RaSavage42
RaSavage42
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@MikeyBoi said:
The only time I call out killers is when they have 1000s of hrs in the game and I’m dealing with 4 slowdowns like Pain resonance/ Dead mans switch, corrupt and ruin.. Boring asf
Those perks aren't Slowdown
2 of them are Gen Regression, and the other 2 are Gen Blocking
Thanatophobia, Dying Light and Gift of Pain are Gen Slowdown.... Sloppy is Healing Slowdown... TOTH is Totem Slowdown
I call out players when they won't actually call things by the right name...
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For as fast as the Gens can go....
I don't see anything happening to that so.... Tunneling will be a main stay (especially with MMR saying to get Kills as Killer)
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2831772#Comment_2831772
dms is a gen regression perk
As someone already said... It's a Gen Blocking perk
They removed the Gen Regression from it
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Yea but... then it'll be like DMS
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Slug... Pretend to pick up every so often
They will lose interest soon enough
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Or you find yourself in the situation that you are at the Door and the other 3 Survivors are at the other Door but you don't know that
DO you pray that the other 3 Survivors are at the other Door and open yours or do you wait for something to happen (Like the Killer finding you)
It all comes down to each match being different... And trail and error
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It's a vicious cycle that we are riding on...
Survivors do their Objectives
Killers will do their Objectives
In mid/ high MMR that seems to be the issue
It's impossible to get 12 hooks in a match... Just like a single Survivor can't do all 5 Gens (think about it that way)
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I also like those changes but...
They won't make any change to the base game...
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Unrelenting is fine at this point
It WOULD be OP on certain Killers if you included Special Attacks... also that those same Killers have addons to do the same thing
But as we have seen the "meta" for Killers is Gen Regression with a little bit of Gen Blocking (So It's all about Gens)
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DS and Self Care
I would rather have a teammate heal me instead of wasting time Self Caring
And for DS... Yea I do get Tunneled a lot but I save and do Gens so I'd lose DS
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Because there are better choices for Killer
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Well... that's good
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It is a good perk to have if you're starting out
Also seeing how many DH's each match I play... I'm debating on using it
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2828791#Comment_2828791
It's simple. Survivors have to stay near windows to avoid the chainsaw. When they do this, I turn into an M1 killer and mindgame and chase. I eventually catch them as they abuse the window too much and need to move to another playground. And that is when chainsaw comes in and it's over. Bubba is ridiculously easy to play and is way too strong. I already knew this, but actually playing Bubba, I was in disgust at how easy 4K's come. Don't even THINK of running to me and trying to take an hit for an injured survivor, because that puts YOU in my chainsaw crosshair... full health to dying in 1 hit.
THINK ABOUT IT. Ghostface can 1 hit but only AFTER he stalks you completely. Myers can 1 hit, but again, he needs to stalk to charge up T3, and it does run out and he has to do it over again.
WHY DOES BUBBA GET AN INSTADOWN with no stalking or prerequisite????
You forgot Hillbilly in your Insta-down comment
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So you don't run DS?
Survivor mistakes....
Perks don't mean much for you but it's what you faced... If you are new to playing a certain Killer
So you Camped and Tunneled... cause that's what the "meta" is right now... If you want to get a kill
Not really all Survivors had Purple perks... In the End game pic you showed... A Survivor had three yellow perks and another one had one green level perk
I'm by no means arguing for Bubba to stay the same... But coming here and saying that "I'm new at playing this Killer, look at my perks... and I got 15 Kills should've been 16 but I mistimed DS" doesn't sit well with me
How do you play against a Bubba? and did those Survivors play against you in the same way?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2828349#Comment_2828349
No, it doesn’t. Meaning its best counter is Nemesis (perk). Hard counters it.
Right ok....Thanks
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Whispers counters it (for the most part)
Lightborn (cause you can't be blinded)
A decent headset
But does it block aura reading though?
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Well... I'm D-E-D dead
(Bad Word) if i caught first it's been fun... If not then I might as well try for a save... but at least let me get this Gen done as much as I can
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I was thinking of Call Of Brine and Pop (and Surveillance if you wanted to get cheeky with it)
25% loss of progress and continued regression at 200%
Plus the Gen is lit up so you know which Gen you kicked (with Surveillance it should turn white at first but then turn yellow if/when a Survivor gets on the Gen or it regressed fully)
Or Call Of Brine and Overcharge... Call of Brine and Huntress Lullaby
Pretty much any Gen Regression perk goes with Call of Brine
If you haven't already guessed... I wanted this to be basekit
But yea that works out to
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2827557#Comment_2827557
There's no barrier of entry per se. Teams do tryouts in a KYF/scrim environment when they have open spots. Players typically gain experience on a newly formed team and then move onto more experienced teams as they gain experience and playing time. There's usually a huge adjustment from playing survivor in a public match vs a comp/tournament setting. Comms and positioning tend to be a huge learning curve
That clears a lot of that up... Thanks
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@KingFieldShipper said:
https://forum.deadbydaylight.com/en/discussion/comment/2827044#Comment_2827044
To be a comp player you join a comp team? Compete in tourneys? I don't know how you go about that, I'm not a comp player, and I only watch the tourneys tofu puts on.
I feel like I don't know what you are trying to ask me though, and it feels like we are talking about two completely different things when we say comp.
Don't you have to be a certain rank in order to get onto a team.... I know you don't know but still
Trust me I don't want to be a "pro" player of DBD but to each there own (And I don't mean you)
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I honestly forget the player names once the match starts
I go by who they picked and cosmetics on them
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Yea Players have to inflate their egos... it's sad but true
And be on display for anyone to watch
But like others have said... don't let that bother you
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Well.... If we are talking about basekit (no perks nor addons).... I'd say Freddie
Even though I don't play that much of him
Then Maps.... IDK I've gotten 4K's on maps that are considered Survivor favored.... Then again I've gotten 4E's on maps that favor Killer (and the opposite is true as well)
So yea.... it's hard to get a hold of balance.... Even the Devs can't
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@Notionless said:
https://forum.deadbydaylight.com/en/discussion/comment/2826932#Comment_2826932
Im not sure if dbd has enough players to do smth like that.
Well all they need to do is:
Split competitive and casual- If that means them doing both versions of (MMR) that they have (Emblems and whatever you want to call what we have now)
Then lessen the grind- If that means that they need to make (Bad Word) cheaper or adding in a market to exchange things or even upping the BP limit (per match and overall)
They can get players back... it's more of if they want to at this point
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Finding all of the Totems takes time
Cleansing all of the Totems takes time
Both of which the Killer needs in order to get a fair game (other then the campers)... so my fix would be to let all (remaining) Survivors know that NOED is in play as soon as the last Gen is done
And with Dead Hard... it's the same principle... to extend the time of chase or to put some distance between then and the Killer
And by playing as if players are using either of those perks also plays into those perks... so no that's not a counter
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@KingFieldShipper said:
https://forum.deadbydaylight.com/en/discussion/comment/2827008#Comment_2827008
There is only one mode and it's already the casual mode because this is a casual game.
I also never said that the game was made for comp, which I agree with you, all I said was that comp players scrim and they don't play pubs together, which is true. I think comp dbd is stupid (and boring to watch).
Ok cool... but then how does one qualify to be "competitive"
That is what needs to be changed (an actual Competitive mode and a Causal mode) not both at the same time
Doing that will lessen the MMR talks (cause they'd mean more in the Comp mode then casual)
Hopefully less Camping and Tunneling in casual... but more in Comp (which then would be complained about so.... yea)
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@KingFieldShipper They do that for the most part.... but there isn't a mode for causal players
This game wasn't meant for Competitive play... so Srims don't count... nice try though
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Well I haven't been playing cause I lost Xbox Gold....
But the reasons why people are leaving are already listed so yea
Veteran players are leaving due: To nothing changing about the core gameplay (setting perks aside for a moment... I'll come back to them)
Maps and they way they are made
Perks and they way that they are addressed (see I did say I'd come back to them)
Toxicity... is at it's worst
Plus there are other games that can be played
New(er) players are leaving due: To the grind
Everything being price tagged (BP, Shards and Auric Cells)
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On top of not splitting up Comp and casual play... that is needed
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I hope other players help teach the new players
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Much appreciated
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Dh is one of... if not the best exhaustion perk in the game right now
So of course it's used a lot
But that doesn't mean Survivor are bad without it (even with it)
They are going for what's good...
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2820839#Comment_2820839
All of wraiths need a hard rework, his and aces
True... fair enough
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Not really... Survivors will still complain about Gen speeds (even though they CAN be fast)
And there isn't a perk (yet) to straight up buff repair speeds (PTS, Resilience and Stakeout have specific conditions to get any benefit from)
Then the Toolboxes and all of the Gen addons
And is a perk that increases Heal speeds (Botany Knowledge... and Dying Light) And other perks take specific conditions (We'll Make It, Desperate Measures, Autodidact... but that only affects skillchecks)
Oh and let's not forget: For The People, Jill's perks... I can't remember the name, Solidarity, Self Care, COH, Resilience, Spine Chill and Stakeout... and it's iffy.... That make it somewhat easier to heal
And then medkits... all of those perks and addons help Healing in one way, shape or form (Yea I know that Self Care isn't all that great but still being able to heal yourself is a plus)
Now let's talk about Killer's Anti Healing perks...
Sloppy is applied on every M1 hit, Coulrophobia is attached to the Killers TR, Hex: Pentimento relies on Totems being cleansed, Pinheads SH perk relies on getting a hook on a Scourged hook... And Nurse's Calling but it's just Auras
And Killer's Gen perks... I'm going to base these as: Blocking, Auras, Slowdown and Regression (if there's more then let me know)
Blocking: Corrupt- Blocks the 3 farthest Gens from the Killer's spawn for limited time, Sadako's SH perk- relies on getting a Survivor on a Scourged Hook and for another Survivor to miss a skillcheck, DMS- relies on hooks and survivors to stop repairing Gens once the Survivor is hooked, TT- relies on getting a down and picking the Survivor up and Grim Embrace- relies on getting all 4 Survivors hooked once
Auras: Discordance- relies on being in range and multiple Survivor repairing a Gen... and Surveillance- relies on kicking Gens
Slowdown: Thanatophobia- relies on getting multiple Survivors injured, Pinhead's SH perk- relies on getting the Survivor on a Scourged hook then for that Survivor to get off said hook and Healed, Dying Light- relies on hooking non obsession Survivors, Hex Pentimento- relies on Totmes being cleansed and relit
Regression: Hex Ruin- relies on the Totem to be up (which it isn't), Hex Huntress Lullaby- relies on getting hooks and for Survivors to miss skillchecks and for the Totem to be up, Overcharge- relies on kicked Gens and a Survivor to miss a skillcheck, Oppression- relies on kicking Gens, Eruption- relies on Kicking Gens and getting hooks, Call Of Brine- relies on kicking Gens, SH Pain Resonance- relies on getting hooks on Scourged hooks, Pop- relies on getting hooks and kicking Gens
Sorry if this comment is hard to read...
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It's up to the Survivors to stop the Camping and Tunneling... Cause it's a thing that's in the game
Getting less BP is the only downside the doing it... While some players do care about BP gain Vs. loss... The fact that "winning" Vs "losing" matters more
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That's not going to kill the game... That happened before
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@Notionless said:
https://forum.deadbydaylight.com/en/discussion/comment/2823547#Comment_2823547
Yeah but we know they can pump out patches quickly by the way boil over was patched. Some number changes wont break the game, so theres no reason to not just reduce the cd of dance with me. Keep the hook sabotaged with breakdown for longer. Let exponential have a farther range, and poised to last for 30 sec not 10.
Now i agree with @Crowman that most of the perks wont improve since theyre bad at their roots, but atleast theyd become somewhat more useful.
If that's what you think then I won't say anything more on patches
While I do agree with what's been said there comes a point and time to change a lot of the perks.. not enough is done
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Maybe... It's really strong in certain situations but weak in others
It takes less time to heal... Killers have to be aware of it and snuff it once found... and it's replaceability makes it annoying to play against
And it doesn't have a lot of counters (other then snuffing it)... unless they changed that
Also if the Killer is prepared for it... AKA running a build that centers on it's use then it's manageable
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They don't have the numbers for those perks LOL... Just saying
But yea most of the community sees certain perks as weak and useless
The Devs are thinking months in advance so issues with certain perks aren't answered for the longest time... AKA the balance team don't have long to try and "fix" certain things in the game
And they won't touch the base game... which is the reason some of these perks exist in the first place
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Don't put Killer's or Survivor's into a player discussion
Both sides do the same thing... Killer players will blame: Survivor builds, Maps, Not running "meta" builds, Gen speeds... Survivors will blame: builds, Bad teammates, Camping, Tunneling, Maps (to a lesser extent)
Some of those are real and others are (IDK)
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MMR has made this the way to play this game
Even down to which Killers are good (apparently)
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MMR shouldn't exist (partially cause of what we have seen) but this game is a party game... Not meant to be some sort of Competitive game... There's too much RHG in the game
MMR should exist for those players that do want to be competitive (just not what we have now... Unless that's what needs to happen) Just make it a different mode altogether... Perks and Killer powers might be better balanced (MIGHT be)
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I would go with Predator- Why... Cause making the Scratch Marks closer doesn't do much If they can't be seen
I do have a few others that can be mentioned...
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So... We'll Make It
Requires a Survivor to save another (and an icon will appear in the lower right hand corner) and grants 100% heal speed for 90 sec
Why run that perk when BT, DH and COH are a thing
Plus the Survivor that just came off of hook probably doesn't want to heal right under the hook no matter what (for the most part)
Survivors are selfish... Am I right /S
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2820755#Comment_2820755
I think We'll Make It, heal others 100% quicker after an unhook for like 90 seconds I wanna say?
@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2820755#Comment_2820755
We'll Make It.
We Will Make It.
Took me a moment too.
Right... Ok
Thanks
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Wait... what perk are we talking about
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It's true that Killers have always Tunneled... But that was less apparent then it is now
Boon: Circle of Healing had a lot to do with it... on top of BT and DS
And less rewarding Killer perks... the last rewarding perk was Corrupt Intervention (and that was released around 2 years ago)
Also it seems like the Hit and Run strategy has fallen off cause of COH and healing in general
And Gen speeds are just as fast if not faster then they have ever been
Oh and the nerfing of Killers have something to do with it
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2820579#Comment_2820579
I think it's from killers PoV and I understand it, I don't like corrupt because it's rather hard to get value from this perk.
It's a perk that was designed to be boring... And it's hard to see it's value cause of Gen speeds and Gen spawns on top of Killer and Survivor spawns
Just maps in general
Just think of the time "wasted" looking for a Gen that isn't blocked and avoiding the Killer Vs. working on a Gen once you spawn in
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Well... If Killers didn't use the perk what would you do
Start the Gen you spawned on
Boon/ Cleanse a Totem
Run to start another Gen
I know that both sides find certain perks boring but there isn't much excitement in the base game
Plus sometimes Corrupt makes things worse... not gonna lie