OniKobayashi
OniKobayashi
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- OniKobayashi
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DS is a DLC perk that needs to be unlocked through Laurie. Then you have to go through bloodwebs until you unlock it.
Also, this thread needs to be deleted and you need to redo it with a better title.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1321797#Comment_1321797
Wouldnt 2 kills be more equivalent to what youre talking about?
That would be acceptable. But it would mean a Killer could camp two hooks and get a draw. That would be the equivalent as that one Survivor who did bare minimal for their team (partial gen completion, no totems, no saves, hides most of the game) getting a draw score.
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Torment literally does bare minimal to the Survivors, and the only benefit it gives Pyramid Head is a choice between hooking by hand or hooking at a distance.
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Another whine thread about a perk that can be countered before it even activates. Toss this on the pile with "camping Killers" threads. I still don't know why it's hard to just break totems before the last gen is done. If you're on a team, tell them to wait until all totems are broken. If you're going solo, then search for totems before even touching a gen. If your team is competent they will do the gens while you look for totems. This minor problem can easily be dealt with without crying that a mediocre perk needs to be deleted.
Depipping because of NOED is an emblem system issue not a perk issue. Rank 1 is meant to be harsh on both ends to keep good players where they should be skill wise. And I use the term "skill" loosely when talking about Survivor's side of the emblems.
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As long as Killers get a safety pip for killing one Survivor. Do minimal and get a draw score should be the same for both sides.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1312248#Comment_1312248
Its boring to get the exact same perk on the exact same killer every single match, yes. I mean, imagine every single survivor using DS. Not just 1 in a team, not once one game and twice the other game, LITERALLY every single survivor every single game. That's boring. You'd have to slug everyone if 1 minute hasnt gone past or eat 20 seconds of stun every single match. It would be boring AF.
I can imagine that because I've encountered a team that had all DS, BT, DH, and Unbreakable/Adrenaline equipped. They use those perks because in that situation those perks work well. It's not about fun, it's about viablility. Perks that aren't viable aren't fun. Perks that get minimal use every match aren't fun. Playing a character with perks that match your best playstyle with that particular character is fun and viable.
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@Akito said:
https://forum.deadbydaylight.com/en/discussion/comment/1312648#Comment_1312648
But you know that the new enduring is faster thsn the old right? They just changed the math. The old msths for the new enduring were actually 100%.
But it doesn't counter DS or Head On. The numbers don't matter to me if it doesn't counter all stuns.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1312547#Comment_1312547
Actually the difference will be MORE massive because this is yet another example of someone throwing the bottles wrong.
Clown only wants direct hits in confined spaces. This player should have been getting bottles to explode AHEAD of the survivor. Survivors running through fully expanded gas clouds slow down significantly longer.
I was thinking the same thing. Had he thrown it over Meg she would have been slowed longer while she ran through it. That would have shaved a few seconds off of the chase.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1312547#Comment_1312547
Actually the difference will be MORE massive because this is yet another example of someone throwing the bottles wrong.
Clown only wants direct hits in confined spaces. This player should have been getting bottles to explode AHEAD of the survivor. Survivors running through fully expanded gas clouds slow down significantly longer.
That's what I was thinking. He should have thrown it over Meg thus slowing her down longer while she ran through and out of the gas. It would have made the chases a few seconds shorter. Regardless it's still a nice update.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/156727/what-are-some-changes-youd-like-to-see-in-dbd
I'd like to see voice chat implemented for solos, then buff killer to be competitive. Don't tell me about the multi language barrier, see deceit, which asks you what language you speak and then puts you with others that speak the same.
Do you mean like F13's voice chat where the Killer can hear the Survivors and vice versa?
The emblem system definately needs to be looked at. All I get at rank 1 is Brutal unless I kill everyone. Even when I hold the gens for several minutes, cut people like crazy, spend 90% of the match in a chase, I still get Brutal unless I wipe. And we all know there needs to be a reward for getting to rank 1. Maybe 100 Auric Cells per month for getting to rank 1 for both Killer and Survivor?
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Killer doesn't have to rely on others to complete their objective, Killer can't be sandbagged by others, Killer gets paid more, Killers don't need friends, and Killer is more challenging. And I have a slight blood lust that needs to be sated sometimes.
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Enduring: Reduced Pallet stuns by 100%, other stuns by 50%. (Not compromising on this. Old Enduring was better.)
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If it works well for that Killer, then it's boring? It's also boring running perks that don't get any usage during the entire match, which in turn means they go back to using what works best for them.
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@VectorRises said:
@OniKobayashi if this is something you already felt with another post then don’t post.
If people keep repeating the same subjects, I can keep repeating my dismissals.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1305533#Comment_1305533
Why would that excite you? You get a kick out of the disappointment of others?
Yes, actually. Especially when they spew venom like they have been with all these threads.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1305554#Comment_1305554
You would honestly be disappointed to see Jason arrive in this chapter?
Yes. I would. One of the more iconic characters getting screwed over by BHVR's wonderful idea of "balanced" and/or seeing them getting dragged into some legal dispute like Gun Media would be very disappointing.
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Oh look. Another post about something that is already been dealt with as much as it could be. Yawn.
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I think the fact that it caused so much heartbreak is why I love this reveal so much. In contrast, I honestly would have been disappointed if it was something we (by we I mean everyone but me) wanted. Assuming they don't nerf the Cages and how they affect hook perks, I think I'll play the crap out of Pyramid just to spite people. The only time I ever felt disappointed was with Demogorgon and Ghost Face, but that was before I watched Stranger Things or played Ghost Face. And now I love Ghost and like Stranger Things more than Demogorgon.
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The fact that it isn't Pennywise, Xeno, Candyman, or Jason is the reason why I'm excited. Even more so now that there is a Killer with a base power that defeats hook perks.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1294912#Comment_1294912
He was super bugged for a while.
What was the bug? Was it his stalk?
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My Doctor build is purely anti-gen and works decently assuming my main perk isn't broken. Even then, he can still get beaten in a gen rush if Survivors are capable of running tiles well. Doctor can't do much for loops with his power. Survivors who can so skill checks can beat him, running Calm Spirit makes him easier to beat, and looping efficiently beats him. Doctor is nowhere near needing a nerf.
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I honestly like pallets more than snares, but their alert effect is really nice. Maybe if they just gave Freddy pallets as his main active power, and snares are just used for detecting Survivors? Clown should definately be the main anti-loop and slowdown Killer. But even this wouldn't make Clown much more popular because his power is just dull to most people. Only reason I consider Clown one of my mains is because I like him as a character and like his power in how it works. Freddy is superior, but I just like playing Clown more.
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Where'd he go? I didn't realize Myers dropped at all in popularity.
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The problem I have with mains, especially Survivor mains, are that they tend to be extremely one sided with their ideas. They forget that any perk idea, as cool as it would be, has the potential to be magnified 4x in a single game on top of a 4-man team who can stomp a Killer who isn't can't adapt to the situation or doesn't have a mean of countering their strategy. Same thing with Killers mains. Like BAD Killer mains who have never touched Survivor or know how Survivor plays in general and come up with utterly ridiculous ideas like perks and perk changes, etc that would render Survivor practically unplayable even against good 4-man teams. I'm a Killer main as well, but I do play Survivor in the red ranks for the tome challenges, and I have disagreed with other Killer mains' ideas. Unfortunately, I don't like most ideas that get posted because of various reasons.
There are nasty people on both sides that come crawling out of the crawl space when it comes to buffs and nerfs, and majority of the community will shove them aside as they should. I would like to think that 51% or above of the total community is civil and are capable of discussing things without aggression.
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@Lx_malice said:
https://forum.deadbydaylight.com/en/discussion/comment/1284513#Comment_1284513
https://forum.deadbydaylight.com/en/discussion/comment/1284789#Comment_1284789
Yea the numbers would probably need some tweaks to prevent that from being too strong or maybe he could only charge a set amount of bottles throughout the match but it was Confirmed clown is being changed so let's see what they do to him.
I really hope it's just a significant buff to his power and not a complete rework. I'd hate to have to learn him all over again and have to deal with a more complex playstyle than area denial anti-loop.
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@nancybestgirl said:
https://forum.deadbydaylight.com/en/discussion/comment/1283446#Comment_1283446
Isn't one of your objective trying to be as effective with pallets? why should survivor be punished for using their resources?
Let's punish freddy for being efficient too, then? (using your logic)
If you drop pallet early freddy gets more pallets slot replacement, what could go wrong? and with the lot of dead zones we have now you should BE GREEDY with pallets cause if you just drop them left and right than you're killing you're team.
And let's not even talk about bloodlust snares freddy
Because someone already used that resource, and now Freddy can use it to trick Survivors into using it and giving him a hit. But Freddy's pallets are only visible and useable if the person he is chasing is asleep. Freddy can't place a pallet somewhere if there is already a real one there, but he can put one somewhere that didn't spawn a pallet, but has a slot for it.
I don't even understand what this section is about.
If Freddy is bloodlusting, then he's clearly not doing too well in that chase, which clearly contradicts your statement about him being OP. Snares are not really that strong unless there are several in place during that chase that he can use to catch up.
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Just because you see them, doesn't mean they'll be there when you show up.
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To be honest, I've been playing Civ 6 and haven't played very much. It came out on PS4, and games take a really long time to finish. I think I'm only two slots in on Rift 2.
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This takes me back to a time when I had imagination and motivation.
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I consider it the be the worst when someone who is asleep tries to BT save in front of Freddy.
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I got Torment Creek three times in one night, then Disturbed Ward 3 times in a row. Wonderful RNG.
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@Lx_malice said:
https://forum.deadbydaylight.com/en/discussion/comment/1278148#Comment_1278148
Yep he would walk to an area and activate it and the area would be covered in the gas to prevent survivors from going there. The idea is to create map pressure in a way that doesn't involve teleporting or moving across the map super fast which is what all of the other high tier killers have and denying an area from the survivors does a good job at this.
Hmm...So if he 3 gens, then the gas would prevent at least one gen from being touched while you walk back and forth between the other two.
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I'm pretty sure NOED itself doesn't allow for pips in the red ranks. Getting a 4k after a 10 minute or so long game solely because you managed to one hook everyone at the very end doesn't equal a pip. Your Gatekeeper, Chaser, and Malicious will be too low for a pip. Not only that, but Chaser drains your points in the time it takes to turn around and decide where you're going next. If they pip, then they clearly did more than you perceive they did or your team is as boosted as you claim the Killer is.
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/1271602#Comment_1271602
They can still vault/drop pallets so why?
Pallets are legit his main weakness if going up against a competent team. Drop a pallet, force a break, run to the next pallet, repeat until your team has done the gens or Clown gets you before you can get to another pallet.
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@LALYTHIA said:
Hard pass. I've had two Clowns finger addon/mori tunnel me this week alone. He seems to be doing just fine.
Getting salty Clowns who run Pinkie and Mori has nothing to do with how viable he is. That's just bad luck. Pinkie Finger is one of the add-ons I don't like to use because it goes against how you're supposed to use the bottles.
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I managed to reach rank 1, and I had to deal with red ranks at the green ranks. I had to use Oni for most of it, then I decided to not care about gen protection and ran NOED on Clown, Ruin on Doctor, and anti-heal Ghost Face and played around BT with his power to deny safe unhooks. You need to find a Killer and build that works best with your style of play. I made it to rank 1 with Clown before the emblem and Ruin changes, and I made it to rank 1 again. You can do it eventually.
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@Lx_malice said:
https://forum.deadbydaylight.com/en/discussion/comment/1276923#Comment_1276923
Not around him but around an area where he decides to activate the ability. Ideally around a generator or maybe in other cases a really strong loop to basically lockout that area for survivors.
Ah. That makes more sense. And it's just straight down, right? He can't throw the special bottle?
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@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1276926#Comment_1276926
It was a ritual I had. Otherwise I don't play him
I enjoy playing him with the Sloppy Butcher build, which obviously doesn't require that I stalk them. But yeah, I only stalk when I am down to two Survivors and plenty of gens or if I have a ritual.
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People actually stalk with him? I just go for stealth hits.
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So they'd go down just for being round him? 45 seconds of Super Whispers that is either go down or reveal your position. That would be a drastic buff that would make him definately above other Killers. The ability would have to be drastically reduced in duration for it to be anywhere near balanced. Or at most adjust how it affects Survivors based on what's in between them and the Clown.
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Old Enduring.
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Isn't the stun time already 5 seconds? So it'd do nothing if you shorten the time further. What we need instead is old Enduring back, and have it shave off all stuns.
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4ks give me more Blood Points.
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Taking a step back and looking at the whole picture, you'd realize DS isn't a difficult perk to work around. It is, however, entirely up to the Killer to eat it or don't eat it. Competent Killers can eat a DS and still get momentum back from it, while bad Killers were doomed from the start. The only pain DS brings me is when its used strategically by SWFs who know when to use it best.
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Freddy's power is dynamic, but he's like Clown. Simply to play, simply to learn, simple to use. If you find him fun, then you actually just like Freddy as a character and not because his power is unique enough to be fun. Same with Clown.
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@supersonic853 said:
Bubba just needs a rework and freddy needs to not counter bt so the survivors can actually do something against the 2 best facecampers.
You can use BT against Freddy. You just have to be awake before unhooking. BT is a Terror Radius based perk, and if you're Oblivious, you're not going to get BT when you unhook someone. The only thing I can think of that would counter this is if they changed BT to give the user Deep Wounds in case the saver doesn't have it or can't use it. But that would be stupid against anyone who isn't using stealth like Ghost Face or Wraith, or Insidious. BT would just be another second chance perk like DS that everyone would run.