that my gameplay wasn't improving. After I stopped using them I had finally hit red rank survivor
-
I only used Solvent Jug so I didn't have to deal with DH. All other exhastion perks I aren't a problem.
And the fact that your making this kinda post, I hate to call you out but you might wanna stop using exhastion perks so you can truely see how good you are at looping
