PeaceNGrease
PeaceNGrease
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@Ghoste said:
Lotta people defending quick-scoping in here. It was absolutely a problem and 100% a deserved nerf, and I say that as someone who played Deathslinger a ton. The only problem is they didn't buff him in other areas to compensate. Give him some mobility and/or map pressure and he would be fine (Also increase his ADS sensitivity for pete's sake).
You can play a killer wrong for a long time.
His quick scope WAS DS. He's a different killer without it, not the worst in the roster but extremely pointless and mediocre. He's literally "just play huntress", and unless they were willing to commit to stealth slinger, they basically just scrapped the most important feature of this killer
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@Chocolate_Cosmos said:
This is not the type of buffs she needs.
You would make her more unfun to both sides. So pallets would be worthless? Okay, then semi-infinites and using / absuing the windows as much as possible. Loop the main building, go to the gym, repeat. Super fun. Bring Bamboozle? Wow, okay. You can add her then to the top most hated killers next to a Trickster.
Not saying this should be it, but that's fine if it makes her effective. I mean, you play twins, do you really care who players hate?
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@[Deleted User] said:
That's not a reason to kill switch the map though. The doors used to be open before the map rework and it functioned that way for more than 3 years. Maybe you should calm down and play a bit less of DBD if you got sent to the same map 28 times in 2 days.
Bugs are a reason to Killswitch a map, that's why they made the Killswitch.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2848915#Comment_2848915
I don't want to use this argument, but I genuinely do not see how people get any use from her unless the Survivors are just bad.
I owe you an apology. I wanted her to be good. She is situational at best, but not really even decent at high MMR.
As if she has some secret way to play. Everything she does is telegraphed, every trick she has at loops is barely more than your average killer (because she has that stupid static effect while supposedly invisible that still gives your direction away) And the best part of her Kit, TV's, are just RNG teleports for an M1 killer that survivors can shut down at anytime for almost no charge. It's great when a single survivor dedicates to turning off the important TV's, then as the game naturally progresses, the game trolls you when your chasing a fresh survivor by showing you killer instinct that is always bound to be far away from you (because why wouldn't it be, like the survivor will just be hanging out next to you or by a TV that isn't already off...)
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@OneGoodBoyDemo said:
Survivors have a lot of healing perks while killers don't have many perks to counter it.
I kind of agree this is understandable as survivors take 16s by default to heal while killers can wound them in 1s (3s if you count the animation cooldown), but I wish I had other good anti-healing perks instead of just using sloppy butcher to at least try to counter the new meta a bit.
SC: GIFT OF PAIN: I believe it doesn't count cuz it's just a sloppy butcher on a hook
DYING LIGHT: its effect is too little to be threatening even if stacks
COULROPHOBIA: this perk is very situational
PENTIMENTO: no one uses pentimento except for the gen slowdown, besides it's very difficult to keep two totems because the effect of the first one is more devastating.
I would love to see other good anti-healing perks, to be honest I wish COULROPHOBIA was a hex, I believe it would be balanced just because it is a totem. I would also like to see some sort of DESPERATE MEASURES in reverse for killer, the more injured survivors the longer they would take to heal, it could be a 5% or 6% penalty, it would be like old thanatophobia.
I think we could have more anti-healing perks.
....What do you mean, 1 second to injure? You don't have a whole 30 second chase before you get a hit? It takes way more time to get a single injury than I does to heal, that's why healing has and still needs a nerf. In fact, I'd argue there shouldn't be a self heal that should be quicker than 30 seconds, disregarding stacking heals like say, Health kit and COH. Of they nerfed healing in general, COH wouldn't need another individual nerf, and tbh Survivors should be way more encouraged to have to waste time healing others, but it isn't really necessary when you can heal yourself in a shorter time than a killer can end a chase.
And before we even start with the Solo q argument, consider that just because healing isn't strong, that isn't going to disproportionately affect solos any more because if SWF is forced to group heal more often they're communication becomes hampered and they lose some of the benefit of being able to rush gens while letting their friend heal in the COH corner. Healing can still also be strong on solos with a HK, in fact for the general nerf, buff HK's so they are more useful on an individual basis. At least for SWF to get that same benefit, they are wasting resources, which you can do something about as killer.
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Unfortunately, most of my hype of her has died and as good as she could be in a theoretical world where good survivors don't know what mindgame are or where healing in general isn't strong, she just brings nothing serious to the table.
Condemned isn't even a funny Joke at this point, they might as well just give her red momento Mori base kit instead because it would be infinitely more powerful and threatening a mechanic. It feels like either survivors can easily ignore TV's to no real danger or take away your power just because, there is no risk reward because unless you actually pick up a VHS there is no stakes, 16 meters for a TV you can hear directionally, can't stack in chase, and only condemns at the VERY END of her TP animation is basically useless, and to compensate she has to give the survivors permission to sneak up on them by giving them a polite little lullaby in her intermittent stealth.
But of course BHVR also had to give them the ability to antagonize the killer for free by being able to remove TV's and getting back down immediately to 3-4 stacks with no passive gain, while you can now only respect loops and pallets when you approach gens by walking across the map to get there. Then again maybe they just want to F with the killer so they get there stacks up just to distract the killer from pressuring gens or chasing a fresh survivor.
She was built for the ground up for whack a mole. She's literal peak-a-boo wack-a-mole. Also even when she's "invisible" in those intermittent moments.... Anyone else notice she still has slight static effects that basically tell you which way she's heading anyway?
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2848264#Comment_2848264
Yeah, I mean it's pretty standard practice in many fields where services are active 365 to have some folks who work say, Wed-Sunday or something. And as you say, at least be able to log in and kill switch something.
I don't think half the people in this Forum are employed by a huge corporation. You literally get more time off per employee doing a split work week. It's quite common.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2848227#Comment_2848227
BHVR is not your slave or anything. This people have lifes too. They need breaks. I wish everyone and all jobs would have break at weekends. BHVR is doing pretty good.
He's probably referring to a split week schedule. It's always a good idea to have someone on staff to handle issues like this. Most tech companies do it like this, for instance where I work we do wed-Sat, and the other shift starts Sunday and ends Wednesday. One day has twice as many employees.
Basically he's not wrong for questioning it, as yes there should always be someone on staff at a Developer, and I believe the bigger ones do (Mind you, Behavior isn't exactly small).
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@MikaelaWantsYourBoon said:
I am really wondering. They are nerfing killer add-ons because most people are using them? Old Ruin and Undying nerfed for same reason. But why BHVR is ignoring Dead Hard for years.
It is most popular survivor perk and there is reason behind this. Because it is stronger than all of other exhaustion perks.
Tbh, if they would just kill exhaustion perks once gates are open, that would be fine. they could still 99, but the risk of endgame perks balances it out, and it puts pressure on survivors in endgame that isn't really there now because of 99ing so it should be a balanced overall buff without being too much.
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@Triforcer said:
When I occasionally have a match where someone is proven not to have DH or DS, I immediately prioritize that person as the weak link and drive them out of the game (if not by tunneling, than by target selection later when multiple people scatter off gens).
That person comes out thinking “well, I better DH and DS and let some other non-meta sap take the heat.”
How can we break the cycle??
Perks should have never been made in the first place to stop killers from tunneling/camping, because their existence ENSURES that killers will camp harder and do other things to tunnel (like wait out the BT on a survivor that thinks you're stupid) in order to ensure you get value for your time. Killer time is at a premium, and those perks mean the killer can't slug the unhook, can't get value from chasing the unhooker (fresh chase with potentially no hooks and the other survivor gets to run to COH for free)
There should have always just been better incentive not to camp. It's not to late to make it worth it to chase a fresh hook, but they need to be brave enough to make that change, as it should have happened year 2. How long has camping and tunneling been complained about? And the impetus should be to make sure the killer can get enough value on their time against good survivors, but the only way that could be achieved is actually crafting maps in ways that don't lead to easy structure chains and extended loops. It should be the case a good killer shouldn't ever need BL, but there are simply to many safety elements on the survivor side and not enough reward on the killer side in general not to camp and tunnel at the high MMR. If they refuse to get rid of MMR they will need to make killer actually decent at a baseline, and they should never look at stats for survivors who have under 100 hours as balance justification. They can't have their cake and eat it too
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2845742#Comment_2845742
Yes I do
Thank you! don’t make fun of me lmao
I'll be honest, you made a lot of mistakes within the first minute that cost you a lot of time. The very first chase you took, you let the survivor run straight around to the window within the T-wall, then swung and hit the window. You could have stopped and backed up to the other side of the window once you heard him vault and got an early hit, or if you didn't hear the vault, charge your lunge to force a reaction from the survivor that would put you into a good spot to either lunge or fake and smack them.
There were little mistakes like that all throughout the video I saw, I could go on further but the main point would boil down to the same thing - practicing and developing game sense.
I can elaborate more if you want, or point you to some other informative videos
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I have played against soooo many Sadoka's who just do not know what to do, So I am not surprised she is being slandered lol, but I also wouldn't mind seeing a specific buff or two come her way so I will choose to say less..
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@Midori_21 said:
If you want to learn how to beat Iri head, then you've got to learn the 5 d's of looping: Dodge, duck, dip, dive, and dodge.
If you can dodge a wrench, you can dodge a hatchet 🔧💨
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@ElizaSteph said:
I know it’s a rare add on but to me it’s really unfair most of the time, and I encounter it a lot. I’m not talking about huntress players who are really skilled and hit some amazing shots. When I get iri downed from a bit aways or even at a good angle I’m usually like ah well that’s annoying but nice shot.
Almost every time I go against a huntress with this add on tho all they do is wait until they’re close to you and could M1 but instead use the hatchet. It’s like turning an M1 killer that doesn’t take much skill aim wise into a one shot killer. I don’t really know how to counter people who play like this but this is the only iri head players I come across most of the time. They’re too paranoid to miss bc they only have one hatchet, so they wait until there is no way they can miss (ie animation lock or being right behind you.) I can’t think of what to do against this once you lose distance (can’t drop a pallet or she’ll hit you in lock, can’t greed bc she’ll run through and then insta down you, etc.) I just think iri head having a distance requirement would be more fair. It’s kind of like her having noed without the speed boost. Usually on pallets against a huntress if she hits you in lock, at least you got some distance and time wasted out of that. With iri head you don’t get much value.
Killers that have insta down abilities usually require some sort of effort like playing billy, or using clown’s/blight’s add on, etc, but huntress can just basically instadown M1 you the whole time :/. I don’t want to whine, but I had about three games today with it which is pretty uncommon I’ll admit, but it just reminds me of all the times I’ve gone against huntresses who play like that. Only throwing iri when they’re right behind you and can’t miss, where usually an M1 would take place or a normal hatchet would give you some distance.
For a very rare add on I see it pretty often. And I know they’re supposed to be good they’re iridescent, but I think it takes a basic game mechanic and completely ignores it. M1s are easier to get, so it takes two to down someone. Billy can insta down bc usuijg his chain saw requires a lot of skill. Same for that blight rushing add on. Using a huntress hatchet from a distance or at a tricky wall or jungle him is also pretty hard, so I can see why iri head could be pretty fair in general. It’s only when they’re used as M1s when it really sucks :/.
EDIT
i said this in a comment and I wanted to reiterate it. This wasn’t meant to be rude or condescending or anything, im just saying I think the perk was meant to reward huntresses who played more risky and used it at distances to benefit as opposed to huntresses who just use it super close up on people.
How to counter IRI head:
Have the devs nerf it for me
Lol not s****** on you, just saw that title and it cracked me up
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/313511/im-literally-rematching-the-same-ttv-squad
Yep. Especially at certain times of day.
That is so odd, I may have gotten a single survivor here or there rematched back to back in a solo group, but I don't ever think that's happened to me with a full SWF. Funny time of night I guess?
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2842574#Comment_2842574
Well I don't think it should be common for you to pick up condemn kills. But condemn certainly isn't very pressuring as it stands. Survivors don't really need to interact with tvs except to remove condemn because Sadako teleporting to a tv puts it on a longer and is very telegraphed that it's easy enough to get distance while she's in animation.
Why can't it be common, though? The idea that a Mori ends the game early is weak in her case, as you can't get condemn in a chase like you can a Mori with say, Myers. It makes sense that someone like PH has to have his Mori locked behind the normal ruleset, because he has an actual anti-loop (as well as the ability to tunnel like no other with his secondary).
It should absolutely be a factor for her, and it can't be that unless the threat is there every game. It should actually be almost as common as getting a full hook on survivor, because otherwise, what's really the point? The power of removing a survivor by it is already weaker than a bubba camping with corrupt and deadlock.
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COH Boons break a part of the game. Killers with low mobility that aren't huntress can't effectively play hit n run right now... But that's really just Wraith, Mike Myers, trapper, clown, etc. The usual suspects.
That being said, pretty much every other killer can play around it, provided you aren't playing a comp team (and on some cases, you can still beat them). Mostly, it's just a case of don't chase to boons unless you know you'll get the down quick, snuff the boon when convenient. Some of the gen perks we've gotten recently really make setting boons a problem, so it can be dealt with.
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I just now started getting fast killer ques.no complaining, I'm really loving the new killer.
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I never liked a stealth killer this much before. Legitimately enjoy her, won or lose it's just so fun to get pop up hits and cathing people off guard all the time
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I'm playing her every game, been around 10 or so so far. Definitely my favorite stealth killer, at least.
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@supersonic853 said:
Im enjoyiny her astetically a lot but i just get predropping holding forward with dead hard when i try to mind game them,and at least 1 COH. I think its personally a result of my mmr being to high on other killers. (Because you have a overall killer mmr). She struggles pretty much with what everyone m1 killer suffers with. Personally i just wish my mmr wasn't a borefest. I hope everyone else is having more fun with her though. I also agree with the sentiment she would probably be far better if COH wasn't a thing currently. Any tips would be also appreciated though as well I'll keep playin her to try to get better though.
What best advice I could give is run hex perks, including Thrill, if you want to give survivors he'll and waste their time.
I try my best to play while ignoring it, going for hit and run and forcing them off gens, trying to force condemned and wasting their time, to differing effect. All told, I'm seeing alot of boon trolling going on, I just stick to gens with call of brine and pop, and it seems to be doing decent damage. No idea if she'll be strong in the long run tho, especially unless COH gets another nerf.
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It's really not that bad, you just have to run other perks with it,which isn't even a bad thing. A lot of situational games occur in random matchmaking, people aren't going to always coordinate and understand what you are doing with perks until it's too late, but it's up to you to craft your own style around them. This perk happens to pair well with pop, Brine, and Tinkerer, just off the top of my head, and you will get value depending on the killer and how you use it.
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Most people probably don't have enough BP to tell yet. Pop does work really well with it on Sadoka, she gets a lot of active presence with it. I'd like to see Eruption results too, that would be amazing but I think Brine would only work on the initial like pop, because they don't want that strong a synergy.
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@Marc_123 said:
Just played against her and the addon that increases her invisibility by 50% is good, kinda hard to see.
Playing as her, I'm really getting the idea that her demanifestind stte is stronger than I first thought. I'm playing survs for suckers with all the map presence I get, and have actually gotten a couple of Mori kills so far in about 6 games, with at least 3 having 1 Mori. Mostly 2-3k, but it feels comfortable playing her, rather than say the anxiety I get playing someone like nemisis where half of the power is almost always unreliable.
The fact her passive is paired with her active power is smart, imo, and can make utilizing it quite reliable, without being to strong. I'm also noticing her red add on doesn't only restore TV's when getting hits from TV manifests, but also chase manifests. This may be the single best red add-on a killer has ever gotten, as it has no downside, but isn't OP, and yet doesn't feel 100% necessary to do well with, but is strong as an add on. How many killers can you say get something like that? Also, her other red seems really good too!
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@Tranquil_Blue said:
I did try it, as I thought it sounded quite interesting. But honestly, it felt like it barely made a difference. I think the Hinder effect is VERY SMALL. The wiki has it as 3% (https://deadbydaylight.fandom.com/wiki/Status_HUD#Hindered).
Ah, of course there's a major catch. I tried it once, maybe a placebo effect but it felt effective 🤷🏾♂️
@EntitySpawn said:
Not worth imo.
Iv found my favourite and best combo which I dont see many people doing, ones a brown ;)
I'll have to keep looking..I'm prettyuch securing a 2k every game, nothing more or less, but I'm still perk starved rn, and maybe haven't found my combo yet.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2838026#Comment_2838026
Which reminds me, Sally should be back in exactly 6 hours and 10 minutes.
I can't wait to see that fine gal again.
I hope it doesn't make me look like a simp 😅.
It's ok to simp for the queen 👑
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@ukenicky said:
So what I'm taking away from this thread is that she's been buffed because everyone cried loud enough but it's not enough and she should be buffed even more so we're all here to cry more 😐
Have you played PTB?
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2838855#Comment_2838855
???
Are we all just ignoring the Condemned mechanic as well as her insane map mobility via TV teleporting?
As much as I love stealth as killer I'm not expecting her to just be completely silent and invisible that's unrealistic. There has to be audio cues of some kind, especially when she has other elements present in her kit. The lullaby may be counterintuitive to a stealth oriented playstyle but she seems like a Jack of all trades similar to Pig (Except with amazing map pressure and mobility).
What good is a TP if you can't approach a gen properly because it's facing the inside of a loop? And you get that priveldge every 100 seconds, also the only way you can possibly influence condemned which isn't the active part of her kit anyway.
Passive slowdown is great, but it's not really passive if it's dependent on survivors being on the right side of a gen near an active TV to even get stacks in the first place.
Every killer needs something actually powerful. Wraith is strong because even if you can hear him and kind of see him, he can mindgame and bodyblock, which can be strong with true invisibility, and he has add ONS that make his bell Silent, this killer doesn't have anything like that, even so.much as something that silences her TV's. She also doesn't have an active lunge power or even a crouch like pig, so it's pig but with less mindgame potential and no special attack, if we're comparing the two.
Played her on PTB, she was fun but I lost almost every game and got Mori literally only 2 times on purpose, which cost the game anyway.. also no one actually "cleanses"
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I do think a "you can kind of see and hear everything I do" stealth killer does have an expiration date, but eventually they're gonna have to give her a little something extra I feel. In the meantime, she'll be fun when people don't know how to play against her, but I hope BHVR realize it's a honeymoon phase and don't use it to justify not touched ng her for a year
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Nemisis may be my current favorite character. It's been so fun finding the different ways to utilize his kit and finding my best strategies with him. I can see why he's frustrating with zombies, but imo Nemisis is VERY balanced as he is, and gives both sides something to contend with. Also getting T3 feels legit powerful ever since the buff, which I think is cool that you finally get a character who can level up during the match and maintain their extra power.
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I'd argue proxy camp is definitely best. Set up around your first hook (in the area of three-four gens, not facecamping) and try to play around the angle of your zombies. If they are closer to the hook, you can generally feel safer to go to further gens . His Zombies don't get enough credit for how useful they can be in a match, honestly.
Nemisis is not a hit and run killer because of how his power works, and going for long chases usually ends with you near completed gens away from your Zombies. His biggest threat is being a constant pressure in chase, while having a network of death and entrapment around him. When he's brought outside of that context, he suffers. Also, he needs Tinkerer or discordance to get the full benefit of his kit.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2829349#Comment_2829349
The BP-Cap is still one Million. You dont need 1.5x-BPs to get this quite fast. It sure helps, but it mainly helps with the current grind (aka everything except for Sadako and the new Survivor-guy).
I do get that, but by proxy isn't that being influenced in this case by the fact there new killer is coming out? It feels like a random weekend to throw out a 1.5 bonus, and I know they don't do that usually without context, whether it's in a period of them trying to fix an issue, or surrounding an event.
My point wasn't necessarily that the grind here is specifically only for Sadoka to level up, but she is the inspiration for the 1.5, the devs way of saying "time to grind up and get all the perks out of the way for other killers, so you can save that 1 million afterward and dump it into the new killer and survivor". Maybe that's just my mindset around it because I will usually grind up to that point before the killer release anyway, even if it's not a huge headstart. I just thought this is the devs way of acknowledging players do that.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2829423#Comment_2829423
It would also be nice because a lot of people don’t work weekends so we can just chill out and get all the points we can get.
Unfortunately, my job schedule is such that I only have Sundays off on the actual weekend. But if I'm not sleeping half the day, I'd probably be playing this anyway lol pretty sure I'd run out million easy.
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I may have been one to overstate her before, and I do wish they did more for TV cool downs, which I think was more necessary than manifestation changes (although I absolutely think she will get much out of that now as it will be extremely difficult to keep tabs, and commiting to hit and run/slug style with her may be powerful in combination with the condemnation buff) but she will definitely be better than wraith after this, I think she will probably be high mid tier, which is alright, because anything lower wouldn't justify a purchase on my eyes.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2829366#Comment_2829366
We need bloodrush events every weekend but this is nice.
I definitely agree, I would take that as compensation for not removing perk teirs... Only slightly begrudgingly
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@typervader said:
https://forum.deadbydaylight.com/en/discussion/comment/2829345#Comment_2829345
He used to along with pig, but they changed it because 'we want to keep movespeed and Terror radius conesinent with each other' then they do this.
Just another reason Freddy is even more mediocre after his power change. They either need to give him BOTH dream pallets and puddles, or just revert him to his power being the dream world.
It was a more unique mechanic and better overall for 4v1, in fact you could say he was the prototype for 4v1 style at one point, since spreading his dream world debuff was the better way to play him.
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@I_am_Negan said:
To help with the grind.
If it was to help level up the new killer and survivor then it would be going on with the chapter release.
I'm just saying why would it happen a week before release?
Unless there is a better assumption/explanation than incentivizing the player base to grind in preparation for the chapter release, I haven't heard it which is why I ask.
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@Mat_Sella said:
The one thing I feel is weird about this is, if you truly wanted to save as many bloodpoints as possible for the new chapter, you wouldve already reached 1million by now
Then you use the BP codes to break the BP limit and have millions of bloodpoints for the chapter as opposed to just 1 million
The unfortunate thing to me is they don't coordinate the killer release with the rank reset, so you have to wait a week to get potentially another two million BP, when it would be great to have the week of killer release. It's not like even 3 million will be enough for all perks in a bloodweb
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@Chocolate_Cosmos said:
???
Me personally, I love artist, mostly win with her, love her cueball in the corner pocket style, but she feels like a killer you have to wrap your mind around before playing, despite being 114%. She just plays differently, and I notice when I switch to another range killer or even nemisis, I throw myself off because my brain is stuck between predicting movement between tiles and getting off quick shots and corner hits.
I feel like she's different enough from the other anti-loops that you really need to play into her to get her down. The idea is amazing tho, a trap killer with angled set up shots! She's the kind of killer you can have fun losing with because it's just fun to get skill shots with her power.
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@Mr_K said:
I don't see the relation.
So that people can have blood points stocked for the new killer and survivor?
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@Star99er said:
I really like the changes they added. However I’m curious if she’s getting a 24 meter terror radius just while demanifested or if that’s base kit. If it’s base kit that would make her the 1st 4.6 movement speed killer with a 24 meter terror radius.
She doesn't have a TR while demanifestind, so it's base kit which is pretty interesting.. but doesn't Freddy have a 24 meter as well??
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2828272#Comment_2828272
Demogorgon doesn't need STBFL and he doesn't get hit by DS whenever he uses his Power
Sounds broken to me, I hope BHVR gets on to fixing Demogorgon soon so he's more in line with the twins!
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@disgust said:
hackers can unban themselves and make infinite free accounts. give up
Is this true,,?
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How about making it so COH highlights the aura of all survivors using it? That way it can't be synergized with exponential to broken effect in SWF, and it has a trade off for the speed benefit it inherently has over something like say, Self Care, which is almost never used anyway.
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@HoG_Nagato said:
Hey everyone. So I decided that I would like to give Demogorgon a go, and would like to hear your opinions. What builds are good, and why? Portal placement, general tactics and strategies?
Thank you all in advance. :)
EDIT: I would appreciate serious replies. Thank you!
Why don't you just play Twins instead? They're like Demogorgon on crack! And the best part is you don't even need to run STBFL on them...
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She releases in a week and 4 days, hold tight.
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@hailxsatanxeveryxday said:
A lot of survivors here on the forum seem extremely eager to chime in whenever the subject of Lightborn comes up about how "bad" it is, but I get more free downs out of it than Exposed perks like Haunted Grounds or Make Your Choice.
I realize that a lot of killers are of the opinion that flashlights are the "weakest item in the game", and while I don't necessarily agree with that (I'd rather come up against four medkits than four flashlights, especially since they're probably redundant due to CoH), the utility of Lightborn isn't just that I get to ignore the flashlight stun instead of spending half the match staring at the walls and the floor, it's that you can easily get a couple of free downs out of survivors who don't realize that you have it.
Franklin's is more useful in situations where people are running four different items all with decent addons, and Lightborn doesn't seem worth it for just one flashlight, but if I see two survivors in the lobby with flashlights, it's worth considering if one of my other perks is expendable.
If everyone has flashlights, you can easily bait survivors into a free hit or three at pallets or near hooks, and you're practically guaranteed one free down per flashlight-wielding solo survivor if you mindgame correctly. SWFs will figure it out quickly and warn each other, but if they all had flashlights, chances are their entire playstyle and build were based around them, and they're going to have to change tactics, putting them on the defensive.
Considering some of the less than polite messages I've gotten from survivors about my use of Lightborn recently, I'm coming to the conclusion that it's not really a bad perk, and they're just mad (and the killers who say it's bad are just being contrarian).
Yes, there are better meta perks in most cases, but it's far from being the worst, and I'd argue that it's still more effective than Haunted Grounds or Starstruck in the right hands.
No, those guys are right. It's completely unfair your able to negate all of their hard work - having to aim that light up - with a single perk. Imagine if they had something like that they could use on you, how would that make you feel then, bully?
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@Kurri said:
I don't think the goal is to make the game THAT competitive, we can certainly take mechanics from other competitive games to improve Dead by Daylight, but apart of it's renown is that it is - by the end of the day - just a party game. That is fun to play, and fun to watch.
If they make the game feel more rewarding to play on both sides, encourage better behavior and sportsmanlike conduct. I am sure the game will start to grow just as it did before.
Party game? When did they add couch co-op?
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2822385#Comment_2822385
I’ve literally seen more survivor steamers blame their mistakes and losses on themselves while you rarely see any killer main streamers blame themselves for their losses. A big clear example would be the old video of Scott Jund telling Tru3 he lost because he played badly because he was too in denial.
Scott Jund is a killer Streamer
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@TatsuiChiyo said:
https://forum.deadbydaylight.com/en/discussion/comment/2820078#Comment_2820078
The new one is trying so hard to be 2018 Halloween it hurts. No idea why, the 2013 3D TCM already did it a far better than the new TCM
That's what I felt when I watched it. I honestly don't hate that it tired to pay homage to the 2013 and original TCM in subtle ways, like the camera shutter sounds playing at some points, etc. But overall it was probably as mediocre as they get. Still better than half the movies FROM Netflix imo.