Munqaxus
Munqaxus
About
- Username
- Munqaxus
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Drywatr said:
In my experience playing killer i have found bringing 1 perk will make or break my game. I would advise any killers struggling to get kills bring this perk. Hex: devour hope!
Its highly risky as it can be cleansed and yet when it survives boom the match is now in your favor.
I will say if your doing good without devour keep doing you but if your struggling and need a little help as my piggy does than devour is the perk for you
Actually, Devour Hope is nasty, but honestly, I can't tell you how many games I've won using Monstrous Shrine. It has become my go to perk after I realized what it actually does.
-
@Kira4Evr said:
Okay. I've been playing a lot of killer recently. I had a really good time. Because I really needed a break from survivor, because SoloQ can be a bit much. Especially if you basically only play Survivor SoloQ.
I'm not going to lie. But I always thought that people overreacted over Dead Hard, that they overreacted when they said that this perk could make you lose all your pressure. It's really annoying when you basically have a secured hit but then miss.
But even so. I don't think that Dead Hard needs a rework. Maybe just a little nerf that makes it so that you travel a shorter distance when you use Dead Hard. Just like in the PTB, I don't know if that was a bug in intentional ngl.
(this is not some sort of rant)
I play both sides and as a survivor, Dead Hard is not a great exhaustion perk. I think Sprint Burst, Lithe and Smash Hit are all better.
As a killer, I've never had problems with Dead Hard but do have issues with Sprint Burst and Balanced Landing. Maybe I should play Balanced Landing more...
-
@Sunbreaker7 said:
I only slug if the last survivor is in my line of sight when I pick up the third survivor to sacrifice. I mean, if the survivor is daring enough to show his face to me when he should be concerned about hiding and securing the hatch, then he deserves to be sacrificed, even if it means leaving the third survivor in slugged state.
I think that's totally fine. The problem is when the game is extended 5 to 10 extra minutes because the killer is trying to get a 4k and doesn't know where the last survivor is.
I use to go and try and rescue the slugged survivor until I realized it just meant both of us are getting killed. It's better as survivor to let the slugged survivor just bleed out on the ground in 4 minutes than rescue the survivor over and over and over again and then both of you get killed.
And when I play survivor, I'm the type to suicide on hook when there is only 2 survivors and 2 or more gens so the other can get the hatch.
-
Looks good, you should dye your hair also.
-
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2377508#Comment_2377508
Yes, because it's cheating. You claiming a Killer should not try for the 4K or, the usual Survivor BS 'Be happy with the 3K' is beside the point.
The hatch should not open, if the DC would open it. The remaining Survivors will need a key, or need to pop a gen. That simple; DC can't open hatch.
Honestly, I wish the Devs would remove the hatch entirely since it's artificially lowering the already astronomical high kill rates of Killers and maybe we'd see some killer nerfs across the board.
-
@Lord_Tony said:
If killers are truly considered to be the "power role" then why do survivors have full control over the end game?
They should not be allowed to 99 the gates
and the game is essentially over now that the gens are done, the timer should officially start. Why does noed activate when gens are done but not the timer?
Killers aren't the power role and have never been the power role. Whichever side has the better players is the power role. Both sides are equal.
-
@GannTM said:
Well don’t complain about PGTW if killers can’t complain about Blast Mine.
Wait, did you just compare the strength of PGTW to Blastmine? Really? Just Really?
Take off those Killer-Colored-Glasses.
-
@Itslat3ncy said:
If you look on top of a gen there is a flashbang that you can see if the gen has a mine active.
Hex: Ruin counters blastmine, btw.
Also Perks don't need counters.
Also, it's a stupid perk anyway. A 3 second stun is nothing.
-
@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2376641#Comment_2376641
Again; if he was kicking gens; he was patrolling. Also 'put down / pick up survivors', which means he DID hit people, even if he slugged them.
Survivor-colored-glasses much? Everything is always the Killer's fault to Survivor mains.
Picking up survivors and dropping them until they escape and kicking gens is not progressing the game, that's holding it hostage.
-
@Tricksters_30thBlade said:
I'm talking mostly at the start of the game, you could chase a person for 30-50 seconds 1 gen pops because a survivor is using povethyself and a 2 toolkits. Around 10 seconds later comes the 2nd gen. An this is within the first 2 minuets of the game. If you don't see anything wrong you ill.
The problem is that the game is decided at the 3rd gen. If a single survivor is killed off before the 3rd gen, then the game is pretty much lost. Yeah, it aggravating that the gens go fast for killers, but it's also aggravating that survivors have to have done 3 gens before any of the survivors dies.
-
@Lord_Tony said:
it feels like killers have no pressure at end game.
Survivors can just casually 99 the gates and go about their business without much worry
timer needs to start when the gens are done not when a gate is open.
Now before you say "just open the gate" I'll tell you that's a bad idea.
You're just making it easier for them to escape. This is counter intuitive and provides no pressure. Also the chances of you being near a gate when the gen pops is low unless you camped a gate for whatever reason. By the time you run over to a gate to open it you spent about 20 seconds doing that instead of hunting survivors.
survivors have too much power when they can just 99 the gate, they don't need to enable the timer whenever they want
The Devs should also remove survivors arms and legs for you.
-
@Power_Guy said:
Christ, now Survivors will avoid doing gens and blame the Killer for not handing them the game?
Uhh..The Killer was patrolling gens, which is supposed to be how he finds Survivors.
If you weren't doing YOUR goal of doing gens, then I'd say it was your fault, not the Killer's. He does not have to walk away from the gens & give them to Survivors that are being cowards.
Did you not read what he said?
2 Survivors DCed
Killer only kicked gens. He did not chase or hook survivors.
That's holding the game hostage.
Wearing those Killer-Colored-Glasses much?
-
@Kirkylad said:
Or the team just do gens and punish them for camping. Camping killers only 4K if the survivors allow them to.
Tell that the Red Rank 1 killer that only camps.
-
@Ruma said:
I am done. I dont care for anyones fun anymore. Again i played completely nice, without tunneling or camping or whatever, not even in the endgame and i still get trashtalked and tbags at the exit gate.
Why should i care for your fun anymore if no one cares for mine ? Its not worth it playing nice for one person put of 40.
It sounds like you didn't have fun playing the game, because the only thing you remember is what happened at the end of the game.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2373204#Comment_2373204
That's fatigue, not blindness — they do completely different things. Yes, fatigue makes it hard to see, but my version of blindness doesn't do that. Fatigue causes a VFX on your screen, blindness makes anything outside of a certain range shrouded in darkness [can't see anything].
https://forum.deadbydaylight.com/en/discussion/comment/2373122#Comment_2373122
You do have a point with 16-meters being too powerful. I put 16-meters as a placeholder, just so players can visualize the idea and see how it would work in-game. I'm certain that either 24-meters or even 32-meters would be fine. However, it's to be expected that some killers will benefit more from blindness than others, this isn't new to any of us. This shouldn't be a problem as long as it doesn't get out of hand.
I greatly appreciate you being a nerd about the situation, I was also being a nerd... Calculating everything, doing the same thing as you did and noticed my placeholder number is OP. 🤓
Every version of reduced vision on every game I've ever played is miserable and it would be miserable for anyone that has to play with that. It's a horrible gaming mechanic that alienates players.
-
@DaddyFatSacks420 said:
Self-Care is the most used survivor perk in the game so people obviously love the way it sits now but it’s only beneficial to the one that gets healed, at the expense of the team (corner hider healers wasting time, or survivors who refuse to heal teammates because they don’t need anybody just Self-Care and the hatch.)
Self-Care perk description with proposed change: Unlocks the ability to heal yourself without needing a Med-Kit at 50 % of the normal healing speed. If you are outside of a range of 48 meters from the killer when completing a healing action, your aura is revealed to the killer for 3 seconds.
- When using a Med-Kit its Depletion rate is decreased by 10/15/20 %.
Self-Care would still work exactly the same within a certain radius to the killer. Survivors could still run in a corner nearby and hide just don’t waste even more time running all the way across to the opposite side of the map to heal up. A survivor would just have to be smart about when to heal without showing their aura to the killer. Survivors would have to weigh the risk/reward of using Self-Care. It would make it so survivors would be less likely to run to safe area on opposite side of the map anytime they take a hit. As a killer when you get a game going on for >30 min because whoever is left refuses to do generators and just wants to hide as far away as possible to heal with Self-Care any time they take a hit. This could give the killer the small amount of info that could help in keeping the game from dragging on forever...
This suggested change would only make it slightly detrimental in the situations where survivors are unnecessarily wasting time going all the way across the map to heal at half speed then come all the way back just to repeat any time they get injured.
You obviously don't play solo-queue, because in solo-queue, if you don't bring a med-kit or self-care, then you are running No-Mither for the rest of the match after a hit.
I don't think you want to nerf solo-queue further.
-
@Northener1907 said:
All killers are fine.
Wraith is fine, he does not need any change.
Pig and Myers are weak killers, they deserves buffs.
Spirit? Why noone talking for her? She is unhealthy and she deserves nerf. Before Spirit, noone deserves any nerf. Spirit is on top of list.
I think any killer that has infinity high map mobility is a problem, more so than Spirit. These include: Nurse, Wraith, Blight and Billy.
With map sizes being nerfed, killers with infinite high map mobility presents a big issue. They were already a major issue with large maps, now they're able to hook a survivor on one side of the map, use BBQ and be instantly in a chase with a second survivor on the opposite side of the map. As a survivor, you just don't have anyway to hide by the time one of those killers is upon you, using BBQ. And as you know, 1 survivor hooked and 1 in a chase means that only 1 is working a gen and the other is constantly unhooking survivors. If any survivor makes a mistake in that scenario, the game is over, while on the other side, the killer has plenty of wiggle room for mistake making.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2371955#Comment_2371955
It wouldn't be that bad, you just can't see what direction the killer is approaching from. This is similar to the Oblivious Status Effect, but with the exception you can't hear the killer's approach.
You do realize how annoying it would be for any game you play to suddenly look as if you are a Nurse right after she blinked. One of the reasons I absolutely hate Nurse challenges is because of how horribly annoying, from a game play perspective, the exhaustion status makes the screen.
Now image an average player having that happen to them for 30 seconds or so. Absolutely not, there would be a mass exodus of survivors like you have never seen before.
-
@Seiko300 said:
Pennywise, Candyman, Pinhead, Xenomorph, Predator, Jason, The Thing, Chucky, this is undoubtedly the big lineup of "Horror from the Decades".
And I know somebody might say "yeah they're cool, but if you put them in all at once then there won't be anything "huge" left from that time to look forward to, so better to stretch them out!"
Which is the idea I seek to address with this discussion.
I hear that, but let me remind: that we haven't seen one of these big Horror from the Decades chapters in a LONG time already. We're already well past the point of "stretching out" and we're well overdue to see another of these figures by now. Pyramid Head & Nemesis arguably don't count because they're video game characters, but even beyond that the first appearance of Pyramid Head was just after the start of the new Millennium, Silent Hill 2 released in 2001. Though it's true RE3 came out a year before the new millennium in 1999 (does that even really count), the version we see is obviously tailored to look basically identical to the one from Resident Evil 3 Remake released in 2020. Tracing further back, Stranger Things takes place in the 80s but it is undoubtedly a modern show, whose first season was released in 2016, and the show itself is ongoing, with season 4 expected around October this year 2021.
The last true chapter we saw that came from this reputable hall of fame of popular characters was Chapter 12's Ghostface. We're already going onto Chapter 21 now, which we could very well be an original chapter so that means the next licensed chapter might be chapter 22 or 23. Ten entire chapters between the last and what could only potentially be the next horror icon, chapter 12 was released June 18th of 2019 it's been a little over two years.
And again, the devs try to do some four chapters every year, two of them licensed and two of them original. Even if the devs did nothing but go down that list of characters, it'd still take 4 full years to get through them all. I don't mean to cast shadows of doubt- but will the game still even be supported in 4 years? Will you, reading this post- still be playing in 4 years?
(I mean maybe, I've already been here for 5 lolrip).It's time for Dead By Daylight to "return to form" and breathe new life back into these beloved characters. With renewed vigor and urgency.
Why is everyone forgetting Tallman from Phantasm!!!
It makes me so sad.
-
@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2372940#Comment_2372940
My recent experiences guided me away from those hexes, as they are too conditional and don't support the pace of camping. Those perks are better for slug builds as a slugger doesn't really have time to kick gens or put anyone on a hook
Typically proxy camping is the front facing default and offensive state. I'd only facecamp to defend against hook bombing and other back end issues, like hatch hunters etc.
Do you stream?
-
@Laluzi said:
Really? You're taking a stand against brown toolboxes when broken keys are still running rampant in my games? They give ten whole seconds of aura reading abilities and survivors have a chance to find one of these little bastards in any chest. Killers can't do anything about it; it's there now and even Franklins can't get rid of it for good. Broken keys? It's right in the name, this ######### is broken AF. Fix your game, developers.
I think if a survivor has a broken key and the killer has Franklins Demise, that instead of disappearing after 90 seconds, that it should duplicate itself every 90 seconds. 1 broken key becomes 2, 2 becomes 4, etc etc. The killer can get a broom out of the locker and try and sweep them out the exit but if he doesn't soon enough, the entire stage will fill with broken keys until the killer drowns in them.
-
@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2372913#Comment_2372913
assuming you didn't hook next to a gen, which is not probable most of the duration of the trial whereas NOED assumes that all five gens are done which makes hooking less probable.
What about Undying/Ruin. Not only does that slow gens, it also forces the survivors to hunt totems, slowing them even further. I guess you would have survivors only doing gens but the survivors still have to come and see if the survivor can be rescued.
Personally, I think proxy-camping is stronger than face camping, because you let the survivor get rescued, then immediately down them again and get another hook stage and possibly a hit on another survivor.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2372906#Comment_2372906
She does have counter play though, even more if you remove the stringer addons, the fact green addons allow her to adjust mistakes in the same power usage is an issue. But when healthy you have a fair amount to do that can throw her off, plus perks exist for a reason. Imo spirit has more counter than trapper, if theres a trap I avoid it and get hit or get trapped lol but hes a weak killer respectfully because of the setup etc. Not sure i agree on limiting all powers for travelling as it's a huge part of their kit
Well, I guess I should say her power gives no indication where she is going from the survivors perspective. That's where the no-counterplay argument comes from.
Because of how small some maps have become, infinite travel powers is oppressive. They were already a problem with big maps, but since most of the big maps have been made smaller, having the ability to infinity go from a hook to instantly in a chase with another survivor is just to oppressive. It also makes those killers more sought after than regular killers, because they're so much easier.
-
@xenotimebong said:
Sorry but the Twins were just designed to suck any possible survivor fun out of a match. Every aspect of their design was carefully selected to make them as torturous and anti-fun as humanly possible. It’s not you, there’s just no way to play this killer in a way that’s enjoyable for anyone else.
That's why I love the Twins. I want to suck the fun from survivors corpses with Victor.
Plus, there's that really funny youtube video of Quinton holding Victor. "I gotchu on Camera". I highly recommend watching it.
-
@Marigoria said:
brown toolboxes without addons might as well not exist imo. They're just clogging my bloodweb.
Shroud of Binding and Clear Reagent want a word with you.
-
@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2372874#Comment_2372874
I would not recommend noes at all, unless you prefer high stakes end game combat.
I'd recommend oppression, overcharge, eruption and a fourth perk of choice. I preferred using monitor and abuse as my fourth, as my weakness was TR/sneaking up on gens
Other 4th perk options may include dragon's grip, surge, or trail of torment. you may need something passive like lightborn/stridor/bamboozle to cover a weakness
All those perks require you leaving the hooked person to activate them, seems a bit counter-intuitive? Where as, if you run NOED, you can get the stragglers at the end?
-
@EntitySpawn said:
Yes standing still mind game is kinda stupid, yes green rarity and above addons are really strong but let's be honest most players arent trying to counter or play around her power... so if we limited spirit to yellow addons and already have the stridor nerf I honestly dont think she's that bad of a killer to verse, too often while playing spirit or versing spirit I see survivors just run forward, they hear the "whooshing" (her phasing) and just run making it an easy hit or they just dont bother trying and give up.
While I agree spirit is strong we need some strong killers, I'd accept changing green-iri addons to be a little weaker as they do boost her the most but she's honestly not that bad, she wins because people give up, she wins because people dont change their play style. When the ranking is a mess and players are versing a strong killer who can play them well its obviously gonna be a slaughter, no it's not just down to the spirit it's down to survivors as well.
People argue its alot of guessing/reads but that's actually alot of dbd gameplay especially for killer, a great example is a t&l the killer has a 50/50 guess if you're gonna vault.
She's stronger against injured players, so heal and abuse the fact you're healthy and she cant hear your pains.
I definitely think there are killers that are more problematic that Spirit. Basically any killer that has eternal map mobility, like Nurse, Blight, Wraith and Billy need a cooldown on the abilities that let them transverse from one side of a map to the other over and over again. It makes those killers way better than every other killer.
Spirit has a cooldown on her map transversal power but is problematic because of the no-counter play issue. I'd still rather face her than the other 4 above.
-
@PalletsAndHooks said:
Yap, title says it all. I used camping and other proxy-like tactics near-exclusively to ascend to rank 1. The salt was real.
Are you serious? I've been meaning to try proxy-camping/tunneling to see how far I can rank up, because I think it's possible to get to rank 1 relatively easily using these tactics, despite what everyone says. The only reason I haven't yet is because it seems really boring.
Also, which perks do you suggest? I assume NOED is one.
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2362817#Comment_2362817
Ah then gotta love survivors just being outside of chase on two sides costing killers a large amount of BP as if they leave its a free unhook if they don't with your system they lose 6K+ BP.
Can we please stop with these spiteful ideas. Killer's BP is irrelevant to the survivors and this wouldn't fix anything.
2 Survivors not doing gens and allowing you to immediately start a chase as a killer is definitely not a bad thing. A survivor is always going to try and unhook a survivor, whether you camp or not, and a killer wants to be in a chase as soon as possible. This scenario is not detrimental to the killer at all but does screw the survivors.
-
@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2363344#Comment_2363344
Old Wraith was an F tier killer.
He was definitely not an F tier. He was very add on reliant but he's not F tier.
-
@Lord_Tony said:
he feels like a 2016 killer now because the game has changed and evolved very much and trapper still plays like it's 2016.
this isn't the same game anymore, is he really viable?
Can only start with 1 trap and only carry 1 trap as basekit, lol. He's over reliant on needing the bag add-on when it should be basekit.
He needs a slight buff, where he gets to carry 2 traps at the beginning of the match instead of one, default kit. He doesn't need the travesty of a buff Trickster is getting or the one Wraith got.
-
@jamally093 said:
Why did Wraith get a rework he never needed one he was fine the way he was.
The blur thing wasn't even a problem it could have been see as a way to not make him so powerful ever kill has a counter.
Trapper you can see his traps and disarm them running doesn't show the prompt to disarm but that's what makes it good to face him be careful.
Old Wraith you could see where he was if you looked closely but he was still hard to see and he made a noise when cloaked so he wasn't overpowered.
Hillbilly he could charge at you hiding behind objects or lockers helped.
Nurse running to her or going behind big obstacles to help with blinks.
The list goes on every killer has a counter but not a big one to ruining the fun of the killer but not seem overpowered to survivors.
The one rework i've seen that was good with Hillbilly and Leatherface mainly Leather since he could constantly chainsaw but with Wraith he's overpowered and hard to face since the rework i've never eacaped him if i play as him every survivor has no chance of escaping.
I know you'll get a bunch of forum-killer hate for saying this but I do actually agree with you. Wraith is such a low skill killer that he didn't deserve a buff. He was a solid "C" tier killer and that is perfectly fine. Now he's an "S" tier killer that needs nerfs.
-
@Kaitsja said:
Not tunneling and playing nice are not mutually exclusive concepts. Not tunneling doesn't mean go stand on the other side of the map for 30 seconds. It just means giving the unhooked survivor a actual chance to leave the hook.
By all means punish mistakes, but don't justify tunneling by saying it's only logical to go for the already injured survivor. If you happen upon the unhooked survivor again after giving them a chance to leave the hook, slug them for extra pressure. Gets survivors off gens and you can get hits in on a healthy survivor.
If they want to bodyblock with BT, or they try to blind you, then by all means rehook them.
What I think is interesting is that the Killers that tunnel are actually horrible at the game. They actually aren't able to play a level that Killers who don't tunnel are. Not tunneling is magnitudes harder than tunneling, as a strategy. So, if you are seeing a Killer who is tunneling, just know that Killer is boosted by a crutch strategy.
-
Killer face-camping and Killer soft-camping/tunneling is definitely an issue to be fixed.
My suggest is to give an extra 1,000 bloodpoints every 10 seconds to a hooked survivor that has a killer standing within 32 meters of the hook and not in a chase and not in EGC. Also remove 1,000 bloodpoints from the Killer every 10 seconds.
-
@Evilhorst said:
https://forum.deadbydaylight.com/en/discussion/comment/2362552#Comment_2362552
What more of a proof does anybody need, that you are just some troll than digging into other peoples old comments, just to get a reaction?
I mean you are getting a reaction now, me pittying you. I am not even mad, just sad that for some people, trolling is the only social interaction, they get in life.
Your the one that said "ruin, bbq, pop goes the weasel, tinkerer, corrupt intervention" aren't as strong as Dead Hard. Killer perks are far stronger than survivor perks and your talking about meta killer perks and saying they're weaker than Dead Hard. You can't say something that disingenuous and not be called out on it. If you are going to make an argument for nerfing a perk, then at least make a truthful argument.
-
Definitely Nurse.
Someone that took that much time to learn Nurse is sweaty AF.
-
@THE_gAmer227 said:
I agree people overrate tf out of it… any perk that u need to focus a whole build around to get value out of doesn’t make it a meta perk. Definitely a good b maybe a tier perk but definitely not a meta perk by any means
Any perk that needs Iron Will, a Med-Kit and possibly a Healing Speed up Perk and Urban Evasion is a bad perk. Who is going to waste all those slots just to use a perk. Using the S, A, B, C, D tier it is a solid C. There are several D tier perks that are absolutely worthless and will never be used for anything. If you removed the absolutely worthless perks, then Lucky Break would be a D, because it requires so many other perks to use it successfully.
-
@SadLegion said:
https://forum.deadbydaylight.com/en/discussion/comment/2362506#Comment_2362506
Funny, today when i played this map it had Shack connected to a long wall jungle gym. Also on the other side of the map jungle gym connected to two safe pallet tiles from two sides. Ive never seen tiles this strong even on cowshed, also all tiles were pretty safe. Very balanced indeed
Jungle Gym RNG is different from map design.
-
@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/2311993#Comment_2311993
If it's so bad, then let me ask you something... Why people use it more than any other exhaustion perks? Also I'll say it once again, if the perk work or doesn't work, the servers are the problem, not the perk itself... As I said before the concept of this perk is unhealthy, since you can literally reset a good play of the killer that won a mindgame, extending a lot more the chase (don't forget that killers don't have time to do many mistakes, every second is important)
If Dead Hard is broken, then prove it. All you have to do to prove Dead Hard is broken is to compare the amount of chase time between all the exhaustion perks using the exact same loop path. Do about 5 loops paths for each exhaustion perk, do about 5 different looping paths. After you get all that information, you can present to the boards the evidence showing that Dead Hard is way out doing the other endurance perks for chase time. In fact, you can just use Lithe, Sprint Burst and Dead Hard for your comparisons so you have endurance perks that will be used everytime. (Balanced Landing and Head On are pretty situational).
-
@Evilhorst said:
https://forum.deadbydaylight.com/en/discussion/comment/2308245#Comment_2308245
not even close on beeing at the same power level as dead hard lol
That is one of the most disingenuous things I've ever heard. Did you not cringe a little when you said that? Trust me, everyone else did.
-
@TheBus4K said:
https://forum.deadbydaylight.com/en/discussion/comment/2361352#Comment_2361352
What difference does it make? Currently the killer queues are already infinite 😂
Killer queues are great in the SE region. They're much faster than survivor queues.
-
I thought it did too.
-
@FreakPrince said:
If you're a potato, yes.
It's one of the most balanced maps in the game along with Coal Tower.
I honestly think Hawkin's Lab, Wrecker's Yard and Coal Tower are way to small for low level and mid level play and should be excluding from those two groups. Maybe only allow them into rotation at Red ranks.
-
@Momentosis said:
Against good survivors it's a bad strategy.
Tunnelling is good when the survivors are bad or there's one bad survivor with 3 good survivors. You tunnel out the bad one and leave the 3 good ones at a disadvantage.
Now if all 4 are good, whoever you are tunnelling is gonna loop you too efficiently, you might not even be able to get them on death hook by the time the survs get all gens done.
But as we know, most survivor players are complete ######### at the game.
It's not a bad strategy at all. Soft camp, wait for an inevitable save by a survivor, count to 15, then down the hooked survivor again. It's pretty much a guaranteed win.
Now if you don't want to be a douche and have more fun, you don't soft camp/tunnel.
-
@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2360280#Comment_2360280
Iron will was literally just changed to counter Stridor. It was the entire purpose of the change. WDYM.
No it wasn't. It was changed to nerf Spirit. If Spirit didn't exist, Stridor would never have been nerfed.
-
@TheBus4K said:
https://forum.deadbydaylight.com/en/discussion/comment/2359915#Comment_2359915
And here we have a gentleman who loves statistics.
The killrate indicates nothing. At low ranks, any killer is good and kills anyone, at medium-high ranks not.
SWF or SoloQ, anyone can infinitely loop an M1 killer, until they run out of pallets (or Bloodlust stacks).
The only way an M1 killer can hit a decent survivor is by stacking Bloodlust, waiting for a survivor error, or for the survivor to enter a dead zone.
The kill-rate indicates that killers on average are killing survivors at around 60%. And at mid ranks, its around 60% to 70%, which is actually higher since there's a lot of survivors escaping through hatches which artificially lowers the kill rate of killers.
-
@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2358109#Comment_2358109
So many survivor perks counter killer perks, but the second a survivor perk doesn't have a counter..."perks aren't designed to have counters".
Seems legit.
Except many of them are, and by design.
Sit down.
Don't be obtuse and disingenuous. Most survivor perks aren't made to counter another perk. They may counter abilities that may also counter a perk but it's very rare that one perk is made specifically to counter another perk.
-
@Weasdat said:
https://forum.deadbydaylight.com/en/discussion/comment/2358652#Comment_2358652
"Perks don't need counters"
Then why does iron need to counter stridor?
Iron Will doesn't need to counter Stridor but the developers are nerfing Spirit by nerfing a perk only she uses with consistency.
-
@FancyMrB said:
For me it was Urban Evasion. I was convinced I could not play without it.
I finally broke free tho and learned to play without it this year! Don't laugh... it was a big step for me ^^
I'm not saying its a bad perk, it was just that one perk I couldn't play without. I knew I could play better if pushed myself and tried other perks.
Do you have (or had) a perk like that?
Sprint Burst.
I often regret not running it because of how bad tunneling is. It's the best perk to prevent tunneling.
-
@CornHub said:
What's a good build to combat tunneling? Actually answers, no sarcasm please.
I love that no one has mentioned the best anti-tunneling perk...
Sprint Burst
It will give you a ton of distance from a hook so soft-camping doesn't work as well. I can't tell you how much more I get tunneled when I don't use Sprint Burst.