PaintedDeath
PaintedDeath
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- PaintedDeath
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What about dualed with Dead Hard, because essentially, what is happening is you are trading for an activatable Dead Hard for a guaranteed Dead Hard, ala if what you did was bring Dead Hard you'd be able to Dead Hard at anytime, but for Mettle of Man you need to actually unlock a guarateed Dead Hard that happens outside of your control. So, you'd be able to run around with a Dead Hard essentially wired in, but only based upon your ability to reliably Dead Hard when they attack, or you could unlock a guaranteed Dead Hard (Endurance effect able to soak up an attack) with Mettle of Man.
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@ClumsyTrapper said:
I think it might be a buff I was thinking with OtR and DS you could pick and choose you protection hits or go for something like taking two hits off the hook no heal ds to get up then have MoM active. Gives DS a purpose again
That's a super cool suggestion, but also a ######### dedicated one.
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@Huge_Bush said:
Seeing as there is plenty of complaining, arguing, sarcasm and just general angst, I figure that we can try to be a bit more constructive and spitball ideas in hopes of improving the game. Please don't ask for nerfs for killers, this is just for giving solo some better quality of life.
- DS should be base-kit, go back to a 5 second stun and proc after both unhooks.
- Visual indicators of what perks teammates have. For example, I would like to run head on to help teammates during a chase. The problem is they have no way to know what I have planned and would think I'm just hiding. Perks should allow teammates to know whats up. So for head on, upon entering a locker, the doors will highlight or glow white to indicate that it's active, allowing players to have some better coordination that swfs have. Borrowed Time could let the perk holder have a blue aura as they get in range of the hook so everyone knows to let them do the unhook. These visual "buffs" would only be visible to survivors and killers should not be able to see them. I know it would be a lot of work, but the devs should really go over all the perks and see which ones would work best with indicators.
- Action icons. They said they were working on them and in typical Behaviour fashion, they put it on the back burner. This is ridiculous. While solo will never be on par with swf, they should get access to as much information that swf has. People will argue that buffing solo will buff swf, but this would do nothing with swf since they're already on coms and make call outs. Solo players are just as important as the other players and this habit of letting players suffer imbalances for extended periods of time needs to stop (remember how long it took them to nerf keys after they butchered moris (though they needed to be)).
- Cleansing totems and opening chest speeds should be reduced by 30 percent. Seeing as how the main objectives are longer and killers have ways to slow them down even more, one can argue that the side objectives don't need to be as long as they are. I would think that killers would rather have survivors off of gens for a short time cleansing some bones or looking for a broken key instead of have them power through gens. This would encourage them to do so.
- While I would like this to be a thing, it may be too strong, but I'd like some form of Kindred to be basekit. They can water it down like they did with the basekit BT and make it last 10 seconds or just stop showing the killers aura after 5 seconds.
- Harsher DC penalties. One of the most frustrating things for me is when I'm about 80% done with my first gen and all of a sudden a teammate DC's the moment they get downed. It's basically a loss after that because the game gets much easier for the killer. Some would argue that they shouldn't be forced to play a game they're not having fun with, and I would agree, which is why they should go play something other than DBD if they can't handle loss. It should be an hour ban after the first two or three DCs. The game should track all the serial dcers and just have match making start grouping them up all together.
- Basekit map marker. The glass bead add-on is a slept on tool that many people don't know exists. I've started using it to attract survivors to central gens in hopes of preventing a three-gen in endgame. While I found it funny when teammates would come and stare at it, twerk while standing in it, or point at it, I found it sad that they didn't know what it was. Good thing was they all eventually got the hint and started working on the gens I set it next to.
- Delete RpD.
- Nuke Poo Poo Bird Lady. Replace her with this
Base kit DS available on both pick ups and I stop playing Killer entirely. I dont need that kind of negativity in my life.
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Well, it just brings the power of sabo up. No Scourge Hook, no problem.
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Well, I say we give it a chance, maybe it will end up being a good end game hook rescue perk. Have your MoM loaded up and ready to go fully healed, dive in, take a hit to injured, unhook with BT, run away with Endurance. Maybe?
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I think the Thana rework is good. Enty of killers can keep survivors injured, I run Blood Echo and Thana on my Deathslinger, and other "hit and run" Killer's like Sadako can make use of it still.
I agree with you though on the Merciless Storm combo, I dont think it was that bad a combo.
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@Crowman said:
Killer instinct only exists on killer powers with the exception of Spirit having an addon that gives her power killer instinct. Personally I don't think Spirit should have that addon, but that's a different issue. Killer instinct is fine being uncounterable, because it's tied directly to a power.
Aura reading is not tied to any killer power and is granted by addons or perks. So it's fine if there are perks that counter auras.
This is a good point.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3106528#Comment_3106528
The source is linked at the bottom.
Oh sorry
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Where was this quote?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3106377#Comment_3106377
You mean D tier, like they always were? That truly is a very strong Killer
I'll take your opinion into consideration.
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@ThatOneDemoPlayer said:
Are you honestly complaining about Killer Instinct?
Since when is Legion a "really strong"? They're just an M1 Killer with an ok 1v4 and little-to-no 1v1
Legion has been really strong since the patch.
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@jesterkind said:
Did people really run that perk often before, though?
I can only speak anecdotally, but in both my killer and survivor games pre-patch it only very rarely made an appearance- nowhere near as often as BBQ did. If survivors aren't saving their teammates from the hook now, I don't think WGLF is really affecting that decision either way.
(Though I am of course in favour of more BP gains, I just don't think you should feel forced to run one specific perk for BP gains)
Whenever I introduced new players to the game I would always tell them to max David first so they can pick it up on all their other characters, strictly for the BP gain.
Now I just tell people to play whoever they want, tier 3 perks aren't all you can run, and if you want to use a particular perk, play the character who it belongs to
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Killers aren't OP now, the game is just balanced.
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@Bubble0seven said:
https://forum.deadbydaylight.com/en/discussion/comment/3104469#Comment_3104469
You obviously do not play many PVP Games such as APEX or COD or the like if you believe that people should play "Nice" just to accomodate one side.....Wonder how many survivors think about if what they are doing is fun for the killer? Do you go into a match and think "Oh what can i do to make it fun for the killer oh hang about let me let him hook me easily, I won't gen rush or use the brand new part or continually blind him after every pallet till his eyes melt.."
This garbage of people dictating how one side or the other should play the game the way they think they should needs to stop really....If you gen rush me, blind me till my eyes melt and do what it takes to escape the game and win GG to you that is how you play the game. You do not sit in a forum crying about how killers do not play how you think they should.
Sure me personally i do not tunnel nor camp but i also play how the survivors i am going against play against me if they are sweaty as hell i will give them just as much sweat back, if they wish to try to bully or be dicks i will tunnel, camp and slug them i honestly do not care it is a game after all and you get what you give...
You sir are an entitled survivor main
Yup.
When I'm playing Survivor and the killer is doing some straight up oppressive stuff that is just KILLING us, I go "Damn, good job bro" and I start considering how I'm supposed to counter that. I dont ######### start whining because I'm entitled to my escape. I'm entitled to getting hunted down and dying on a hook, myself and anyone who wants to join me needs to figure out how to counter what he's doing. If you can't, adjust your build and try again. That's why I constantly am trying to suggest to Survivors having problems to try and run "general" builds, so you can potentially deal with anything the Killer is throwing at you, with Off The Record IMO being the absolute gold standard
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Actually I just realized it doesn't counter Bitter Murmur because that shows your aura, so yea maybe adding anti-aura along with the hidden scratch marks would be good.
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Well it counters Bitter Murmur and allows you to finish a Gen and bounce. It isn't so great for having it activate randomly when someone else finishes the Gen.
They could maybe add a Gen repair speed to it.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3104365#Comment_3104365
By realizing that in order to increase your MMR you don't have to escape. Just do good in the other 3 areas of the game and you still "win" IMO a pip is a win so even if i don't escape if i pip, that means i did well for my team regardless of what the rest of my team did.
Yup
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@versacefeng said:
What the hell is this take?
If you have to ask, you'll never know.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104364#Comment_3104364
*Looks at your post history* mhm sure you do.
Lol, please, tell me more about the way I play.
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Play soloq exclusively and he is 100% correct
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Should have enjoyed it while it lasted.
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I also soloq survivor mostly and have no issues.
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I'll say that the occurrence of people just out right quitting because they are throwing a fit is getting to ridiculous levels. Can't even play Killer anymore because of all the toddlers.
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Yup
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3104047#Comment_3104047
Kinda missing the point that the grind got worse in an update purportedly meant to reduce it. "Eventually" can be a very long time. I finally unlocked my last missing character at 3k hours. Technically, yes, everything will eventually unlock, but will it unlock in a timeframe your average player is willing to sink in, or will they give up due to lack of progress?
There's also an issue with addon/item sustainability - say you want to bring a medkit every game, or a certain set of addons. With how little bloodpoints each match is giving, you're getting less than you're spending, and will eventually run out. Previously... at least with killer, you were able to constantly refund yellow/green addons.
You should not expect to be able to bring a medkit with the add-ons you want every game. What is with this mentality that you should be getting everything you want, at all times?
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Well you don't need to P3 them to get your perks. Just do the first prestige and play the character you want. I've prestige numerous characters since the patch and have had no problems.
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@RakimSockem said:
- This is a great build however, people shouldn't have to run a specific build to escape or "win"
- I do appreciate your addition of saboteur because it's my favorite perk in the game and I use it on every build
- I personally have more fun messing around than playing gen jockey which is why my current build that I've been messing with is: Saboteur, For the People, Quick and Quiet, and Head On) <3
Right, this isn't for everyone, it's for people having a hard time. Once you become better at the game, and better at sort of reading everything that's going on around you, you can start removing perks. You can remove the bond, you can remove the sabo. This build is for 2 things, 1 it allows you to survive, and 2 the sabo gives you something to do to help your team, while giving you lots of information.
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I rarely run exhaustion perks and I can run the Killer just fine.
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Grind is fine. Just play the character you want to play and put your points into them. Everything will eventually unlock.
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Yea so I recommend aura reading perks, specifically Floods of Rage and BBQ. Use BBQ to find someone after hook and teleport to them, and then use Floods of Rage in chase. You can probably put another scourge hook perk on for slowdown and then, maybe fire up or something for chase also.
What you need to learn to do is manipulate the lullaby and use her stealth. So the lullaby is unfortunately directional, but that's okay because we are gonna use it to ######### with their minds. Move around behind cover, moving in and out of range of the lullaby affecting them. Then once you've decided to dive at them, go fast. Manifest on top of them and then hit them. Don't manifest behind a wall and then co.e around it unless you know a hit is guaranteed, otherwise ALWAYS manifest directly on top of them.
Her hands will phase along with her actual phase, do you can duck behind cover while she's visible and then jump between LoS blockers and cover between the phases.
Also, people think about condemn and the teleports wrong. If they are shutting off your TVs, then they have a tape. If they have a tape, shut the TVs off yourself. If there isn't a TV for them to turn their tape into, then they are building condemn. If they get full you can kill them outright. Let their hubris be their downfall. Here is a video of a dude winning a tournament with 4 condemn kills.
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Yup. It's ######### ridiculous. I'm just trying to play the damn game dude, damn sorry you were the first one I found and hooked. Sorry my job is to do that.
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@Sparks741420 said:
It sounds like a bunch of killer mains defending the new update as of right now. Being the killer is supposed to be challenging because its 4v1.. That being said being face camped or tunneled isn't very "fun" but tends to be a common strat.. and as many of you have mentioned it's common to getting a 4k. I think everyone can agree the hatch being held hostage by a slugged survivor is 100% in favor of the killer so the argument that hatch is survivor sided is moot. And it's not wrong to play respectfully.. after the most recent patch thou i've seen almost zero pity hatches and killers slapping survivors who "set the item down" as an offering.. I feel like this update has really taken the "respect" out of the game.. The fact that MMR has basically been shut off is also a major factor that most people aren't considering.. Killers who can't even lunge properly are supposed to lose because its a basic function as killer and should be known how to do. Lately i've seen many killers with a single yellow perk holding their own against red rank SWF's because the base kit for killers is really that OP. I'm not saying that playing killer is or wasn't difficult but it is wrong to expect them to play near perfect in order to get a 4k against high MMR survivors? I really think that's the major issue.. Every killer feels like they "lost" with just a 2k or 1k and everyone 2nd state.. and in all honesty the killers get fantastic scores even when they 2nd everyone and the survivors escape.. It's that sense of "I won" that isnt there when they get DS'd at an exit gate even if they literally outscore everyone... If you ask me I think a killer should have to play a near perfect game to beat a high MMR group of survivors and its not asking too much.. The trophies and high value "rewards" of a 4k should be a difficult thing to obtain otherwise what good is the claim to being a "good killer" if all you do is resort to dirty strats and poor sportsmanship? It's 4v1 You should always expect a challenge and it's not a reach to say that a near perfect game should be part of that.
Lol, "But I set my item down!" They scream as I carry them to the hook.
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Killers do have to play near perfect games to get 4k. A 4k is 4 Iri emblems. Getting 2 iri's and 2 golds isn't a 4k, and it's pretty common.
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I've been getting mileage out of Boon: Shadow Step and Boon: Dark Theory.
You can also try and use Dark Theory and Exponential. Exponential can help with slugging, you can also combine it with Soul Guard to get up right in the killers face.
Lucky Break + Overcome + Quick and Quiet works great also. Throw a Off The Record on and you can get some endurance, anti-aura reading and 100% Iron Will.
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@JoByDaylight said:
Try pull this off at the right spot:
Deception, Quick and quiet, Lithe, Dace with me.
The Killer will look for you for hours haha.
You can also switch out that Deception for Lightweight, so even when your scratches do start showing up, they don't stay very long.
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@drsoontm said:
Executioner, a cheating parasite took the place of one of the survivors
Demo, obviously one with some personal issues (kept hitting the last hook, and managed to miss some), camped like a champ, two hook-suicides, 4k
Spirit, average, good team, 2k
Birdie, proxy-camp, the team wasn't too good, 3k
Dredge, pretty weak, good team, 0k
Legion, but two worms had found their way in the match and promptly killed themselves at 5 gens. 4k (The killer sang their praises for giving him such an easy time)
Dredge, at least two drooling idiots in the team (healing? nah, let's just lock every single locker and do gens ...) take a guess how it went.
Executioner, average killer and team, but Ruin and Pentimento did a lot of damage. 3k
Four bad games (the cheater doesn't count), three good. Two killers only played in a very annoying way.
It's still about 50% good matches.
I'm guessing I'm lucky?
Bro, don't you know they nerfed Hex: Ruin into the ground and it isn't viable at all anymore? /s
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@LapisInfernalis said:
Your idea of Freddy needing to pull survivors in the dream was his original concept. And it was changed because Freddy couldn't defend anything: no hooks, no totems, no gens.....
So: no. Not again. I agree on him being boring though.
The teleport is too restricted, since survivors could basically spin their cam quickly to prevent your teleport.
The wake up machanic sounds interesting, but the thought of another player being able to teleport you across the map because they found your hust sounds complicated to say the least (unless I misunderstood how it works). It could be abused by swf and trolls alike. If it doesn't teleport you it sounds fine though. You should be able to see other people's husk though.
This is an idea I had half a year ago. Some stuff is not up-to date anymore or was used for another killer (Sadakō) but it should be more interesting as well.
Yea there are definitely questionable things about my recommendation, and the inability to stop survivors from doing things is definitely something I hadn't considered.
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Sounds hard, though I don't have a ton of experience with The Twins to advise on it.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3096656#Comment_3096656
"It should always be this easy to win" - Why? If it's too easy to win, than you have your balance wrong or lack tools to prevent cheap wins. Winning should be hard earned. If you want easy wins, play single player games on easy mode. Multiplayer should give equal chance to all players.
I have been maining survivor since patch, I'm not looking for easy mode nor do I even expect a chance to escape.
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I switched from being basically a killer main, to a survivor main post-patch.
Guess I appreciate the challenge.
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Think I've ran into 1 nurse.
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It should always be this easy to win using this strategy. Sucks for survivors, plain and simple, but its up to the survivors in the match currently to decide what to do about it. If they can't win, they can't win.
It SHOULD be about pulling victory from the jaws of defeat. You shouldn't expect to, but when it happens boy oh boy is it satisfying.
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So /s signifies that what someone is typing is sarcasm. I am the soloq in this situation.
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@spiritsLeftball said:
https://forum.deadbydaylight.com/en/discussion/337633/boon-exponential
Did your cat pretending to be a human type this?
on a serious note I ply mostly as survivor now a days. If I play 7hrs throughout the day, I only get properly slugged maybe twice. Not enough time to warrant the perk slot.
That's good, and you should change your loadout to mirror that. However, slugging is something that happens, and people cry about it all over the place anytime it happens to them. Some killers benefit immensely from slugging, Dying Light literally wants you to slug. Therefore, in the grand scheme of things, a perk to defend against slugging is a good perk to bring along just in case. I just want people to start thinking outside of the box, there are more options to deal with situations than what everyone runs, and in a LOT of ways, those options are better. Exponential gives you 100% increased recovery and the ability to get yourself. It takes like 30 seconds to full recover to 95%, at 100% increased rate you are looking at 15 seconds, AND you get yourself up. If you were to take Tenacity, and were downed slightly outside of the boons range, you could crawl fast AF toward the aura, recovering while doing it, and then getting yourself up in seconds while in the aura. If you take freaking Soul Guard with you, you get End after picking yourself up, so you can literally do it right in their face as they come to get you. It's a pretty strong load out, the problem being that its incredibly focused in ONLY countering slugging.
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Bring Unbreakable, or even Boon: Exponential. Problem solved.
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Think I've ran into 1 nurse.
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@EntitySpawn said:
No it's not because I'm bad and nor is it because the games imbalanced. I simply run second chance perks because it fixes core issues with DBD.
I will keep running DS, OTR, Adrenaline and DH until you fix the tunneling.
Reward killers going for separate hooks on different people and punish those who dont.
It's not so much about dying but more about the lack of fun, chases are fun sure but I want to experience the whole game.
I get killers tunnel because it's the best strat, and yes even after the patch its needed against good players it's just not fun.
I let go the blight used a map offering, I let go he used alchemy etc. But just going after me all game isnt fun, while my team is to blame farming me and imbalances still exist we should really try fix the tunneling issues...
Until then my meta will always be second chance.
Check this out man....
So it's called a meta, and the meta is going to fluctuate based upon what the meta currently is. Currently, it's very good idea to bring the loadout you bring. That's what is going to get you the most mileage. As Killer's get tired of always hitting someone with End from OTR and other perks, they will stop tunneling. THEN, once tunneling has become a bad idea, the killer's will adapt and begin assaulting other areas of the "meta" that aren't covered. Then they start winning because they are detouring your meta, so then YOU need to adapt, and change your loadout to deal with the new killer meta, which will then rotate and become a new meta. and so, the meta continually changes, certain loadouts shine in certain situations, and certain loadouts will fail in certain situations. But it is GOOD that there is a general, covers all the does most of what you need it to do build, that you can always fall back on and THAT is going to be the build you are currently running. It is good, that a general build is the best build.
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Maybe, hear me out, it's intended. It's intended to cut down the number of iri's you get. Maybe it's intended to slow down how fast people get through the bloodweb. Maybe it's intended, to both give you what you want as well as control the economy.
Maybe.
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They didn't, they reduced it.
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I agree, it's almost like a whole different game and it's never been better