ReviloDBD
ReviloDBD
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I see, thank you very much for the answers and replies!
Yeah, I didn't consider if there are multiple windows next to each other how detrimental that could be on him, I have been using Bamboozle which certainly helps, but it is true that there was a chase where the Survivor had like 3-4 windows really close to each other and she just ran me around for much longer than I had anticipated lol
Hasn't happened to me too often yet, but I suppose at higher MMR it will most likely be common, especially if Survivors have WOO and can see where the windows all are.
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So far I have seen it done on (Nurse/Blight) Huntress and Oni, but it was top tier Killer players and it didn't even look all that easy on some of them like Oni... it's pretty neat though, I suppose if they are gonna give survivors like 22 second unbreakables, then if a Killer is good enough to down all 4 of them within that time-frame they sort of deserve the insta-win in my opinion ^^
Will be fun to try and practice it, I don't think I'll be getting it though myself lol, maybe a few lucky matches.
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Damn, that's actually wild! lol
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@SMitchell8 said:
Had 3 down and 1 injured with Oni a few times, usually get 2 before deciding to hook. Need the survivors to be somewhat grouped fairly close to get 3 or more. Possible with the purple lion fang and crutch for max speed and duration.
I saw that played earlier today on Youtube with success lol but it didn't look very easy.
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@HectorBrando said:
4 slugs probably Oni+Infectious or Starstruck Nurse, Alchemist+Iridiscent Tag Blight may come in third.
4 slugs is not something you should go after as Killer unless you are playing someone with huge mobility and you are excedingly good at said Killer (I never play Oni or Blight, I cant expect to get this by just hoping at the game and playing a few practice games), the instawin is there to prevent extremely bold and aggressive plays from Survivors and to stop slugging as a mainstream strategy, its not supposed to be the norm.
Like I said, I'm mainly curious for fun, I am pretty bored of playing Killer at the moment so this might be something new to try out.
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@prion11 said:
I have been having a great time playing survivor (solo to 2-3 swf) these days. It feels like a larger variety of perks is in play on both sides, save the outliers like pain resonance and eruption. After the perk rework and RE-2 chapter, I have lots of options to combat camping and tunneling. I can run deliverance + off the record or DS to stop myself from getting tunneled. Reassurance to help my teammates resist camping, tenacity is better than ever so I can run flip flop/power struggle with it to counter slugging. Boons are in a balanced spot and dead hard takes skill to use. It really feels like you get more value out of a swf now when each teammate plays a different build, focused on being "the healer" or "the sabo guy" or "the please chase me", etc. sure, bad games still happen. but we are biased to remember the bad over the good. anyone else having a good time?
I've been enjoying it more lately for similar reasons.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3208946#Comment_3208946
Heh, had a Legion do that to me in swamp. When he ran off to go down and hook the last survivor, I just crawled away to hide, sticking to the grass to hide my blood trail. He came back and was madly searching all over to find me. He finally ran off to find hatch to lock me in and start the EGC. Still couldn't find me after and I eventually bled out but I was entertained by it. I figure if he wants to waste people's time, then two can play at that game, lol.
@jajay119 said:
I don't play for BP. I literally have 2.9 million of them stocked. I play for enjoyment and I haven't found the game to have been too bad since the killer buffs... but then I don't take it very seriously. Despite being a survivor main I have actually always championed for killers to feel a bit more fairly empowered.
I am growing tired of the slug player three to find player 4 dance that has been prevalent in most games... but they're fixing that now so its cool.
Lol yeah I recently actually ended up crawling away and coincidentally getting a hatch spawn next to me, almost like the game knew and felt bad, so I got to crawl into my hatch escape XD
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@Tranquil_Blue said:
The Hatch Escape build using Low Profile and Clairvoyance that some people from the Forums helped me create was pretty fun for a while, it actually boosted me out of super low MMR so now I'm getting some better teammates in my matches finally, and was able to swap to a build that seems to have the highest escape rate for me and my team currently.
At one point, BHVR said very clearly that hatch escapes do NOT increase your MMR at all. Who knows if they changed something behind the scenes, but as far as I know, that's what they've always said publicly about hatch escapes. In any case, glad you're now getting better teammates.
Oh wow really!? I did not know that, what a surprise. Now that you mention it I do recall them saying that too.
However, that being said, I don't know what happened but when I first started playing Survivor ALL of my teammates were always under lv10, often level 0 prestige on their characters.. but after about 7 hatch escape wins (and maybe a few normal ones with exit gates) all the sudden I started getting teammates that were like 10-30, then 30-70 prestige roughly now.
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@Omans said:
Unfortunately for a lot of killers on here they are super boosted. Camp first hook, tunnel first hook. Rinse/repeat.
Playing that way allows lower-skilled players to get better results than their skill should give them.
Survivors are Plenty boosted too, usually by SWFs. Weaker member who should not be escaping are escaping due to being hard carried.
Many killers on here don't seem to want to accept that they are boosted at the role. Fact is, unless you are playing against tournament level SWFs on comms then the reason you are losing 'easily' is a skill issue.
I agree with this, but I do feel like there are plenty of Survivors that can still easily "Bully" Killers even after the update, that was my only comment about this, because so many Survivors are complaining that Killers are too "buffed" now, and I don't think that is entirely true honestly having played both roles.
If killers were truly as strong as people make it out to be, then it would not be so easily possible to bully them or 4 gen chases wouldn't be a thing.
The biggest issue with DBD which is something that I've actually made a post about a VERY long time ago, and it is just the way the game works...
Bad Killers have a huge advantage over Bad Survivors.
Good Survivors have a huge advantage over Good Killers.
So, at lower MMR usually Killers will be winning most of their matches quite easily, but the higher MMR you go, the harder it gets for Killers and the Easier it gets for Survivors.
It is not consistent as you climb, because after a certain point most Survivors generally will end up in the power role instead of the Killer. It is true that Killer remains in the power role for quite some time, probably up until reaching maybe around Top 15% or so skilled Survivors, but the Top 15% Survivors actually remain in the power role over the Killers in most cases.
But then 85% of the Survivor player base feels that Killers are too strong. It's not actually true at the highest level of play, but it is true for everyone else, and this makes it extremely difficult to balance and please everybody...
I just wanted to try and shed some light on this with my post, so that people have more open eyes on the subject instead of being so one sided all the time.
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@FriendlyKiller said:
Out of curiosity, why didn't you drop that chase?
I'll be honest, it wouldn't have made a difference.
A few matches in a row before that, I dropped the chase to protect gens when facing equally skilled Survivors and all that happened is I would lose pressure and the Survivor I had hit would heal up, in the end they still popped gens without me getting many downs at all.
They actually told me in end-game chat after one of the matches that I shouldn't have dropped the chase and just commited.
Either way, if you can't down ANY of them in under at least a few gens popping, which was the case against these players, it doesn't make a difference whether you drop chase or not, because the only way you will get a Hook is if you down someone and for each 1 down you will lose 2 gens on average. Time is just not in your favor.
Although in this particular case that you ask, after I saw 2 gens pop, and I was committed and thought I was close to catching him, (because I am not used to being run for more than 2 gens usually at a time) I just decided to fully commit literally just to find out and see how long it would take me to finally catch him.
Well, it was 4 gens popping before I finally downed him.
Granted, I did end up getting that 1K lol. The rest of them opened the exit gates too soon and I decided not to hook him and just dropped him in the middle of the map, eventually they got him up, but by then even though the other got out I was able to bodyblock him from getting to the exit and he died to EGC lol..
Tbh, it wasn't very satisfying, but there was nothing else left to do by that point. The entire game was essentially 1 hook, 1 gen pop, then a 4 gen pop chase and EGC.
Not saying this is how it goes all the time, usually it doesn't, but at a certain skill level I can assure you that a Survivor can easily run me multiple gens all by themselves, and whether I give up the chase or I don't, it never seems to be the right choice or make a difference. They know exactly what they're doing lol
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@Marigoria said:
So you say Solo Q deaths have increased, so how is that survivors still beating the killer easily?
Just say it directly: SWF is still doing fine, Solo Q is not.
It's not just Solo Q.
Granted, I have the most frustrating teammates in Solo Q sometime when I play Survivor.
But when I play Killer it is NOT always SWF that beats me, that's unrealistic, legit many times it is still random players that just know how to play well, which is fairly common at higher mmr.
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@TheSubstitute said:
Renewal or Inner Strength? Both are general and counter the entire build. Both are also useful and solid perks all around.
Resurgence would help and Reactive Healing might actually be useful in this case.
If not just do gens and pretend you're against a more mobile Plague without any gen slowdowns.
I'm glad there are actually two Killers now that can use terror radius perks.
100%
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@drakolyr said:
Fun times.
To be fair, they are talking about "Specific Killers" ... like making Myers better for example etc, making M1 Killers better, bringing up the tier list for trapper and other low tier killers... that's what they were referring to, which didn't happen...
Most of those killers are still required to tunnel or camp to get kills if the player is facing equal skill level survivors, at least from my understanding, to be honest I just don't even bother playing those killers usually unless I'm really good with them like Wraith.
I don't camp or tunnel because I find it to be rather boring honestly, I don't play to win anymore I just play to try and have fun trying out different builds, but I will admit that Killers are STILL not strong enough in their current state to face GOOD higher level SWF Survivors, not even close, unless they play using cheap tactics.
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@skylerbound said:
Since the meta shift, I automatically know the killer has penti the second I see they have ruin. It’s like running a boon other than COH, almighty troll lol
I think I've literally only faced Ruin exactly ONE single time since the last big update.
I never really ran Ruin as Killer even before, but I certainly don't run it now.
It requires insane luck to get any value out of it, and not worth taking up a perk slot.
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Way too many ppl DC or die on first hook intentionally nowadays, it's SO much worse than before.. totally unfair for the rest of the team, often times there is NO good reason for it either i swear.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3187376#Comment_3187376
Sometimes the ground is a more viable hook. Sure, it takes twice as long, but you also save time picking up and carrying them. I would totally use the ground next time you see a group trying this!
Haha yeah, after writing my last post I realized that I should have just slugged them.
That 100% would have worked better, but I suppose I just wasn't expecting it to go the way it did, and idk how but VERY often they popped up out of no where right next to me even when I thought I was alone about to hook the person I just downed after a fairly long chase, and yet they were all there in an instant ready to prevent me from doing it lol
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@Davenport916 said:
https://forum.deadbydaylight.com/en/discussion/comment/3185310#Comment_3185310
Crazy. I run aura builds every game or at least one or 2 perks. So useful in a pinch
I was surprised too, I really wish that I could be getting more use out of my Distortion lol.
To be fair, I'm a Killer main and now that I think about it, I don't really use Aura reading perks on most of my Killers... the thing is, I generally know where Survivors spawn even w/o lethal pursuer (apparently so much so that survivors keep accusing me of "esp hacks" which I had to look up what it was, essentially they keep thinking I have aura reading wall hacks) but I rarely find myself looking for Survivors in a match.
I usually either use Gen Regression Perks or Perks that help me End Chases faster, like STBFL or Bamboozle, things like that..
I think once you play enough Killer matches in your life, you'll start to just know things , like where Survivors spawn, what gen they are probably working on, where they are probably hiding or running to, when they'll go for the unhook, etc... you have to play Survivor as well to understand these things better actually, which is the nice thing about DBD - you gotta play both sides to really play the most efficiently and understand your opponents, but with experience comes knowledge.
I honestly don't even really consider myself any special or good in any way btw, this isn't meant to be a brag, I genuinely think it just comes down to game knowledge and experience, anyone can have it with enough time spent on the game lol.
So yeah, perhaps the Killers that I am facing are more similar to myself, as in they don't need Aura Reading perks to find where we Survivors are located, which is probably accurate because they seem to find me no problem EVEN with distortion and them not bringing anything to proc it lol
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@sizzlingmario4 said:
It‘s not supposed to stack afaik.
Breakout reduces the default wiggle time of 16 seconds down to around 13.33, fwiw (a bit faster with great skill checks).
That said, even if 3 breakouts WERE stacking, that would still be 10 seconds, so they never should’ve wiggled after just swinging once unless they also had flip flop and/or boil over, and even then.
I don't recall if any of the players had boil over, it's possible that the totel time was somewhere in between 5-10 seconds, but what I know is that it has never felt that fast before, and I couldn't even drop the person in time.
Even when hooks were very close nearby, 1 swing at the most was enough to get them out and off my shoulder, and every time all 3 of them seemed to stand in front of me and body block me. The match was pretty much unplayable lol
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@Brokenbones said:
Breakout shouldn't stack, no
Outside of very specific survivor builds (Flip-flop, Boil over etc), Breakout only shaves off like a second or two. You should still get at least 10+ seconds of carry time before a wiggle off
That's what I thought, well they were getting them to wiggle off in around 5 seconds or perhaps even less sometimes if I swung.
Three of them all 3 breakouts and mettle of mans and sabetours. It was annoying, but if it really doesn't stack, and this isn't a bug, then I KNEW something was fishy about it because there's no way someone should be able to wiggle free that quickly.
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Honestly I would 100% use auto-fill bp webs.
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@scawyxd said:
title, just want to know why you guys think that is? and when do we start crying about it like dead hard?
I use Distortion in every single Survivor build that I am playing, and I don't know where you get your info from but I only see Lethal Persuer usually once ever like 20 matches or so, it is extremely rare.. honestly, I've only been seeing BBQ once every 10 matches or so even...
I am getting such little use out of Distortion that I'm starting to consider taking it out of my builds, it's great against Aura Reading killers but from my experience very recently almost NO killers are bringing Aura Reading anymore.
Floods of Rage is the most common Aura Reading perk that I have seen them using, that's usually the only time my Distortion has been getting a proc.
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@skylerbound said:
I have spent all my gaming time today trying to get this. Either I’m one hooked/tunneled out, get unhooked at the gate and can’t really run to the hatch, The worst case was when all gens were done a Meg waited until last second to leave the gate and I died by the entity. Finally I just played selfishly and waited for my teammates to die after someone dc’d to get it.
how are your challenges going?
Interestingly enough I finished my hatch challenge my very first attempt.
Just use a hatch escape build? They do exist.
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@Brightened said:
There is something so exhausting about doing the bloodweb after 2+ years of playing lol.
I'd really like some way of like auto-filling lol or a faster way of doing it.
I had like 12 characters already pres 3 before the switch and now it seems like it's taking so much longer.
Please devs!
I HATE DOING BLOODWEBS JUST TO PRESTIGE AND GET TEACHABLES OMG...
I literally just had to do this and its such a boring waste of time....
EDIT: I am NEVER going to play the character, especially on Survivor, so what the heck..
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@lagosta said:
Window Tech is a strategy that was mostly phased out in modern DBD. Doing it requires absurd precision, or an aura reading item (map, key), or Clairvoyance. Have a look:
https://youtu.be/j43dVd1BAuk?t=30
Basically, when using a key/map/Clairvoyance you will lose collision with the killer who's vaulting a window. So after the killer starts the vaulting animation, you run through them. This is extremely powerful on Shack of all places.
Regarding Keys, I don't bring them to matches. They interfere with Clairvoyance as not holding items is a requirement. If I need to bring one, say for a challenge, I usually drop it somewhere hidden at the start of the match to protect it against Franklin's and avoid taunting the killer. Also, as a last resort (if the gates are impossible to open and you don't have Sole Survivor), you can always try and go for keys in chests as you can track those with Clairvoyance too. I like the spice of not bringing keys :P
Your builds look solid indeed, the last 2 perk slots are very customizable. And good to hear you're having a good time with it :D
Haha okay thank you for the explanations, and omg wow that Survivor is SO good in that video... incredible, I am not nearly as talented lol
But I may try the window tech sometime for fun ^^
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@RinsDoormat said:
https://forum.deadbydaylight.com/en/discussion/comment/3182519#Comment_3182519
That is literally how it works LMAO
- Survivors standing too close to a vault point or dropped pallet will now be injured when The Mastermind vaults it
from the Project W patch notes.
It's a bug.
Wait, is this for real? Because.. well, that changes things quite a lot haha, although to be fair I've never had it do this for me on Pallet Vaults before not even once, it never hits the survivor on the other side of a pallet, a window vault yes, but never once for me on a pallet before.
Hopefully its a bug then and gets fixed.. would be nice haha
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I understand the purpose of this post, it has some merit, but my goodness the guy posting is going about it all wrong lol
I feel like to some degree it is a bait troll post, because his attitude on the subject matter and repeating the same thing over and over again is basically just asking people to disagree with.
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@lagosta said:
Use Clairvoyance during the match to find Gens or more aggressively to perform Window Techs (can use keys for this too). You can find videos online. When you notice the match is starting to derail, save Clairvoyance usage or look for a totem to replenish it. Also, get healed (use Clairvoyance to find chests if needed). In my experience one of these scenarios will happen:
- The Hatch is visible to you and the killer is far away. You can b-line and get hatch.
- The Hatch is not visible and the killer is far away. You want to explore the map avoiding detection.
- If the killer finds the hatch, you hide until you you find it and use the key to escape or immediately try a gate play (Sole Survivor is amazing here).
- If you find the hatch, just escape.
- The Hatch is visible and the killer is near you. The magic happens here. You want to b-line there (and if you're healthy make loud noise notifications). Draw their attention to you, so they won't see the hatch.
- The Hatch is not visible and the killer is near you. If you're in a chase, you need to carefully guide the chase through the map until you see the hatch aura, dropping pallets aggressively. Keeping yourself healthy is a must here so that you provoke an M1 and use the Haste effect to reach the hatch before the killer.
To me, the best perks to accompany that playstyle are below. The ones in Bold are a must.
- Clairvoyance: reasons above
- Inner Healing: You're breaking totems, might as well get more mileage out of it and be healthy for the final showdown.
- Sole Survivor: to open Gates between patrols and Hatch in between M1s.
- Dead Hard: to be able to extend the final chase and also be useful throughout the match.
- Distortion: reduce the chances you'll be the first chased survivor and also the first one removed from the match.
Thank you very much for the detailed reply! That was actually very helpful and I will try out what you are saying, also I didn't even consider Inner Healing as a choice, but it totally makes sense since we are breaking totems! Cool.
May I ask, what do you mean by using Clairvoyance for "Window Techs"?
Also, is your Method mainly effective if I am bringing Keys to the match? What if I don't want to bring keys, will I still be able to have some success using it? I believe so, but just double checking.
If I don't have "Sole Survivor" would you just run Clair, Inner, DH, Distortion? Or is there something else you think would work better to replace sole survivor? Thanks.
EDIT:
I'm testing Clairvoyance, Inner Healing, Distortion, Low Profile right now, and it's actually going pretty well, I just got my Hatch escape challenge completed ^^ (Used every single perk successfully in order to escape)
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Interesting, that makes sense though, I feel like I may have felt the "Bump" people are referring to before.. just didn't realize it was the hatch.
Perhaps if they weren't using hacks, then this is how they knew exactly where it was spawning, that or extreme luck + knowledge.
I'm just surprised to see how many people seem to be standing RIGHT on top of the hatch almost the moment it spawns in my matches.. both Killer and Survivor sided..
When I play Killer, often time I am running around the map for what seems like minutes searching for the hatch sometimes, and as Survivor unless I am using a Perk to help me, I just search completely aimlessly and sometimes get lucky and sometimes I don't...
But I literally have NEVER not once just been standing on top of the hatch right as it spawns, yet I keep noticing it happening quite often lately.
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@SuzuKR said:
Guessing based off knowing possible spawn location rules/logic/examples
Hmm, does anyone here know what those rules are? Or is there a youtube video that explains them? I've become curious lol
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@Friendly_Blendette said:
Pretty much like the current incentives work only say Twins would have it or Hag or whatever killers are least played at the time in order to try and promote killer diversity in matches.
I love this idea, totally agree!
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@Hensen2100 said:
https://us.v-cdn.net/6030815/uploads/OS0XSUC7OZHI/unnamed.png
So this is one I have been thinking about for a while; the goal being to get the hatch after everyone is dead
Bond + Red Herring to offload the killer onto other survivors (soon to be ex survivors). Then midwich; a difficult map for them to survive as well as makes scanning for the hatch super safe since you can find it from upstairs while the killer searches downstairs
Not 100% sure on low profile though, no healing / iron will might not work
Keyswap at 5 seconds of course
Lol.. this is just mean!
Ever since the additon of *Low Profile* I too have been playing around with different "Left Behind" style builds because Solo Q is such a dreadful experience typically and too often am I last one standing so I thought it could be fun to test and play around.
That being said, I always TRY to help the team Escape, all my builds are around trying to be as effective as possible while still being the last man standing in case of an emergency hatch escape..
It's been working more-or-less
@GillyBeannn said:
Mine is Sole Survivor, Lightweight, Left behind and Low Profile on Ada since she's somewhat quiet. In case I'm the last one alive and the killer already found Hatch, the opening speed would be great. I also got aura blocking value before from a Wesker using I'm all Ears and then he lost me because of Lightweight.
That sounds pretty decent, I don't have Sole Survivor but I've tried the other 3 together. Distortion is a great replacement as well if you are worried about Aura's but I bet the opening exit gates faster is nice.
@lagosta said:
The best Left Behind build will not use Left Behind, unfortunately. Clairvoyance has double the range and tracks exit gates too.
OMG WOW, I had no clue but you are absolutely right!! I've been testing builds with Left Behind this entire time, and turns out that Clairvoyance is WAY better haha, there's actually absolutely 0 reason to use Left Behind sadly, I just replaced Left Behind with Clairvoyance on every single one of my builds and it was always better! Dang thank you for that information!
Anyways, I haven't figured out the best Perk Combination yet, but I've been playing around with:
Low Profile, Clairvoyance/Left Behind, Distortion, Off The Record, Boon COH, Self-Aware, We'll Make It, Lightweight..
I've had some success with a few different builds but I still can't really decide which is "BEST" for what I'm looking for.
- - I feel like whenever I bring Distortion, the Killer isn't using Aura Reading perks.
- - I feel like whenever I bring Off The Record, I'm not getting hooked/tunneled and get no use out of it.
- - I feel like whenever I bring We'll Make It, my teammates just run away from me and don't let me heal, or I get tunneled for rescuing.
- - I feel like whenever I bring Lightweight or Self-Aware, the Killer has a ton of Aura Reading Perks and finds me anyways.
- - I feel like whenever I bring Boon COH I have a really difficult time finding totems and spend way too much time looking for them, or they get snuffed out super quickly because they are in obvious locations.
- I guess overall maybe I get the most out of Self-Aware and Boon COH usually, but bringing Distortion is almost a must even if 9/10 games no Killer seems to have any Aura-Reading, the 1 match the Killer does you end up a sitting duck.
- Idk, I can't figure it out, been testing a lot of things but nothing feels perfect yet, let me know if you guys come up with anything that works really well for you, thanks!
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I don't mind if there was voice chat implemented, as long as they buff Killers to deal with consistent SWF essentially lol..
But seems like a lot of work, and a lot of perk overhauls.
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@mischiefmanaged said:
Eruption is a weird one because when I've encountered it and used it there's a lot of counterplay, but playing against it feels really bad.
Ways it's not good:
- You need to kick the generator before the chase which means they pre-run and the chase takes forever.
- You need to get the down before someone completes the generator.
- Someone needs to be on the generator to really get value. The gen regression by itself isn't that good by itself, but the incapacitated status effect is huge.
- It mostly can't be used right after hooking because of the 30 second cooldown. By the time the cooldown is over, you should probably already be in another chase.
Ways it's good:
- It's really effective at stalling the game when it does go off.
- You can protect multiple key generators with it. It's very effective at keeping a 3 gen.
Ways it's annoying:
- When the killer just runs up, kicks the gen, and runs away you're just kind of like... ok? What's the counterplay? Do you stick to the gen and risk getting hit with Eruption or do you tap the generator and then work on another one? There's no actual interaction between you and the killer. They just kick the generator and then leave. You then go back and tap the generator. They then return and you run again and they kick it with Call of Brine again. You do this for multiple minutes and hope you're not on a small map. If you're on a small map or have a tight 3 gen, you can keep doing this for a very long time without anyone even getting injured.
- It really does work much more against solo queue than SWF. I'm normally a person who says there's not much difference between solo queue and SWF, but there's a pretty dramatic difference between these two for this one perk.
The ways it's good and bad are fine. It's just the annoying section that's the problem. But, if you give a clear indicator of when it's happening like Pain Resonance, you completely neuter the perk as nobody will be hit with incapacitated ever. If you remove incapacitated, the perk is terrible. If you remove the activation condition of kicking the generator to get rid of the pre-run interaction and encourage killers to actually chase, the perk would be too strong and have too much in common with Jolt.
I think my main problem with the perk is it feels boring to use and play against rather than the solo queue interaction. Having a killer come to repeatedly kick a gen and then leave is just not very fun for me.
This is the best possible explanation that anyone could have said so far..!
For the reasons you mentioned above, the perk is "fine", because changing it any significant way would seemingly either ruin the perk all together or make it too strong. It's actually quite balanced, and the intention is for players to NOT know when it is coming so that they DO get incapacitated, however, SWF can sort of "cheat" their way out of that, and as you stated above, it can be very boring to go against ...
Although, that being said, as Survivors we should ALWAYS be trying our best to avoid a 3 gen... yes of course I realize in Solo Q that can be hard, but even if it means putting me in a risky situation, I am always working on middle gens first to try to leave outside gens for the end and hopefully leave some kind of seperation to avoid this from happening.
EDIT:
And to be honest, how is Pain Resonance THAT much difference from Eruption, I mean, you see your teammate get hit and be injured, that is an immediate sign that they will be going down "soon".. I usually wait like 20 seconds or so and then stop working on a gen and go look for another objective or get prepared to unhook, there are other things we can be doing instead and it is OUR CHOICE if we want to risk working on the gen for longer or play it safe and stop until our teammate actually goes down.. it isn't all that difficult to avoid honestly, even in Solo Q.
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I don't really undersand why so many people seem to have a problem with this post, I thought it was kind of funny lol..
And whether or not it's attractive, that dress is Definitely noticeable, very easy to spot as Killer in a match for sure. I don't tunnel but sometimes that dress is the only thing I can spot in a room full of Claudettes lol
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@SweetTerror said:
Not to say that every killer is playing super sweaty, but lately when I load up the game it always has blood point incentives for survivor. We're talking 100% blood point incentive. With that kind of incentive and BBQ being nerfed, I definitely don't want to be playing killer. But maybe I should because every single match is just tunnel after tunnel after tunnel.
I'm a casual DBD player at best, but SBMM puts me into matches that I clearly don't belong in. Can we please have the bots already, because this #########'s getting old.
I mean the incentive is literally there to get more people to play Survivor so that the game can have faster qeue times, it is working if it is making you want to play Survivor for the bonus, or for the instant qeues which are nice.
I'm a Killer main but I have been happily playing more Survivor lately thanks to the bonuses and cause I don't enjoy waiting for Killer matches.
It's also not ONLY because there are "more" killers playing than Survivors at the moment, but also because the game design requires 4 Survivors per Killer for a match, which means there actually needs to consistently be 4X more Survivors than Killers for fast lobbies...
Because of this, I don't believe that the incentive is going to change any-time soon. There was a period of time when Killers were "unplayable" because of how powerful good Survivors were, back then Killers actually were getting instant Qeue for a while because there was such an ubandance of Survivor players... as of this moment the game is actually a bit more balanced, so if there are even close to equal the amount of Killers as Survivors playing, then Killers are going to have to keep waiting for lobbies while Survivors will keep getting the BP incentive.
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@prion11 said:
Deadlock is good in 99.9% of situations
Call of brine, overcharge, and eruption are good if your killer has mobility and can afford to kick gens
Thanatophobia and gift of pain for legion and plague
Pain res is good on pretty much every killer except pyramid head
Dead man's switch for killers with giant terror radius (wesker) or killers that can easily bother gens from far away (artist)
To counter the new hyperfocus/stakeout meta: Gearhead and stealth perks (killers that are often stealthed give 0 stakeout stacks)
Does Deadlock mess with Pain Resonance? Like if you are about to hook someone and they finish a gen, does that prevent Pain Res from giving it's 15% progress reduction, do you know?
@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/345600/help-a-girl-out
I rarely play killer (13% of my matches). On my spirit I play the combination of jolt, pain resonance and dead man switch. I find it very strong.
I'm getting tired of kicking gens so I actually just started running this build as well, may I ask what your 4th perk slot is preferrably?
@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/3177016#Comment_3177016
Just out of curiosity. How do you know that 13% of your games are killer games? Can you see that anywhere or have you been tracking your own games? Or is that just a random number you chose?
Hahah I was actually wondering the same thing :P
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3176986#Comment_3176986
https://forum.deadbydaylight.com/en/discussion/comment/3177051#Comment_3177051
His "mobility" saves only saves a few seconds compared to just running. It's pretty dumb that blight takes 2 seconds less to get 5 rushes back while also having a shorter fatigue and actual map mobility. I don't think they need to directly buff his recharge they should make his tokens work like nurse/bubba where you aren't punished for using only a single bound by having all token progress lost.
I agree with that, it is pretty annoying when I accidentally start to charge up a Bound with like 95% CD finished for a 2nd one and either have to choose to let go or give up the 2nd charge entirely even though I almost completed it.. that certainly does get frustrating.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/3160358#Comment_3160358
I've had the opposite feeling. I've been absolutely wrecking with him. He seems like a hybrid between Blight and Legion. And I've already gotten to the point where I am using his power to attack almost always. And it's such good slow down because now they have to either be infected or go across the map to get the antidote. Wesker is high A tier. In my opinion he's only slightly weaker then Blight.
Hmm may I ask what build you are using on him then? Just curious and trying to learn.
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@Brokenbones said:
The thing I noticed the most in my games was the speed
I was playing with a healing build and I'd unhook people and I'd try to follow them to heal them and they'd zoom off like roadrunner, leaving me in the dust with my we'll make it active. Pretty funny
Also to the people who are running BT the perk, my hat goes off to you because it is insanely strong now
I notice the speed too, for sure, the BT portion of it not so much as it hardly gets used, but maybe that's a great deterent for killers at least!
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I've enjoyed playing him so far, but I'm also not facing against pro survivors yet I don't think.
I will add though that he is definitely buggy, there have been MULTIPLE occassions where I actually literally GRAB a survivor, see the animation go off, about to slam them into a wall or object or something, and the game glitches out and the survivor is not only dropped but they don't even take any damage at all.... it counts as if I didn't even land my grab at all, despite actually seeing the animation successfully begin to go off shrugs
Honestly if they would just fix the bugs with his grab, and maybe add a TINY bit more hit box for it, I would be overall pretty happy with him as a Killer, I think he's fun. Reminds me of a weaker Blight that's easier to play lol, don't have to dash into walls and #########.
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@Biscuits said:
The most significant I have seen is that console players are limited in the amount of commands they can put on buttons. There are instances where they need to throw the pallet or rewove chains or heal or vault, but it's all the same button. So they end up slow vaulting over to you, or healing someone on the ground instead of throwing the pallet. If you ever see someone do something really silly at a pallet/window/locker, it's probably a console player.
This is absolutely my biggest issue with console, otherwise I actually love the game on my PS5 and find it quite fun to play, but often times trying to heal someone while they are under a Pallet I end up dropping the pallet unintentionally, or other similar things which can get rather frustrating!
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/OCT0UWQ0GSP8/wesker-resident-evil.gif
My wallet is ready and so am I. It's almost Weskin time!
Is it really today?? NVM lol clearly it is
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@BlazePyron2 said:
As a survivor I'm quite excited to use hyperfocus to genrush, I think it's the most unbalanced balanced perk they've ever made.
Hyperfocus, Stakeout, Fast Track, This Is Not Happening. This is gonna be my new fave build. I haven't seen a build this perfect since flip-flop, tenacity, undying, power struggle/boil over.
I wanna remember this lol
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@Carranza88 said:
I’m sorry but am I only one that thinks killers are just too op now? I mean getting one hit by the bell guy is annoying. All the killers are pretty much guaranteed a win. They wanted to make this game more balanced but in all honesty they made it more for the killers. If you main survivor, good luck. Your not winning much. Killers abilities are used and abused since they have ABSOLUTELY no cool down. They can spam and re use over and over again and us as survivors just get the crap end of the stick. Used to live playing this game with my squad but we’re looking at switching to Friday the 13th. Good luck anyone that sticks through this game
I lose more playing Killer than I do Survivor now *shrugs*
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@steamed_hamzzz said:
The new Dead Hard is fantastic.
It’s still a great perk in the right hands that provides essentially the same “third health state” that old DH provided, only now with plenty of counter play, not the un-counterable ‘DH for distance’ of old.
Now the perk rewards skill full play, precise timing and plenty of mind game potential e.g holding onto it while waiting for the killer to anticipate it and vice versa
great work devs
Well if you use it right, it actually gives you WAY more distance now.... kind of crazy in some people's hands to be honest
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Ahh okay, tyvm!
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3098768#Comment_3098768
I've been playing far more survivor in this update and I would consider it a pretty solid success from that perspective too.
Your opinion quite genuinely isn't fact here, it's not objectively a disaster. A lot of people are having fun too.
I agree,
I am actually a Killer main and since the update I have been playing WAY more Survivor than usual because I am enjoying playing with Perks that are more fun and interesting than the "previous meta" before the changes were made.
I am so happy to be able to play some of my favorite perks without feeling like I'm handicapping my team, in fact, I usually end up being the top player on my team now without even using any second chance perks or exhaustion perks, its freaking awesome!
Oddly enough, on the other hand, even though people say that "Killers" benefited the most from this last update, perhaps even if that is true, I can't seem to find myself any Killer that I really enjoy playing now all of the sudden... shrugs
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3130788#Comment_3130788
Correct, but before you only had to get the character to level 40, which generally took around 1 million bloodpoints. Now you have to take them to 50 and prestige them once. Once you hit 40, the average bloodweb costs 50k, prestige costs 20k. So now you are adding an additional 520k to the original. AND you don't have bonuses from WGLF or BBQ to reduce the grind. So it costs more bloodpoints, and you get less per game.
I just want to make sure I understand something,
If you Prestige a character to level 1, does that mean that their teachables are now unlocked on all characters?
I understand that Tier 1 is unlocked on all character, but if you spend points on that character's bloodweb are you able to level that perk up to Tier 3? Even if the character whose teachable it is is only Prestige 1?
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Based on what I have been reading, most people seem to agree it is:
Blight, Dredge, Huntress for top.
I'll have to try them all, it's too bad that I'm not really good at any of them lol, but perhaps it'll be fun to learn.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/3124031#Comment_3124031
If you're willing to play the long game and accept that generators are going to get done, Wraith can be very, very mean with aura reading abilities.
Take that from a player with at least 500+ hours on just Wraith. I feel it's stronger than just a maybe. Also, just like any killer, survivors who are SWFing and on coms will likely run circles around you. How hard depends on how mean you want to let yourself be.
So I happen to used to be a Wraith main myself, probably at least 500+ hours on him as well and held Rank 1 with him way before the buffs and all the changes that were done... though I don't play him very much anymore,
May I ask you, what your "Aura Reading" Wraith build looks like? Which Perks / Addons do you use? Thanks!