Mister_xD
Mister_xD
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uh... if they rush back to the hook AFTER the unhook i really dont think it should be counted as camping...
also idk where you play but Slinger gets the crown? damn, i usually have Bubbas take that...
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- DS should deactivate when said survivor rescued someone else / starts working on a gen
- rebalancing of certain maps (Ormond or Haddonfield come to mind immediately)
- Genrush should eigther get punished more or directly get fought with ingame mechanics (e.g. earlygame startup)
- a complete rework for OoO.
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thats the whole point of these perk changes.
thes take a look at those perks that are underperforming / overperforming.
if a perk was too strong (e.g. PGTW) they nerf it.
if a perk was too weak (e.g. Slippery Meat) they buff it.
they never intended to drastically change the meta in the first place. they wanted to change bad perks so that they can be used for some interesting / fun perk builds.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1643957#Comment_1643957
That would be overpowered. Otz made a video showcasing why. Basically, the first survivor he comes to gets zoned into a loop, he puts down traps, and the survivor is screwed because if they left the loop they got hit, if they disarmed a trap they got hit, and if they stayed they got hit. That was with the 2 strongest bag add-ons.
There is a middle ground between 0 counterplay killer and having 2-3 basekit traps that can't be tracked by maps or perks (except small game, that perk works with all traps).
yeah he can do that how many times (basekit)? 6?
okay, he locks down 6 loops like that, then he is a M1 Killer with nothing but an easily avoidable / disarmable trap setup, who'd need to backtrack the entire chase he did with that survivor in case he would want to ever use his traps again. if you do that you might get the first chase done easily, then you waste as much time as you would without the change and lose tons of gens anyway. i fail to see how that is OP, sorry.
especially when considering that both Freddy and Hag already do that, but with unlimited amounts of traps at their disposal AND more active traps at once by default.
so its not okay for Trapper, but its a-okay for those two?
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@MadLordJack said:
Trapper is the weakest killer in the game. I know a lot of people don't like to believe it, but even if you magically don't bring in an anti-trapper perk or item, even if the Trapper gets a good map to hide his traps... He works in the precise opposite way to how killers need to work. He has a massively, massively slow startup that hands out gens like candy. Then, when he's all set up, all nice and proper, and remember we're talking about a favourable scenario here... He's not that strong. Oni and Hag both have the same problem, but when they're all finished and set up (which takes a lot less time than Trapper) they are considerably stronger, and they don't really have to rely on getting a small number of favourable maps. Even Myers, the basic boy, one of the weakest killers in the game whose only strent is being easy to play, is stronger that a killer whose power is supposed to stop you dead in your tracks.
but when you dare to point out that his setup takes way too long and suggest him having his traps available from the very getgo (as literally every other trap based killer in this game already has), you are called a lunatic, because that would be "super overpowered"...
i would like to humbly disagree on that part where you said he was weak even with a setup. his traps a deadly af, the only problem is that the mechanics for how they work are extremely outdated - imagine traps not being RNG and instead having a set, relatively lengthy, escape time to them. that alone would make him infinitely better than what he currently is, give him all traps in hand at the beginning and nerf how certain survivor perks affect his power (as they did with Slippery Meat just now) and he could be quite a scary presence to encounter.
he doesnt need a whole lot, but he definitely needs something.
regarding his map reliability, there isnt a whole lot you can do about that tbh, thats just the way his power works - generally speaking, given you dont get an indoor map, he can be played at least decently on most maps though.
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Caleb Quinn - The Deathslinger
his base cosmetics easily outshine all the others he has imo (well, besides recolours ofc. but those arent really a different cosmetic if you ask me...) and he is the only killer i actually run around in his default clothing.
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if all you could do with him was fake your power over and over, you never really were a PH player to begin with.
he is not "dead", he is just less cheesable.
which is a good change for the overall games health, believe me or not.
and before i get angry "waah dumb survivor main!11!" comments, this is comming from a killermain. a killermain who has been playing a lot of PH aswell.
also, lets not forget about the BUFF he got in form of a cooldown reduction on successful punishments. play him the was he was intended to be played and he is stronger than ever before.
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when this combo is run on high mobility killers they become extremely oppressive to the point where almost no gens get done for huge periodes of time.
the worst part is, that there isnt even any good counterplay to it, as you just gotta pray you get the 50/50 chance right and cleansed Undying - and if you didnt, welp now you're on the hook for nothing - and before you say "just locate both and cleanse them": how exactly do you expect me to do so as a SOLO survivor on the newer maps with a killer who can instantly come and chase me as soon as i get near a totem? that alone is a ridiculous timewaster on a 4 man solo team, as everyone had to do that exact same thing, as we can not communicate with one another and the first to try and cleanse a totem would be chased off immediately.
for me, in its current state at least, thats the small pp combo for killers.
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@BeHasU said:
https://forum.deadbydaylight.com/en/discussion/comment/1640867#Comment_1640867
Yeah, thank god it got "fixed" after 2 years.
ngl when i read this i got flashbacks to the "bug fix" of legion being able to open lockers while in frenzy...
@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1641109#Comment_1641109
Does the description imply this? (I really don’t know, I am playing in a different language with terrible translation..
but only because a bug is long time in doesn’t mean it should become a feature of the devs did never intend for it.
have you heard about Tractor tech (both - there is one with each window)?
legions general ability to open lockers during their frenzy?
myers only needing more stalk (when using add ons that increased stalk time) for the first time getting to tier 3?
yeah all of those are official features now, even though they started out as bugs.
and considering its Iron Maiden we're talking about here, that perk really, really doesnt need any nerfs to it.
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i actually liked them...
kinda sad they are gone now, ngl
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one, because i was unaware of it that time.
then i started approaching hooks from a different angle and havent had the problem since.
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i do wish there was a tell when Undying was active / which totem Undying is and which the respawned other Hex is...
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huge map, tons of easily combined looping tiles and scratch marks are pretty much impossible to see.
a survivors wet dream, a killers worst nightmare.
in desperate need of a rework.
the reason why i find it to be super boring is, that due to its size its insanely hard to build map pressure, tracking is ridiculously hard AND if you do find someone they have tons of safe loops they can waste your time with.
like, you spend more time searching them than on other maps, you spend more time chasing them AND you spend more time trying to cover distances to stop gens. any team that focusses on gens will get out on Ormond, its just boring to go in and already know you're screwed.
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because you are not playing with bots and dont need to be a acehole while doing so.
as long as they did nothing to you that eigther justifies bad bahavior towards them (e.g. toxicity) / forces you into such tactics (e.g. you being at 1 or 2 gens, getting your 2nd or 3rd hook), i see no justification for you to do it other than being super sweaty / toxic.
if you do it, dont expect the survivors you encounter to be nice towards you eigther.
and there is nothing more ridiculous than when someone (as the killer) plays like that and then has the audacity to complain about something the survivors did (considering he played like that first, otherwise its the other way around).
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1637794#Comment_1637794
I'd say the totem counter should be basekit. Swf get this information for free and having to use perks to get the info swf does for free is already currently the issue with it, so why add another perk just like that?
Asides from that I agree to everything. Kindred minus the killer reveal should be base, and we should be able to see the builds and ranks of our teammates. Add that in and solo might be bearable and I might play survivor again lol.
Then we buff killers to #########, naturally.
yeah i just feel like having a constant totem counter active would be a little too much tbh.
i mean, what do you need to do Dull Totems for? NOED.
and having a constant indicator of how many totems are left would be a quite noticable, indirect nerf to that perk - one i dont think it needs.
maybe we could agree on a compromise?
how about a map wide audio clue for everyone once all Dull Totems have been cleansed?
that way the exact progress on NOED wont be revealed, however once it has definitely been taken down everyone gets to know, so they dont waste time searching for dulls when there are none left.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/193683/what-is-a-thing-we-all-agree-on
######### people who dc
i wish that was true.
sadly i see quite a few defending said behavior - even people requesting the DC penality system to get completely disestablished...
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i'd like to get more info on my team in the lobby.
their ranks, their builds, etc.
igame aswell, i think a basekit kindred (heavily nerfed ofc, so no killer reveal and maybe only reveal survivors doing actions (repairing, healing, etc) to others - just giving kindred as basekit would be too strong imo) would be cool.
a totem counter should be added to Small Game aswell. again, basekit this would be a little too good, but when they bring a perk for it its defenitely okay.
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id love them to make sthg like this for the last 7 days of the rift, so that players who are close dont have to grind as much to get it / to give people who cant play as often the ability to get some bonus tiers.
they could call it the "Rift collapse" or sthg, say that it started getting instable (allowing for the double rift progress) and would be closing soon.
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if we squeeze his nose, instead of a funny honk noise its just going to be a scream of pain and agony.
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now thats just not true.
granted, bugs are annoying. im totally with you on this one, but have you been around a few years ago? ya know, when killers actually had it hard? cause given your complaint i highly doubt that.
killer has never been easier to play.
yes, genrush can be bad, but given that thats beel like that back then aswell (even worse, actually), you cant say that its now worse than before when literally nothing changed - well, nothing but changes to actually fight it that is (ya know, toolbox rework, BNP rework, perk adjustments such as leader, that kinda stuff)
also, yeah Cannibal / Doctor / Freddy are literally unplayable after their rework. they should just undo those extremely survivor sided changes immediately and let us play the old versions we all knew and loved. (/s)
if you struggle, that may not be because the "game is heavily survivor sided", as you seem to imply here, but maybe you gotta get better? adapt to changes, learn new tactics / abilities and how to counter them properly.
personally i dont have much of a problem playing rank 1 killer matches - im at a point where i rarely ever use Add Ons to begin with (unless the killer is super Add On dependend that is - e.g. Trapper and Wraith)
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there are still plenty of bugs around, but if we're being honest thats always been the case.
there is nothing that really makes the game "unplayable", you can still play and have fun, nothing really gamebreaking is going on atm.
some bugs i personally noticed:
- silent slugs are still a thing
- at the top of the hills there is a rock that is really hard to walk over (you'll know what i mean when you encounter it)
- people can still move freely while being hit by the Redeemer - they can even deadhard to avoid the chain AFTER getting hit (counts as a normal miss for the slinger), hard to time though
- sometimes you cant perform the hooking action on a survivor, usually when you approach the hook from a wrong angle. can be fixed by dropping and picking them back up (probaply the biggest bug right now)
- random error message as survivor after playing a game "lost connection to party", even though you were solo (still get all BP and stuff, so its just a minor inconvenience that you're back at the main menu)
- ghostfaces reveal mechanic is still working absolutely perfect /s
- apparently you cant use keys at times and instead get stuck in the jumping into hatch animation - or at the wrong spot get stuck inside the ground (havent seen it ingame yet, but i saw the latest 4Gamers video xD)
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okay, ill try:
~(@.@)~
look in my eyes.
you feel tired.
you go to sleep.
after waking up you realize, that Blight is not A+ tier.
did it work?
(on a serious note: no idea where id rank him, i myself am missing the experience with him as of right now - though i have seen many streamers do really well with him after they got the hang of him, so im open to giving him a good ranking)
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- balance Moris & Keys
- rework unfair maps (such as Ormond or Haddonfield)
- further fight scummy tactics (such as tunneling, camping, genrushing, suiciding on hooks / DCing)
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i think the one thing that ruins it for me is the huge amount of missed potential the blight could have had, lore wise.
sadly his story is just another stereotypical "killer backstory" -> obsession over something, tragic event happening, ruthless methodes to get his objective done (willingly risking lifes), unstable mental health, abducted by the entity and made a killer.
just for a second, imagine him not having this backstory. imagine him being a normal person, interested in chemistry and biology, who was abducted by the entity as a survivor and experienced the fog from that perspective - but instead of losing hope, he started researching the place he was in and found out about the Blighted Serum earned from the Postula Petal Flowers. during his research however, he was ambushed by the Trapper, who (which now makes sense) tried to kill him.
during their fight however he injected himself with the serum and became super powerful for a limited time - which he used to beat the Trapper and chain him up in that old house, experimenting on him and the effects the serum in different doses had on the human body. however, the strength he gained that one time he injected himself with the serum had a price, as he became extremely addicted to it and started injecting himself with it more and more. Until the Event ended, he could no longer get more serum and his supply started running out, which lead to great despair on his part, where he actually begged the entity to give him more of the serum, he would do whatever it wanted from him.
This resulted in a deal with the entity, where he would turn against the survivors he previously teamed up with and started sacrificing them for the entity, in exchange he would be granted unlimited access to the Postula Petal flowers, so he could extract as much serum as he liked.
a story line like this would have had so much more potential.
we could have learned so much more about the entity, about the different worlds within it (e.g. the "Void") and what the entity even is.
HE could have been like the guy from the Tomes, another person educated in the entity, maybe they could have had some interesting interactions aswell (thats still possible, but different).
thinking about all of this just results in me being disappointed in this chapter - which is kinda weird, considering the awesome visuals, the interesting power and the fun perks this chapter brings.
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imo thats fair, but it does make you seem sweaty.
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you need to get 9 hook actions AND 4 kills for it to be iridescent.
kills count a lot more than the 9 hooks you need, those were merely put in to further disencourage camping and slugging.
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well, you get an indirect notification in form of the other Hexes notification not disappearing.
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its called "spreading the damage" and is quite crucial in high level play.
also, if they are outpositioned they are the weaker target, which means i can get a down faster and therefore build my map pressure much faster and more efficiently.
this is a 1v4, not a 1v1 times 4.
and dont forget, its partially that survivors fault for trying to do a totem, chest, whatever right next to the killer.
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only when i have a good idea of where the last survivor is.
for example, if they revealed themselves to me by repairing a gen, i leave the downed person to check on it. if there are scratches around, ill leave the slug to check them out, etc.
however, i wont slug just to have a chance at maybe comming across the last guy. thats stupid, drags out the game by a lot and just unfun for everyone involved.
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as im currently farming as many BP as i can, i try to get a 4k if i can, just for the sake of the bonus points.
usually though i dont really care. if one makes it out, good for them, but if i can get a 4k, good for me.
i only really actively give hatch when i feel like they eigther deserved it by playing really well or someone ragequit (has to be limited to 1 to 2 though, otherwise i got to go for the kill just so i dont have to fear depipping).
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yeah its very dependend on what map you're on.
on Azarovs Resting Place for example it isnt an uncommon sight to have two or three hooks covering like 50% of the entire map.
i remember a Rancid Abattoir match where i had a single hook covering over 30% of the entire map... guess where literally everyone went down? yep. i lost that game.
and dont even get me started on The Game...
then on the other hand, i see maps like Dead Dawg Saloon where there is two hooks literally facing each other with like 2 meters inbetween...
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i usually main a character for a while, then i drop them for someone else.
the only one that really holds a special place in my heart would be the Trapper, though i havent played him a whole lot lately.
currently im definitely a Deathslinger main though.
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pig.
i hate RNG in games, and her traps are exactly that.
its super inconsistent for both sides and that makes it just unfun imo.
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if they rush down their objective, so will i.
"off the hook and on the gen, you are ready for the hook again" - i like that phrase. and i play accordingly.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1620870#Comment_1620870
160 Seconds? No I'm sure it's much less because if I let go for 10 sec it feels like it regress a 99% gen back to 66%
if you were to let the gen go for 10 seconds, you would lose a total of 5 charges.
given that you need a total of 80 charges to fully repair a gen, that means that within those 10 seconds you lose 6.25% of the generators overall progress.
it just feels like a lot more, due to you being away from the generator for longer periodes of time - even if the killer drops the chase after a short while (lets say 15 seconds), you would still take some time to get back to your gen, at which point it took you good 30ish seconds to get back at it - which is a regression of almost 20% (18.75%) of the overall gens progress, even though you feel like you were just working on it.
of course if you get caught and hooked its gonne be even longer until you can get back at the gen, so at that time even more time has passed and you lost a lot more gen progress.
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you do know that the 200% regression speed is still only half the speed survivors take to repair a gen, right?
a normal killer kick will regress the gen by 0.25 charges a second, doubling that will decrease it by 0.5 charges a second. that means a gen takes roughly 160 seconds to go from almost done back to zero, which in itself isnt that bad.
on top of that, the effect only lasts for as long as a certain totem is lit up - which affects both, Ruin and Undying - so if you struggle at locating those totems i would suggest you bring perks / items that help you at locating them, such as Detectives Hunch, Small Game or Maps.
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nice try, but this community can be a handful to deal with at times.
a character is bugged (doesnt matter on which side) and gets a huge advantage because of it? yeah you can expect the amount of times you meet exactly that character in a game to drastically increase.
have you heard of "forever legion"?
it was so bad that they had to ban people because they kept abusing the bugged add ons over and over again.
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depends on the scenario.
if i feel like camping will be the most profitable action, i'll do it.
they didnt unhook till like 3 seconds before the guy hit stage 2 / 3 (and im somewhat near)? might aswell secure that stage 2 / kill.
the gates are powered and i struggle at getting a kill? might aswell secure the one kill i can get.
they were extremely toxic? yeah why do i gotta be nice towards them?
stuff like that. very much dependend on the situation we're in.
in general however, i do not.
those scenarios are present in a vast minority of my games.
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and i depip because multiple survivors ragequit / suicided on hook.
its BS.
we all know its BS.
yet there hasnt been done anything from the devs side to fight that problem by now.
they really gotta rethink some things in their emblem system...
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i would like to comment on a couple of these points:
1) "Spirit is ovrhyped" - this is a matchup of the best players this game offers. no one says spirit was unbeatable, but a good spirit will still curvestomp 95% of the survivors out there. these guys in this tournament are on a whole other level than a vast majority of this playerbase, just because they are able to beat spirits doesnt mean anyone could do that - also, even though she is so "overhyped" she is still one of the only killers that is picked over and over again by each team, which in itself should be a testament of her strength.
2) "Nurse is still the only killer that comes close to looking OP" - im totally with you on this one, she is definitely the best killer in this game and she is the only killer that could ever be considered to be "OP", due to her gamebreaking ability.
3) "DS is also overrated" - even though you say this, every single survivor team brought the maximum amounts of Decisive Strikes they could (2), so if the perk was so "overrated", why is it that prominent? DS isnt ment to win you the game against a tunneler, it was never designed for that - its ment to punish the killer for tunneling, buying you and your team additional time at the objective. and given the genrush meta, this is huge; if the survivor can utalize the perk well, the killer loses tons of gen progress while tunneling down this one player which makes quite a difference to when the survivor has no DS.
4) "NOED is an extremely strong perk" - now im not gonna say that it wasnt a decent perk, but dont forget the rules of this tournament, the point system in particular. the survivors get huge amounts of points by repairing gens and escaping, so its only natural that they wont give a damn about the 5 dull totems. their goal is to get gens done asap before the killer can get many hooks, so they would rather have one person get instadowned and onehooked in the end, than giving the killer potentially more hooks throughout the game by cleansing dull totems, resulting in a higher scoring for the killer. the overall goal of the survivors in this scenario is to escape before the killer can get much of a play going, the individual escape is very unimportant. people go as far as to dying themselves just so the others can escape to prevent hook exchanges or possibly even another kill from happening. The entirety of this setting disencourages people to even attempt to counter NOED in the first place, which is why i dont think this (this tournament) is a great way of judging NOED's power.
5) "if killers tunnel, survivors dont have the time to do 5 gens AND the 5 totems" - i once again agree with you here, i think tunneling is a problematic aspect of this game, however its not something that can easily be fixed. if the devs introduce more anti tunnel things (e.g. BT + DS), this leads to survivors who have just been unhooked being extremely balsy, annoying the killer as much as they can, as they are now even stronger than the healthy dude who unhooked them (2 health states (that ignore insta downs) + DS), therefore trying to take the aggro on purpose, rather than using the anti tunneling abilities given to them to actually escape and heal up. i do want this to be looked at, but its super difficult to do is what im trying to say.
those were my 2 cents on this topic, thanks for reading ^^
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nowhere has it been stated they they are planning on nerfing him.
while i am sure there are going to be changes, mostly referring to his current ability of dropping in and out of his Rites of Judgement, therefore "faking" his Punishment of the Damned, that doesnt mean those changes would be confirmed yet / would be the only thing being changed.
who knows, maybe there are going to be more buffs than nerfs, maybe he is going to leave this process stronger than ever?
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@SloppyKnockout said:
If they take away his ability to negate cocky DS plays, he'll immediately be F tier.
i honestly dont think they will.
his core design is all about punishing those who get cocky with hook farms, he is very much like Bubba in that regard, minus the insta down, therefore with the ability to ignore DS.
the only thing that is probaly going to get changed - and what definitely needs changing - is his ability to fake the ability.
though they didnt say they wanted to "nerf" him, they talked about changes. that can just as well mean buffs for his basekit - and i honestly think that they cant just nerf him without buffing him in a different aspect aswell.
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maybe its activation time could be its cooldown?
so while a set of pallets is blocked you cant block another one, a little like MYC.
but for a Hex imo that perk is a little too situational to be usefull.
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@Mercês said:
https://forum.deadbydaylight.com/en/discussion/comment/1610516#Comment_1610516
I think realms ( https://deadbydaylight.gamepedia.com/Realms ) are the correct term.
Maps ( https://deadbydaylight.gamepedia.com/Maps ) means the item.
a map is the one location you are at, such as "Suffication Pit"
a realm is the location multiple maps are from, such as "MacMillan Estate"
so saying you want a map banned would only keep that one map from appearing, but saying you want a realm banned would keep up to five maps from appearing.
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i think it has something to do with the angle you approach the hook with?
for me at least every time i had the bug it was because i came from the hooks back and tried squeezing past it as close as i could, pressing space as soon as it popped up.
it might just be coincidence, but try avoiding that and maybe that helps?
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i dont think the Hex notification of it goes away when you cleanse it and Undying transfers it to another totem, so they would still be aware, unless you mask it with yet another perk such as Ruin.
by the way, Undying states that all tokens on a Hex will be lost uppon transfering, does this also apply to ToTH? im wondering because the ToTH tokens represent the amount of totems in the trial, so it wouldnt really make sense for all of them to be lost after cleansing...
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a sinple counter to pop would be to just spread out on gens.
the killer can only regress one with pop, so if there are 2 others pushing 2 more gens, he cant pressure the team as much as he would when everyone was only focussing on a singular generator.
for Myers, since you were struggeling yourself, there are a couple of things:
1) spine chill is a good perk, even outside of tier 1. generally you will want to keep him in tier 1 for as long as possible, though once in tier 2 its not uncommon for him to have a very small TR aswell (Dead Rabbit + M&A = 8m TR on a NORMAL killer, thats frightening) - and in tier 3, especially with Dead Rabbit and M&A his TR is so huge that spinechill might be a good indicator of when he is actually getting close to you.
2) basic looping skills are a good way of avoiding him, as he has very little to fight that. he relies on ambushes and catching people off guard, once you reach a good setup as a survivor he will be struggeling to keep up. yes, tier 3 grants him slightly faster vaults and a slightly longer range, but if you just take it safe there and dont get greedy for that one additional loop he wont catch you in the 60 seconds he has.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1603774#Comment_1603774
Running takes about 10-15 seconds. compared to the additional 60 seconds it is worth it. If you have BT to do the exchange. Fiunding gens is a thing you always face, also when ignoring the person on hook. another reason to buy as much time as possible
sigh you know what?
go for it.
go run into the campers face and go hookfarm your mate. im sure nothing will ever go wrong. there is literally no way such an actoin could ever backfire on you.
you got this. i believe in you.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1603604#Comment_1603604
You don't lose gen time as you have 4 survivors in teh game for a longer time. This is more "resource" available to actually finish 5 gens and probably totems to counter NOED
you lose time while running towards them, you lose time while waiting for an opening from the killers side to occur, you lose time unhooking and trading the hook, you lose time with the unhooked mending (or in worst case even going down, which is a gg) and you lose time with them escaping the scene and finding a gen, possibly healing.
usually you're better off just doing gens.