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ReikoMori

ReikoMori

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ReikoMori
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  • Hangman trick would meta would be interesting and the game would be dead.

  • @mcNuggets said:

    I wish permanent hook breaks were back.

    Just let the killers restore them in a few seconds and give us back slower but permanent hook breaks, please!

    No. Considering everything else that is wrong with this game that is about the most ridiculous thing ever.

  • If the penalty is based on how close he is to you, then it is never going to be worth a great deal as if he's that close he's just going to shock you.

  • Not all killers are ever going to be high tier, but we have killers who are actually borderline useless for some of the strangest reasons. Also being told by devs that some killers aren't meant to be viable, but just for fun is plain aggravating. At that point I feel like we need to sit down and just sort out what kind of game DbD is. Is this meant to be a game purely for fun's sake or is it meant to be a competitive game with all the trappings that entails.

    If it is just a fun game then fine. The killers can stay however you want them to be. If the game is meant to be a competition game then at no point can you leave a sizable portion of the killer roster in a place where they are not viable.

  • I play survivor and killer equally. Maybe even more killer lately.

    Realistically, the game is in a state where if you as a killer don't feel comfortable with your odds again a potential group and you actually care about your rank the answer is dodge that group. You also have to consider that a lot of popular survivor mains have absolutely ruined certain cosmetics for the playerbase. Nea and Noob3 are a perfect example, people that are really into his content will often run as Nea is the same gear he wears with Nea. It's to the point where can reliably guess they are gonna try and being toxic Nea.

    If you play Claudette, you're getting dodged more than other survivors. Not for toxic fear, but simply because she's legit too hard to keep track of. There are even strategies built around being a full team of Clone Claudettes. It isn't worth the eye strain and stress to deal with that.

    Though I wouldn't worry so much about lobby dodging unless you are in red ranks. That is where matchmaking just breaks down for both sides.

  • @Nicholas said:

    The issue is a Survivor DC doesn't end the match and deprive everyone of any BPs gain or possible safety Pips. I have stayed in matches where one DC and can still safety Pip as Killer (depends on rank). However if a Killer DCs, you lose a Pip. It's considered disruptive to the experience when players are deranked in this way. And the fact that players will move to lower ranks simply due to DCs. We want players in the right rank, not a 1 survivor in rank 10 due to DCs.

    it does, but it just requires 4 dcs to stop the game. You force the killer to derank if at least 2 people dc without ever engaging with the killer. The points for the last two will at the very most safety a killer, but not much more than that.

  • He's a difficult one despite being considered easy by the devs. You could down a survivor and use them as bait to draw out other survivors. You could try to get into chases really close to them and rev the saw.

    I prefer the bait strategy though as it gives me a bit more control over the situation. His addon's are pretty bad at the moment though. No telling when they will do something about them.

  • @Pandifer said:

    I run small game to find hex totems/totems in general. If you don't run them, I am wasting my time. If you do, then you can't blame me for using my perk to counter your perk(s).

    That's not the issue. Totem spawns even with the line of sight adjustment are just bad in general. It just checks to see if a survivor could see it from where they spawned, but not if they are actually concealed. The mechanic in general probably needs an overhaul, but that is a discussion for later.

  • @Swiftblade131 said:

    https://forum.deadbydaylight.com/en/discussion/comment/420008#Comment_420008

    Blood Warden/Remember Me

    Bitter Murmur

    Doctor in general

    It's end game material. Reasons it's quite good with Freddy, he has a very strong end game. Put them to sleep, well they better hope they are injured, because if all the gens are done they aren't getting back up.

    NOed is Niche, but so is Mettle. Have yet to run into survivors having resounding success with it. In fact, I think they become dumber once they equip it.

    Blood Warden and Remember Me great perks, but they don't combo with NoED. To clear up what I mean by combo is actively enhancing the effect of the perk rather than just being able to exist effectively in the build. NoED does two things: Give exposed condition and 4% haste bonus. Killers don't get a lot of movement speed enhancing perks and the ones they do get are situational with heavy drawbacks. It's rare to hit endgame with Devour Hope which would combo with NoED stacking its haste with the other. Though the reality that if you've got a lit totem is getting broken. You could pair with PWYF, but that's a sizeable risk and time investment on finding you obsession chasing then letting go.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/420005#Comment_420005

    If they are using the fountains to heal then you aren't without corrupt purge, and if they aren't using the fountains to heal then they are broken and the nerf doesn't matter.

    Her weaknesses are mutually exclusive.

    In the PTB she was able to maintain speed in the chase while holding or vomiting. This made her more potent a killer. Now survivors can gain ground which does make a difference since everything is about time management. Also now that players are used to seeing her they are learning to not use the fountains very often or at all because without specific addons she can't get corrupted purge.

    In the end she's still an M1 killer meaning she's got all the issues they have. If being sick made survivors unable to take certain actions like repairing or totem cleansing and vaulting it would be different. Getting vomit broken and staying that way is just playing with a poor man's no mither.

  • @Swiftblade131 said:

    Can't change a mind set in stone.

    But I would have to say, same goes for Mettle Of Man.

    Mettle of Man's issue is less what the perk does and more the fact of what it combines with. NoED is one of the few perks that doesn't combo with anything else in a meaningful way.

  • @MegsAreEvil said:

    https://forum.deadbydaylight.com/en/discussion/comment/417733#Comment_417733

    Just because they used false prerequisites and dindt changd them to further testing. That not an argument against this idea.

    Camping needs to be harder adressed as well as tunneling. My statisticts throughout the last season says that during legit games (4vs1) almost 75% of the killers were camping and/or tunneling. That one of the biggest issues in the game besides DCs.

    At some point you've got to understand that these are legit strategies of play. You aren't going to like them, but you will see them no matter what happens. Stop trying to make killers play by some made up honor rules when you have every opportunity to win and fail to do so. For as much as killers complain about the game they have to deal with they never say they want a free win. They always say. "Adjust the game so that we have a chance to feel like we're actually in control."

    You see it at every rank, skill level, and every killer that isn't nurse. Killers simply want to feel like they have more control over the game because buffing and nerfing killers doesn't provide anything that sorts any real issues. Survivors on the other hand want to constantly throw out ways to limit the killers ability to do anything and if you don't follow these "rules", you're attacked. Killers shouldn't be stuck in 10min chases at any point regardless of skill. That's a game design flaw that should be addressed. Survivors should have more answers to people standing on the hook, but they shouldn't be just punitive punishments towards the killer they should be things you can do to help yourself,

    After well over two years I can personally say I see nothing wrong with tunneling. A killer shouldn't have to be attacked for doing the most efficient thing to secure their win. If you can win playing by someone's made up rules then fine, but I don't find it fun to do so anymore when there is no need to do so. At some point we're all going to lose. We're gonna die on hook first and that is ok. At some point you have to sit there and put the time in to understand what you could do to have avoided being hooked. Also you should expect to get hooked and camped if you've managed to run the killer for a long time. People keep saying that it teams vs teams, but Killers have no backup. They do everything alone and eventually everyone gets frustrated over invests in a chase just to get one kill. If your team pops three or four gens in that time be prepared for that desperation and frustration to be that much higher.

  • The game isn't currently running on dedicated servers which you would need to make the most out of this suggestion. Wait till the summer months when dedicated servers will start to slowly roll out.

  • @Delfador said:

    Spirit is really easy imo, I don't understand why people say she is too difficult.

    When she was first introduced, I had a really bad pair of headphones and it was damn difficult to play her for me. At that time, I thought she was really difficult.

    After that, I bought a new pair of headphones and had a daily with her. I said ######### it and played her for the daily. It was incredibly easy.

    After that match I played her about 6-7 times and no team was able to complete 5 generators so I decided to main her. My experience with her is just great.

    As long as you have a good pair of headphones, it is damn easy to use her, I don't understand why people consider her to be really difficult.

    The same goes for the hag as well but I am not too sure about her, I am a survivor main and I know which paths survivors use so it could just be me.

    Not every player plays the same or has the same skill and Spirit is hard to master. Also hearing with her is key and a lot of players who don't normally play a killer than really cares about hearing survivors is going to have a difficult time.

  • @Peanits Can we get a thread kill on this? The whole thread seems out of hand.

  • This rework isn't doing anything other than making a perk that has already been nerfed and reworked multiple times worse to the point of not being useful. People don't want to cleanse totems because it slows the game down? Hardly, you have a cleansing time that is very short and has no skill checks. You have tons of counterplay even if it activates cause you didn't cleanse totems. You can still dodge, loop, leave the game since that is what you should be doing when it gets to the point noed is actually issue. You can just cleanse the actual hex totem itself cause it always spawns in a the worst spots. Not to mention that NoED isn't getting reworked no matter what is proposed as the devs have stated that it is in a place they want it to be currently.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/416536#Comment_416536

    And completely worthless, since survivors would have to come to you for no reason whatsover without even knowing that you're there.

    There are lots of hook spawns with lockers right next to them. So it would be interesting to have the option to ambush from that position. Maybe a little on the unfair side due to how lockers work, but still a nice thought experiment.

  • Head On doesn't need anything at all. It is actually a really decent perk. People gotta remember that the hit box on it is very wide, but not very long. There is a video that someone posted on here I think that shows the ranges of how it works and it is pretty decent. If anything it just needs more consistency which is probably based on connection more than anything else.

  • @PhantomMask20763 said:

    @Kilmeran sym rework was needed. They couldn't just buff her. Freddy is something different, he could be made much more viable with a few QoL buffs. However, I will be open to seeing the results if this rework, it could be something completely better, more enjoyable and fun. But if it's not, then I fear my favorite killer will be ruined

    That still wouldn't fix the fact that even the devs thought Freddy wasn't living up to what they envisioned for him or what his license portrays.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/405501#Comment_405501

    That's not how human psychology works.

    Suicide on hook = easy win = positive experience = killer thinks he's a god and will keep doing everything the same way.

    He should keep doing it. If people self destruct on the hook just cause they got sawed then he's done his job.


  • @Broosmeister said:

    Just played a match with a Legion that attacked you twice and would walk around you until you were downed. You can’t counter it, because then they hit you. 

    Never understood the hate, but after multiple franks mixtapes and this? 0 counterplay, and require 0 skill.
    I played vs a Legion today with the pink addon and Frank's mixtape he also brought a mori, noed & ruin. He managed to get 2 kills lol because he hardcore camped the 2nd guy he got while noed was active

    He just wasn't very good at Legion also the killers iri addon's are pretty crap. Iri button lets you break pallets you vault, but it is bugged cause it never breaks a pallet on the first vault. You could vault a pallet up to 3 times before it snaps. His best addons are frank's and stab wound study. Noed and ruin aren't gonna help him if he doesn't leave the hook. Not to mention noed doesn't work well Legion as it doesn't proc on frenzy stabs.

  • It's not fair, but killers also lose when survivors dc which also isn't fair. The game just has some fundamental problems with managing that sort of issue. Like Boss said, add it to the long list of "To do in 2 years".

  • @Esheon said:

    https://forum.deadbydaylight.com/en/discussion/comment/410319#Comment_410319

    What HazeHound was saying is that you tunneled the Ash, because he was able to use DS on you. Had you instead downed him and left him on the ground for the remainder of the 60 seconds, he would not gave been able to DS you and change the obsession.

    That being said, I have heard multiple killer streamers claim that Remember Me loses all stacks when the obsession changes. I don't use obsession perks very often so I can't confirm that myself. If true, I would definitely call that a bug.

    It's very possible that stacks are getting dropped when the obsession switches. I know that Dying Light resets when the obsession changes which I think is not a good thing.

  • Its probably the weakest exhaustion perk of them all. So maybe give it a buff? If you successfully dodge an attack, gain sprint burst.

    That's a really interesting way to say nerf exhaustion perks again. Which is what would have after they buffed Dead Hard in the way you want.

  • This could be solved by adding a timer to the endgame once the exits are powered. Give them 3mins to open the gates and leave or go through the hatch. If they don't get out in this amount of time and they could have then that is their loss. It also stops killers from excessive game extension through bleed out.

  • @Vexon said:

    If you don't feel like you achieved anything by getting a 4k then maybe killer isn't for you. I'm with the other dude try survivor. As you play more you may enjoy killer more, but maybe since you're still new, killer isn't the best choice since you definitely will get bullied from time to time if you're new.

    Right now the game tells you that a 4k lacks any real achievement if it happens fast enough. Hence why I just started playing survivor after years of killer.

  • Sometimes after match you want to drop couple of words to your teammates when you play solo surv, but Killer disconnects at once and chat is gone.

    For this you need the dedicated servers and non player hosted lobbies. RIght now killers carry all other players connection to the lobby so when they leave it is over.

  • @PeepingPeacock said:

    All the killer obsession perks with the exception of Save the best for last are garbo.

    All the survivor obsession perks are really good except Sole Survivor.

    Science cant explain that.

    play with your food is alright.

  • @Incirion said:

    Hard to pip as killer now? Not really. Hard as ######### to pip as survivor now, because you have to do 2 gens by yourself, be chased by the killer for 5 minutes, unhook and heal 3 people, and survive, just to pip at higher ranks.

    Killer needs to 3hook every survivor, win several short chases, protect all five gens for at least the first 9mins of the game, hit as much as possible with their m1 attack. Killer gets punished for playing to aggressively and finishing the game fast. The current system requires both sides to stupid things to pip. It also really punishes having a play style that focuses on only a couple aspects of the game. Killers feel the sting just as much as survivors.

  • @artist said:

    the guy who said hag is D-tier? pass.

    That's a petty reason, but ok. Also for a time she was D-Tier hag has been on an adventure in terms of balance and placement in tiers.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/408486#Comment_408486

    So you're saying Billy can't charge across the map, Spirit can't phase, Hag can't tp, Bubba can't charge up his chainsaw etc.

    Would you also like survivors to spawn on the hook for you?

    Bubba slows down when he holds his saw charge, can't fake it as it is all or nothing with a heavy cooldown penalty for not completing the charge. Also his saw doesn't move fast instantly, it builds momentum as he moves, but it is still slightly less speed than a sprinting survivor. His saw is only for maximum damage output not speed or mobility.

  • @MystiKasT said:

    anyone have any visual scale for meters? I ahve no idea what 10meters look like in game

    Just look up a 10 meter circle. The perk uses a radius.

  • Right now the current emblem system is forcing one type of playstyle over others. If you play too fast and efficient then you're not pipping. You really can't do much because the team you faced just wasn't very good which means you're actually hindered in scoring in the way the system wants you to.

    https://youtu.be/cXG3Xw9lMHw?t=131

    Tydetime talks about the emblem stuff as it is currently.

  • Tenacity, Unbreakable, Adrenaline, and whatever perk you want to add plus a med kit. Run that build and you basically won't have to respect slugging. Take it from a killer main you'll be very difficult to find. Unbreakable allows you to recover from dying once and recover while crawling. Tenacity lets you crawl faster and adrenaline for endgame instant recover.

  • Honestly, they need to make it so when a survivor vomits they can't interact with anything in that moment. Also when you he broken status you should become exhausted if you stay sick too long.

  • Cornwind is what they should have called this map. I'll take the slotted walls if we can just whack this corn off the map.

  • Who knows? Killers are still spawning with survivors as well so my guess is as good as yours. Maybe it is a line of sight issue or a tile spawn issue.

  • An ebony mori should require more effort since it rewards the killer an easy kill.

    It takes 6 hitsminimum to totally kill a survivor through normal 3 hooking. Add in survivor perks and addons that number can go up to as much as 12. You want Ebony Mori, an ultra rare offering, to take more hits than just playing the game regularly? Also you need to repeat that forever person on the team? Ebony would be useless and it isn't that useful now since you have to chose getting a rank up worthy score or getting mori kills. Moris are really the only way killers get to experience being an actual killer. It's a reward lore wise and gameplay wise. A treat. Why would you change that? Especially in a way that makes it unusable in the current game we have.

    That's the problem with all the balance change ideas that get tossed up on the forum. People aren't thinking much about balancing around the game we have. You can't just change stuff in a vacuum.


  • @sKetch said:

    Bad Ash and Good Ash would be a cheap and easy killer to add, and it'd introduce an interesting dynamic to the game where people would see Good Ash and run thinking he was Bad Ash.

    I actually think the best answer to the Evil Dead Killer is actually already in game as the Spirit though.

    Not really. Their are named Deadites, Evil Ash, Ruby, the Necronomicon itself. Any of those would make great Killers which unique powers.

  • The license holders for the Ash vs The Evil Dead let them put in everything he wore during the course of the show that was memorable.

  • I'll just get straight to the point:

    Stick around long enough and you will get fed up with some things. That's all I'll say.

  • This is gotten super old so I'm just gonna start posting this for every new NOED thread. For everyone who thinks NOED is op/broken/unfair etc. You need to watch this and especially if you've not played the game since the perk was released.

    https://www.youtube.com/watch?v=JfXsr4BL5B0


  • @MegaWaffle said:

    I'm almost 100% sure that Open Handed only increases the range of auras survivors can see and has no effect on auras related to Killers viewpoints.

    You would be correct.

  • @prayer_survivor said:

    Barbacue and NOED are broken and I don't see you saying that must be nerfed

    How is BBQ, a perk that gives aura tracking for 4secs broken? How is NOED, the hex totem, that can be denied BEFORE endgame, baited IN endgame, and shat on by several perks and addons that survivors have broken?

  • @Master said:

    https://forum.deadbydaylight.com/en/discussion/comment/401346#Comment_401346

    The unhooker should be invulnerable when entering a 20 meter radius and both survivors are invulnerable within that radius until they either leave or the hooked guy gets healed.

    Sounds fair, because this way the survivor on hook will get a chance to survive at least instead of being tunneled to death instantly

    You are out of your mind. Stop and think about how abused that would become. Killer is trying to leave and you get caught out for making a bad rescue. You're invulnerable within a 20m radius and the unhooked survivor is not also invulnerable. How does the killer do anything about that? What about just staying around the killer so neither survivor is in any danger of getting killed. Entire teams could rush the hook and end up being unable to be killed. What about during the healing? You can have up to two people healing one person so that is three invulnerable survivors while you're within 20m? Absolutely not. You'd see way more killer dcs and in that one instance I'd not blame them.


  • It's good that is harder to pip now but it may be a little too hard now, i'been stuck on rank 4 for ages now thanks to the new piping system, i escape most of the time doing what's only possible to do in most matches, 2 saves, 2 or 3 gens, escape and it's never enough to pip, either that or i barely safety pip and it's so easy to depip with killers that do nothing but camp/tunnel, even if you put up a good chase it doesn't matter.

    Killer side is not easier to pip. We went from safety pip at 2k with 3-4 hooks to depip at 3k 3-5 hooks. We get massively punished if gens get rushed within the first 9mins of the game. We have to win a lot more chases and the punishment distance on camping was increased so now you can lose points if while chasing a survivor they won't get away from the hooked survivor's general area. We also have to hit a lot more for malicious emblem score, but now we also have to hit a lot more just to get people on the ground.

    So now you need at least 3k with 6-7 hooks, and held at least 3 gens for the first 9mins to get a pip. The amount of hits you need I am less sure on, but then again I find the best solution for hits Legion. Iri devout is 9 hook 4k which means you have to hope that survivors will actually take their buddies off the hook. Some games they do and others they don't. Also right now we've got a rash of SWF groups who are leaving solo players to die on first hook which destroys killer score and survivor score. Then there are dcs. If a survivor dcs you're not getting a pip in most cases and safety pip is not even certain.

  • can we get a nerf to moris, iri heads, infinite evil within 3, spirit's purple addons, instasaw, omegablink, extra blink addons, and just delete legion entirely.

    iri heads are only for one game, moris are only for one game, tuft of hair is only for one game and cause more myers player to lose rather than win since it requires another addon to even be able to stalk effectively enough to get it off. spirit's purple only last for one game, extra blinks doesn't translate into anything if you can't control nurse properly, omega blink lasts for one game is just one blink which requires even more precision. Legion is getting a rework, but even now he's not doing anything that other killers can't accept vaulting like a survivor.

    Survivors have adrenaline, MoM, DS, Instaheals which in this discussion I'll give a pass is like killer addons it only works on game. Unbreakable, No Mither, Borrowed Time. The majority of your second chances are just perks that you have from start to finish. Killers don't have a great deal of things that really work like that. Also you need to remember we don't share addons between killers and killers lose something to gain power while survivors only gain chances with no drawbacks with the exception of no mither. Mori is the only shared thing in offerings and the only ones worth using are Ebony and Ivory which don't show up in bloodwebs a ton. NoED is riddled with problems, Devour Hope requires stacking five UNHOOKS to get mori status and 3 for exposed condition. We have Rancor which lets you kill your obsession at the end of the game.

  • @TheMadDoctor said:

    https://forum.deadbydaylight.com/en/discussion/comment/398774#Comment_398774

    Still, 5 seconds seems excessive and this is from a killer main who thought the 3 seconds was too short. That mixed with being able to move one second after it hits is nuts. Still, if this is what they want to do, fine just don’t buff the timer. Now it shall be a slugging meta....ooooh shiiiiit.

    Unfortunately, slugging is so frowned upon by survivors that it has been nerfed into ground. At this point I'm wondering why this game even needs killers when a lot of strats and tech just keep getting dumpstered every patch. Like really why bother when you have to choose between having fun or the same old crap the same old ways with the same old builds to get the same value. DS buff is maybe a bit heavy handed. Making the stun longer and getting to move on the first second doesn't feel good.

    They could have made the stun a special state that didn't respond to Enduring. They could have just made it so you could move on the first second like they did. I always feel you balance stuff around the game you have and right now I don't see a lot of survivors who don't run sprint burst, adrenaline(another perk that should be looked at), or some sort of speed enhancing exhaustion perk. It is like they balance some of this stuff in a vacuum instead of looking at the most dominant perk combinations involving what they are balancing.

  • @[Deleted User] said:

    actually. i'm a survivor main. and i agree with @Milo.

    the new DS is built to counter campers/facecampers. and prevent getting farmed.

    we don't need borrowed time to affect the unhooked person if he's running it. just use DS

    Edit: also prevent getting tunneled.

    DS doesn't help you if you're about to get farmed. The skillcheck has a delay and if you're right under the hook being farmed you're 9 out of 10 times not going to get it. DS also doesn't do anything for face camping cause if they are face camping you then you're not getting off that hook with going down having them just stand on top of you. Once you've committed to facecamping you stay on the person so people can't get them up.

    Does lower the chance of being tunneled off the hook. Borrowed Time doesn't need to have anymore changes. The fact that it went from a one time deal per survivor to something you could keep doing is good enough.

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