Pinheadftw
Pinheadftw
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- Pinheadftw
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I play a lot of killer, and a lot with knight. most of my games are 3k's. Once you figure out little tricks with him, he is very strong. The guards job is NOT to down a survivor, that is a bonus, it is to pressure multiple survivors. A guard chasing one and you another, is HALF the team not doing anything. FEARMONGER perk, allows you to drop guards at Gens and not have to worry about Sprint Burst as much, allowing the guard to catch up to them quicker, this perk gets a lot more guard hits then you think they will.
Save the Best For Last is fairly good on him too, allows you to close chases that much quicker. DON'T camp hooks with guards, it is actually very inefficient as all it takes is the unhook to stop a guard and they still have to go to where they saw the survivor, by that time the unhook has happened.
Dont send guard the most obvious route. Use them to cut off choices. See them potentially running to shack, drop him in shack. Knight is about mind gaming a bit, and prediction. Once you can make some predictions, he is a powerhouse. Call to Arms add on is essential, the speed boost from that is super helpful. The double assassin add on is another that is fantastic. He is your hitter and downer. You will figure it out in time. Does he need some tweeks, absolutly. I do think the ability to drop a guard at the hook needs to stop, to bring in line with other killers that cant use "trap" style powers at the hook.
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Here is the problem with all methods of changing it. IF BHVR actually cared, these things would not exist in the game or they would be much harder to do without some sort of punishment. These things happen because BHVR allows them too. Why can't say Skull Merchant place her drones by a hook, but Bubba can face camp with his chainsaw? They know bubba can do this but they allow it to continue. They really don't care. You could add soooo many features to reduce tunnelling etc.
#1- If you hook someone who just came off the hook, you get nothing for it. No emblem progression, no bloodpoints.
#2- Stay within certain radius of hook, you lose X amount of BP per 10 seconds in each category
#3- ALL killer powers don't work within certain radius of hook when a survivor is on the hook.
There 3 easy ways to detour, not game breaking, but punishes the acts in some form without going over board.
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THis topic is null and void. Pinky requires a direct hit which for most players can be difficult to achieve, takes a bit of skill to do. So you want to punish skill now? The slow down is Clowns power, his only power. Needs it to chase. It is also an Iri add on, so you wont see it every game unless a High Prestige level clown. I play Clown a TON and I don't run it, it is too inconsistent. Rather extra bottles and more hindered lol. A good team will destroy clown most of the time. Everyone seems to forget this game is MEANT to be killer sided, not survivor. It is 4v1. Killers need these tools to do the job they were designed to do, just because you don't like it, doesn't mean it is unfair.
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All they need to do is code it in a way where a certain distance from each other, or split the map into quadrants and guarantee 1 in each qua This would ensure you don't get totally screwed by RNG. Lost count how many times all my SH are on 1 side of a map. Brutal, especially on maps like RPD and Mother dwelling.
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Don't forget removing Toolboxes too :)
My suggestion was remove toolboxes (no brand new parts), and make Sabo base kit on a cooldown.
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So make the strongest tile in the map even more of a nightmare for killers.... Not like Garden of Joy isnt rough enough as it is... Shack is fine the way it is.
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Just so you know, the Kill rate, does not count DCs towards it, they have stated this many times. After the 1st paragraph, I can not take anything you say seriously. Wanting people to act like "men" but not acting like one yourself while writing this up. Be more constructive, be more thoughtful in your posting. Postings like this is why nothing is ever done about it. People don't put anything constructive, they whine and snivel and act like children themselves. If you want people to act like "men", should prob take own advice in your postings. A posting like this will achieve nothing.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336934#Comment_3336934
There was an experiment - supaalf - one of best nurse players doing his incredible 550 winstreak on nurse vs Hens's group one of best SWF groups there are against each other. You guessed it, supaalf won (at 3 gens to be done).
The game is slightly killer sided at all levels. Like don't take me wrong - the game can be very survivor sided at specific instances taking into account builds, maps, RNG, etc. But overall, it's killers that have the upper hand right now - not the SWF
Of Course, NURSE. All needs to be said, PRE nerf Nurse. I watched that video too...
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After reading this, all I can say is this a very uneducated post. BHVR has stated the game is meant to be a bit more Killer Sided. They want a 60% kill rate. If you have payed any attention to high MMR SWF's they will almost always destroy a killer. When it comes to SWFs, survivors are ahead. In higher level gameplay you won't experience a lot of camping and tunnelling, as they are effective, but camping doesn't really apply enough pressure. and 2 good survivors can score a save easily enough. Survivors are just to blame. The amount of Bully squads I see now is disturbing. Non stop picking on the guy playing killer. Always there with a flashlight, taunting etc. Before you throw the blame at killers, accept some as well. As for camping and tunneling, as much as they are unfun, they are a method of fun. If they wearn't allowed, they wouldn't be in the game, PERIOD. No other statement is necessary.
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For all who are interested, if you want a Perk Suggestion for the Knight, one that is slept on I think, that not many killers really get a ton of value from, FEARMONGER. Since your path for Guards can be longer, it is pretty common to surprise people on gens, and this counters sprint burst etc allowing your guards to catch up to them a little quicker. I find that my guard hits are very consistent, with all 3 of them.
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Learn to counter the killer and you will counter the Killer Instinct. That simple. With Neme and Wesker. The notification to them of where you are is the penalty you pay for cleansing your infection. Neme doesn't need a cleanse other then cough and tentacle can hurt you. Wesker does, the hindered sucks, but YOU choose when that info is given and if he is chasing someone, chances are he ain't gonna ditch them for you. Killer Knowledge goes a long way here. No changes need to be made.
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The 2nd buff which he needs. Start with 2 traps. Allowed to have 8 traps placed on map. Reload at lockers. Can have 8 on map, and 2 "equippied". When the 9th goes down, the 1st one disappears, Just like Hag. This would save Trapper sooo much begining game time, and having to travel to pointless areas of the map to get his power. Also would open up more perk options for him, Darkness Revealed, Iron Maiden etc. :)
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This guys post is pretty bang on I think. I completely agree with his thoughts and changes
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You can't build anything in a game like this without someone figuring out a way to abuse it. The perks come down to the PLAYERS using them. They need perks to vary greatly. A weaker player trying out killer, needs decent slow down so he can actually play a game. A new survivor needs perks to give extra life, to learn how to survive. Are these perks strong in the right hands, absolutely! Do they extend the game, YUP! however, SWF still destroy the average killer, INFO is the king. He who has the INFO rules the world.
I think perk shake ups, which will shift the meta as it always does, is healthy, and I think doing it more often now will be very healthy. As developers you can only do so much, can only think of possible ways a perk may be abused. You can't think of everything, that is why they started doing the PTB, to see how players abuse new mechanics, and which is good and which needs tweaks. Then they release it to the wise world, and only by collecting data do they know so they can tweak it some more. It is a slower process, but one I think needs to be in place for a game like this.
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I haven't seen a twins in 3 months lmao. Don't think it is a problem, if it was Wesker, or knight, or ghostface, then yes. But for a 1/100 chances in a match. Not high on their list. Let the 3 Twins mains have some bonuses :p
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@Entitled_survivor said:
Medkits are the strongest items in the game btw
Correct, they are. Killers struggle because of Survivor healing. in all fairness, Circle Healing when used right, is prob the strongest survivor perk in the game. FREE medkits.
It comes down to skill, and over time you will get better. You will know when to heal, when to use a medkit. Worst thing you can do is use it Immediately. Take a minute, see if you can find a friend. I only use one when a save is needed, or situation as a whole "big picture" is getting sticky.
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Correct, it is not that bad. I play a lot of Clown. and to get value you have to be pretty close already. Soooo easy to avoid a bottle, especially when it has to hit you directly. I barely use it because decent survivors once they know you have it, rarely put themselves in a spot to get hit directly and at that point as the Clown, it is hard to get those guarantee hits.
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I suck at looping and running tiles. I don't have enough time in the day to learn what is a Z wall etc. This perk assists with that, but it is only good as the player running it. As a killer main, I have noticed people are better at looping, but it makes me better at chases. I need to be more aware of what is around and try to zone survivors away from those areas. The perk I feel will only make you better at your position, no matter what side you play as. I still suck at looping as a survivor, but I am better with it, then without. No nerf needed that is for sure. It doesn't do anything outside of info. Tells you if an area is safe. Halfway through the match, not a lot of safety left, so it slowly becomes a litter more useless as time goes on.
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I honestly think that Pips should be awarded just for playing. Not make it a marathon of things you need to do. Killer just needs to kill, Survivors need to run a marathon and your dependent on 3 other people as well. Someone hogging the unhooks, cleansing the totems, or you just can't touch a generator because you got tunneled.
The whole system needs a rework. The game should reward you for just playing not punish you for how others are playing. The marathon is ridiculous, especially as you get to higher ranks and you are fighting for just 1 pip, any pips, but can't because it is dependent on rest of your team. Killer is definitely easier to get 0's and single pips, but damn, Survivor can be rough if you aren't in a SWF
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BHVR, These are amazing changes, maybe Solo Q will be a better experience.
NOW, Can you please address the poor state of quality of Pyramid Heads Add Ons PLLLLZZZZZ. I love him as a killer, but damn, are his add ons a waste. The range add ons are the only decent ones. Stack range, rest dont do well with him.
Trapper Change idea- Can have 8 traps on the map, start with 2, but you RELOAD in a locker rather then having them spawn in dumb places. You lose so much time having to run around and pick them up, and some spawn at the edge of the map that you would never actually run to. Or change where they spawn. Say, within X distance of the trappers spawn? or X distance away from edges of the map. I think the reload would be beneficial, it opens up many more perk options for him. Iron Maiden, darkness revealed. Shift his Add ons as well :) I love trapper, but he is a headache to play now days. Rewards good strategy, but punishes mistakes