Phasmamain
Phasmamain
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- Phasmamain
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Comments
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@NerfedFreddy said:
Killer players want to take away last and the only viable survivor item
Blood amber keys? Toolboxes? Even maps are very solid items
Medkits allow teams to be heal at more than twice the efficiency for 3 heals each. That’s just ridiculous
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They were on a decent streak for the last 3 chapters. They really dropped the ball here though sadly
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*Laughs in Clown*
His bottles immediately destroyed the snowmen
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It’s the perfect mix of bad visuals, map design and layout. It’s honestly impressive how long their streak of bad maps are
How can they seriously think a red filter over a map in a game where the main tracking tool is red is a good idea?
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He’ll be like trickster. Buffed slightly but not enough for people to bother playing him
In terms of cosmetics he’ll be like slinger. A small selection of outfits that barely fit the characters theme
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No surprise tbh. People will buy the skins regardless but if they are limited time most will just buy immediately so they know they won’t lose it
I don’t mind too much honestly so long as they come back next year
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Eruption needs a rework so it doesn’t just annihilate solo queue but isn’t effective on SWF
NOED is mostly fine just needs to change location/deactivate temporarily if the killer is too close to the totem
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283283#Comment_3283283
billy doesn't counter hold-w. long range chainsaws are complete meme. only bad survivors get hit by long range chainsaws. Wraith has 2.5 second uncloak time. he can gap-close loops to reduce shift-w efficiency but overall, wraith is m1 killer in chase.
Blight is strong because it takes skill to hold-w against him unlike other two. Wesker is also strong for same reason. hold-W can be fair mechanic but its up to killer power to be skill expression to counter it. Wraith and Billy lack counter-play if the survivor is good at looping m1 killers since survivor has too much counter-play against their power in the chase.
How does billy not counter holding W? He can literally force the survivor to loop by making up distance insanely fast with movement and quick pallet breaks
Wraith can body block to make up the uncloak time and again forces the survivors to loop instead of hold W since he’ll just catch up otherwise
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283225#Comment_3283225
Killer without anti-looping tools and anti-shift W tools are very weak which is like 80% of killer cast. The survivor will loop tiles efficiently and hold-w efficiently independent of killer they are facing. Its up to killer power to have skill expression in countering the survivor gameplay.
In the end, its not survivor problem that killer sucks. its killer problem that killer is weak.
Any killer with mobility inherently counters W holding. Think blight, billy, wesker or wraith.
Killers like knight, artist, slinger and nemmy are very hard to loop and are designed to ignore it. Their weakness however is distance so maximising distance gain is their only real counterplay
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I don’t talk about it because I’ve never had much issue tbh
We should be able to see killer ping in the lobby though. No excuse not to have that
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Clown and Pinhead are my mains for this reason. It always feels like you are learning new tricks and they aren’t too unforgiving to where a bad day can ruin your experience
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If BHVR stopped adding killers that ignore loops making holding W the only option I’m sure more people would stop doing it as often
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3283069#Comment_3283069
I'm gonna guess the solo teams are the ones constantly getting caught up in chain hunts because 3/4 of them refuse to get the box? Lol I can't remember the last time I escaped against a Pinhead. I'm literally always the one having to get the box.
Spot on. Been running eruption too and hilariously obvious which teams are SWF’s and which aren’t. Some SWF’s couldn’t even deal with the amount of pressure being put out
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Truly one of the killers of all time
He has a power, He has add-ons, He can sacrifice survivors
Design is cool but nightfall is annoying and not a fun mechanic tbh. I already play in a brighter room so I have to squint to see anything.
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@Paternalpark said:
I know it was replaced, I'm asking why it can't be a choice between the 2.
Because high ping killers could be hosts and ruin games for people.
Maybe for custom lobbies but otherwise big no
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@Venusa said:
https://forum.deadbydaylight.com/en/discussion/comment/3283069#Comment_3283069
Thank you for your comment. I also want to reiterate that I don't care about "winning" either since it doesn't even have an objective description imo. I just want to feel some sense of progression in the game and not feel crushed.
Yeah it’s definitely demoralising at times. I wish there was more build variety on both sides so games could be more dynamic but just running 4 slowdown/ second chance/exhaustion is just better for most games
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I love grim embrace and use it on pinhead frequently. Can give me time to find the box or another chase
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I personally just don’t care about winning anymore. So long as I have fun in chases against the killer and get BP I’m having fun
But solo queue needs changes desperately for the people who want to win more consistently. I play pinhead and it’s so obvious when I destroy a team that they are solo players
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281559#Comment_3281559
There isn't one. You can't quantify survivor strength either. You just have to use your experience and what the game looks like at high level. Most stats released are absolutely useless and misleading. I keep hearing "killer has a 61% win rate!" Wow, because killing just over 2 survivors on average is really strong or something. And even then that's inflated because you know it's focusing on all levels, not just high level, so there's a million games in there were the survivors were awful or there were DCs. If it was focusing on high level, not only would you see how many killers are barely played there, you'd see them have a 40% win rate tops, because they can't do anything vs people who know what they're doing.
Certain perks and playstyles do elevate your win rate with killer. A while back, especially before MMR, I considered Demogorgon like a top 5 killer. He had to have Black Heart/Barbs Glasses (for shred to be worth), and Corrupt/Deadlock/No Way Out/NOED (because those are near enough the only slowdown for killer that's guaranteed), as well as focusing 1-2 people down only, and not playing on crap maps like The Game or ones that had few linear tiles. But he was working out for me very well, surprisingly. Then, as soon as MMR dropped and I was very high with him, I got 3-4 man losses with him like 4/5 games, because he can't do much vs people who know how to play.
Engineer's Fang/Hoarder Pinhead, on top of being the most fun/unique killer build in the game's history, was a build that pushed Pinhead to being a top 4 killer. If you had 1 thing go wrong at top MMR, like miss a possessed chain which was supposed to stop them from solving the box or couldn't get a down on the box holder very quickly, you lost everything very quickly. But if you played really well and made few or no mistakes, you could actually win consistently. Then they nerfed Eng Fang because pinks aren't supposed to be strong, nerfed his other decent add-ons including some brown and green add-ons, and narrowly avoided a nerf to Hoarder (yes, people literally asked for this pretty regularly), the build and Pinhead himself were ruined.
So yes, killer isn't so hard if you use a certain build/strategy AND face a manageable caliber of survivors, but as you can see, that's becoming less and less possible each patch.
Pinhead was hardly gutted. Engineers fang was absurdly strong and solve time ended up making him too oppressive against solo p,Ayers which he still is a lot of the time
The build wasn’t unique in a good way. It was oppressive and frustrating to fight against and honestly took pretty little skill to use
Maybe if solo queue got it’s much needed buffs then pinhead could get buffs but at the moment it’s not a good idea
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@HamsterEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3283020#Comment_3283020
" but there needs to be some sort of limit at some spots. Like they can't spawn at shack and they can't spawn at super strong tiles. "
Ideally it shouldn’t happen at all. It makes looping too inconsistent especially when taking killer powers into account
Tiles should be consistent within themselves since they spawn randomly. Having any more rng just makes things confusing
Random clutter can spawn outside of tiles and I’d actually love to have more on maps like shelter woods to give more LOS blocking areas for killers like nurse or huntress
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Any more RNG is a bad thing imo. We already have enough but random clutter that make loops much stronger/weaker and potentially be a fat shame spot for the killer is just unnecessary
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@HamsterEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3282962#Comment_3282962
Thats my point. Is that its much more affordable for a survivor to hop off a gen real fast, pick someone up, then hop back on than it is for a killer to start a whole new chase. In that new chase, most likely another gen will pop off and depending on where the survivor you chased off is, possibly another gen will get done when the other person returns. Then the person who is now up has started a gen. So essentially, 2 generators + a new one being worked on is starting up before you can get your next hook.
That’s a worst case scenario after 16 seconds of healing on the ground. They could heal up fully which is another 16 seconds of 2 people and one of them might be coming over to you to set up a save. Also even a 180 turn before pick up can be enough to stop a save if you know the direction they are going
Flashlights are way more inefficient than medkits or toolboxes and are the 1 item that can cause a game ending loss for the survivors
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I still have 15 survivors to level up on my PC account. Those incentives are necessary tbh
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Also flashlights destroy set down crows just like a hag trap
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Clown is better. He can end chases or at least remove pallets super quick while still countering W strategies. Knight gets destroyed by W gamers and is way slower to end chases
Only issue to clown is his reload but knights power takes longer to use in general
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@HamsterEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3281762#Comment_3281762
That doesn't do much if the survivors good. "Slug and build pressure!" The survivor with the flashlight can just take chase while the person on the floor gets picked up right away and then it's just a reset. This mindset doesn't work when survivors taking a few seconds to heal another survivor off the floor, is much less detrimental than the killer having to restart a chase with another survivor.
That’s a minimum of 3 survivors not on gens. Between that and pallets being broken it’s still a net gain for the killer
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It should really just be a 4k tbh. I never bothered with them anyway since I like making my own builds and a lot of teachables don’t synergise with their respective killers (2 of dredge’s perks become useless in nightfall)
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I’m just glad cross progression is returning. Means I can finally play on steam and not epic games
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281715#Comment_3281715
So a killer downs someone in the middle of the map where there's no walls to look into, and people with flashlights are hovering around, and that's the killer's mistake? You are right about it being game-ending though. Start the chase all over again.
The hatch change was literally a numbers change, which took a year of planning to come up with, and it still hasn't solved people escaping for free. Some nerf.
Why would you pick someone up int he open? Use that opportunity to slug and gain pressure while these survivors are wasted time hovering around you. If they aren’t on gens they are wasted time you can use to chase and down.
So again this is an opportunity for the killer to gain extra pressure but if they misplay they get punished just as the survivors do. It’s perfect risk reward
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Learning killer sucks tbh. You’ll get better but that basically means getting your ass kicked repeatedly
Honestly if you aren’t enjoying it I’d recommend just taking a break. No point playing a game you don’t enjoy
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3281739#Comment_3281739
Solo queue being what it is, has other problems. Mainly the way people constantly dc/suicide.
Both that and the lack of communication causing perks like deadlock and eruption to be way stronger
Perks like eruption are much stronger against solo queuing players who are already at a disadvantage. By giving basic info through a ping system or even showing what they are doing in the hud it would help immensely with issues like this.
Obviously matches are going to be ruined by DC’s and Suicides but we can’t just ignore the match’s where solo queue gets destroy due to lack of info and coordination. If solo queue changes come problems like this would be way easier to fix
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3281718#Comment_3281718
Yeah the inbuild BT really made killer easier...
...oh wait
Tbf with solo queue the way it is he has a point. Running eruption, CoB on pinhead feels genuinely scummy to me after fighting solos with it
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@JustWhimsical said:
https://forum.deadbydaylight.com/en/discussion/comment/3281716#Comment_3281716
My interpretation of what they meant was that they disliked how the only things that really changed were the perks being used. It still sucks that regression is still the best way to go perk-wise. I wish they could strike a healthier balance because a full build of regression perks still sucks to go against purely because of how good they are at winning wars of attrition unless you are with a really, really good swf, and not using any regression as a killer who can't really create as much pressure as say the top tier killers really really feels awful, at least when going against survivors who care about working on generators.
I don’t see a world where regression is fully balanced. If gens get slower than 4 slowdown will just become stronger and people will still run it because it’s the easiest way to win
Ideally regression perks and repair perks should be significantly reduced if not just removed so that gens can be balanced properly. However there is too many gen perks to reliably do this and killers would probably lose their minds
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Besides hyper focused which is busted the other gen perks are fine. Prove thyself ends up being as efficient as just splitting up and fast track is meh
Killers now have deadlock, CoB, eruption, PR and DMS as amazing regression options. Ruin and pop are gone sure but new almost better perks have taken their place
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@danielmaster87 said:
Because survivors can never not have something OP taken away from them, or have something strong given to the killer, without getting compensation of some sort. And not the monthly bp compensation BHVR gives all players when they screw up something in the patch. I mean massive balance changes. "Toolboxes lost durability? Must keep the same amount of speed boost, just compressed into a smaller time." "Keys nerfed a year after initial announcement? Must nerf moris a week after initial announcement." "Killers got slight kicking/attack cooldown buffs? Must give survivors BT/Guardian base." Most killers nerfs from the past 2 years though, survivors didn't even lose anything, like with the Clown nerf, Nemesis nerf, or Pinhead nerf.
Now this time it's "Guaranteed flashlight saves from lockers removed? Must appease the survivors somehow." And so that's where the crazy long blind window buff came from. Plenty of unfair flashlight saves were happening already, like from an off-screen survivor or from survivors having horrible timing but getting it anyway, or bogus flashbang blinds. But no, survivors need more ways to make the killer drop a survivor, and force them to go on another chase they don't have time for.
The base killer changes and bt basekit were made separately since both were necessary.
The flashlight buffer was added to make saves more consistent for less experienced players and in high ping lobbies (which are pretty common thanks to vpn users). Flashlights rely on killers making a mistake to even get used and can literally cause a game ending mistake if used wrong
Agreed on the key/mori changes though. Don’t know what took them so long when the actual key changes were super minor
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I like him but hope he gets some tweaks. He currently feels a bit too clunky and buggy to use effectively
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It wasn’t really buffed it was just made easier. If you are in a position to get flashlight saved it’s already a mistake on the killers end especially with locker saves being removed
Flashlights are now more accessible to less experienced players and work better in high ping lobbies. They can still be countered and turn the game in your favor as a killer so I don’t mind
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3280510#Comment_3280510
Playing a low mobility killer on a large map and having three gens pop before you can even get into your first chase is quite demoralising, even worse when the survivors start BM-ing because they want to gloat.
Yep and that’s why maps need to be smaller. I can also say that losing a bunch of progress due to eruption multiple times is demoralising due to its effectiveness against solo queuing players
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Coal tower and father campell’s chapel (more specifically the old version)
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3280804#Comment_3280804
"That could work but just slowing gens down isn’t really the solution imo." "That could work but just slowing gens down isn’t really the solution imo."
That isn't what I was suggesting. By slow down gens I mean that is the end goal, not to literally slow them down.
By slowing gens I mean things like shrinking map sizes to allow better killer pressure, weakening loop strength, less pallets ect. Maybe even a second objective.
Map size and loop strength are the main issues with gen speeds. Most maps are way too large to reasonably apply pressure and most loops are way, way too safe. These two essentially make chases take way too long and way too much time is wasted holding W.
In that case I 100% agree. Map design is the lead cause of 90% of DBD’s issues
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3280750#Comment_3280750
Well ideally if the gens were slowed down to where gen perks were optional then we could in turn nerf them all down significantly.
That could work but just slowing gens down isn’t really the solution imo. Killers like nurse and blight are doing just fine so slowing gens by any significant amount would make them even stronger relative to other killers
So if slower gens were to occur then these 2 would definitely need to be looked at. It isn’t as simple as just adding extra time
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3280510#Comment_3280510
The perks might be amazing but people already started complaining about eruption. Which will eventually get nerfed and/or replaced with something else.
Gen slowdown perks should be optional not a must. But lets face it, the killer playerbase feels forced to use full slowdown builds and/or camp/tunnel to slow the game down to a not so stressful version.
How can we make slowdown perks optional without making a 4 slowdown build too strong though? I seriously don’t see a way of doing this properly
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3280429#Comment_3280429
Hey now, Instructions let me eat a sandwich while doing a gen.
They do synergise super well with hyper focus at least :)
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DBD has been my main game for 3 years. BHVR especially this year have done amazing work so I think they deserve some credit
Let’s hope next year brings even more great content!
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Removing the red stain is a pretty big balance change.
Personally I would add more fog and add more spooky sounds to the maps. Factory sounds in the meat plant for example
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Knowing a survivor is within 15m is better than within 32m. That’s honestly a buff
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280379#Comment_3280379
But what the hell would survivors do in that case if he could just immediately deny pallets while still moving at normal speed?
I think the Knight needs buffs as well, but in my opinion not that buff.
He would be slowed during the animation of pointing his sword at the object. Think of it like a nemesis pallet break except it could take longer to actually go around it since the guard is breaking it
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- Nurse because I find her boring to play as and too strong
- Pig because there’s too much rng and her dash sucks
- Artist purely because her sound design infuriates me
- hag because she too passive
- trickster because I’d just rather play slinger or huntress
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@Tsulan said:
Thats the neat part part. You don´t.
The 6.1.0 slowdown of gens did nothing, because they also nerfed the gen slowdown perks + added new perks to complete gens even faster.
Tbf perks like deadlock, PR and eruption exist now which are amazing slowdown options
But yeah adding more perks like hyper focus was dumb. Gen times will never really be balanced imo due to the insane amount of variables such as perks, map size and killer powers
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3280433#Comment_3280433
But its boring not being able to get any other type of rewards,you get bps,you spend on items,trials are inexistent for me.
It would be cool to get some variety every game.
With survivors having an incentive to do anything else than gens by doing challenges for tempting rewards.
So make solo queue worse by having a bunch of survivors going for challenges. I wouldn’t care personally but that would be a dealbreaker for many