ReviloDBD
ReviloDBD
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The statistics are an issue that causes this problem of perception.
Truth is, Killer's are really easy to get 4K's with throughout the "majority" of ranks. Probably all the way to about Rank 8 or so it is very easy to get 4K as a "decent" killer with practice.
But once you hit Rank 8, all you end up facing are Red Rank Survivors. Rank 8-5 every single one of my matches had at least 3 Red Rank 2-4 Survivors and most of them were in parties of 2 or more SWF.
Once this happens, and you start playing against those type of Survivors.. all of the sudden you start seeing constant 4 Survivors escaping.
The bottom line, and truth of the game, is that once you get into "Red Ranks" which is the "End-Game" of DBD technically, especially for a Killer who automatically pips whether they try to or not because of EASY 4K's in Ranks 20-8 .. all of the sudden the game becomes EXTREMELY Survivor sided.
I really honestly wish we could just play an "Unranked" game mode for fun whenever we don't feel like playing like a "sweaty try-hard" or want to practice a new Killer, but there is NO SUCH GAME MODE... which means, we go from literally having to not try AT ALL to get 4K against bad Survivors to all of the sudden having to constantly try our HARDEST and still get wrecked by Pro Survivors.
A lot of this has to do with skill and the extreme learning curve and skill cap of DBD unfortunately, I suppose for both Killer and Survivor.. but there just really isn't a good middle ground.
Green ranks you would think is the middle ground, but it is still too easy for Killer.
Purple ranks is way too hard because you are now facing Red Rank survivors. Red Rank survivors are honestly too good at the game, and have too many tools to succeed in safe looping Killers and Gen rushing and working as a team.
This means that in the END. ULTIMATELY the BEST KILLER in the entire game vs. THE BEST 4 SWF SURVIVORS .. will never really have a chance, unless he just gets super lucky. At 100% optimal performance, Survivors will ALWAYS win, because its 4v1.
This is the problem for Killers, and EVERY single time there is a new Killer Nerf to help "New Survivors" because it its TRUE that it is WAY TOO EASY to KILL Inexperienced Survivors.. it just Widens the gap even more for Killers to do well against the "Pro Red Rank Survivors" that are already dominating them.
At least this has been my experience thus far, and in my opinion the biggest issue with balance in DBD. Somehow Balancing has to be done in ways that make it more challenging for the "Pro Survivors" and yet easier for the "New Survivors" in order to be fair for the Killer. But as of now any Survivor change or Killer change effects ALL Survivors ability at the same time.
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@Sonzaishinai said:
Time for some self awareness, what would your biggest flaw as a player be in this game
For me as a killer: my accuracy of my attacks, i tend to be way to eager with my swings and miss hits i really shouldn't be missing
As a survivor: my poor reaction speed. Pallets that are normally safe often are unsafe for me cause i have the reaction speed of a dead cat
As a Survivor no matter how hard I try I SUCK at Looping.. I just feel like every killer catches up to me instantly, and do not understand at all how the survivors I play against as Killer are able to do such a terrific job at it, sort of blows my mind, especially because I'm a pretty deadly killer. It's like these Survivors are playing a different game than me haha
As a Killer I have gotten better at it, but I think probably knowing when to give up a chase or continue one.. often times I end up getting bullied by great/pro survivors who can loop like gods and I feel hopeless because even if I give up chase the gens keep popping just as if I were to continue the chase, I just don't know what the best thing to do is in these situations.
^^ The above I'm referring to (I'm sure you all have experienced this) where you literally chase someone for just like 3 pallets and all the sudden 2-3 gens pop and it's GG.
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@Seanzu said:
We're all here arguing about the changes to ruin, but what would really make you be ok with it?
The developers have already stated that an increase of gen time is unlikely, so throw your other ideas in here
Firstly, I think Ruin should at least increase the amount of skill checks, with the removal of required greats when ruin is up I think it would be fair to increase the amount you recieve, and while checks aren't hard, they still do get missed, and they still make an alert.
Secondly, permanently make generator skill checks smaller, and decrease the size of great skill checks, as the boost from those is pretty significant if you get a lot, and they are no longer required to be large so you can hit them during ruin.
and Finally, a toolbox rework.
- Remove the increased speed of generators
- Make it so it reduces skill checks/increases their size
- Make up for the removal of gen speed, by allowing them to break dull totems quicker, this prevents them from countering thrill/hexes but encourages people to go for totems to remove the chance of NOED, thus wasting time
Addons can be reworked to make skill checks appear slightly/moderately/considerably less. BNP could remove the chance of skill checks up to 50% of the generator, it then expires. Keep all sabo features as they are
Thoughts, ideas? Too little? What are YOUR ideas?
Hold up.. I see a lot of Ideas being thrown out there... but why not just literally keep it simple and to the point!
Keep RUIN a HEX : Just make it Reduce Gen Repair Speeds by like 30-50% while it is up. That's it. It will give us the early game pressure that we are looking for, it will not affect skill checks the way it did for "new players" before that created the problem, and it will still do a good job at slowing down gen speeds for like the first 2-3min of the game while the Hex is up..!
Honestly, I'm a bit surprised that no one had thought of this yet, it's such a simple solution!
Literally can be, 30% Reduced speed lv1, 40% lv2, 50% lv3. Obviously it IS going to be found, probably within the first 5min of the match, so it's not like gen speeds will be reduced all game long. But it will help prevent early game gen rush, and it still allows survivors to work on gens without worrying about "missing great skill checks". Which means they are allowed to have progress, just slower than normal.
Also it would give at least some level of synergy with Thanataphobia making that a more useful Perk than it is now, with the ability of potentially slowing gen speeds by 66% with 4 stacks while Ruin is up.. and forcing survivors to actually LOOK for Ruin rather than sit their gen rushing..
Man, I swear this is the best idea yet, and I didn't even mean to come up with it, I was just reading all the other more complicated ideas and was like, jesus all Ruin was is an attempt to slow early game gen pressure down so why not just keep it as simple as possible and do exactly what we want it to without overly complicated additions..?
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/931990#Comment_931990
You are actually so right.
I'm so hyped for more unique chase music.
Haha, I was hyped for the unique chase music, but I have to admit the Doctor's is rather annoying.. sort of ruins it for me, just not pleasant sounds in general.
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@BeanieBoyBob said:
Hot damn.
Cannot say how hyped I am to try Shockmaster out when the PTB lauches. I'm hoping that what has been penned down will be the final product as my favourite build will actually be Red Rank viable at last. Rudimentary stance switching? Gone. Constant pallet looping? You can't. Gen progress? You scream in the TR due to Static Blast. Backwards Skill Checks? Even more memes.
Please don't nerf Order or Calm, or even how Distressing works. This is going to be interesting to try indeed.
Hmm, so have you tried it in the PTB yet?
I tried it out last night..
I think my biggest concern so far is the (3 second?) delay between using shock therapy and swinging, no joke, I used to be able to switch stance faster and get a hit in before.
So like, if they're removing stance switching, I had the crazy hopes that it would make it easier to connect a hit with Doctor after using shock, but in reality, with this super long "cooldown" effect, it is legit slower to land a swing attack after using shock than it used to be with stances.
Welp, to me that part of it definitely comes off feeling like a nerf.
In my match last night I had a girl loop me in a window area for 2 gens straight, not because I was playing terrible, but because I was landing shock on her before she went to the window but by the time I was "allowed" to swing at her she was already through the window by just enough that my swing would hit the window but not her. It was super close I will admit, but it happened probably like 15 times in a row before I finally got her, there is definitely no way that should be the case, it is way too easy to get through a window currently even if you've been shocked by Doctor just because of this long swing delay cooldown.
I think it feels sort of broken at the moment, I understand that it is still PTB, so I am hoping that they will change it, maybe lower it to a 1 second CD instead of 3 seconds, as I've seen others suggest already on the forums. But they have to do something because the way it is now makes Doctor feel extremely clunky and not fun to play as. I don't like shocking someone and then standing next to them waiting for them to crawl through a window before I can swing again. It makes shocking feel 100% useless, and in this case, I would have been much better off just chasing as an M1 Killer without using my power at all. That's pretty bad in my opinion.
The static blast is pretty fun though I'll admit, 60 seconds is a bit of a long CD for that to use as well, but I like using it when I know survivors are nearby because it forces an instant scream.. which is something that the old passive madness didn't do, it didn't have a "scream on demand" option.
So overall I actually think the current PTB Doctor I played and tested last night is a pretty critical "NERF" to the previous Doctor, and would never do too well in Red Ranks, at least not compared to the previous Doctor before the changes.
But if they fix his Shock / Swing Cooldown then I can see him being more viable for sure. Here's to hoping that they will!
Curious as to what all your guys who have tried him thoughts are on this..
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@LordRegal said:
For me it’s the feeling that I’m powerless. I’ve lucked into a match with a 4 man swf who are coordinated and there to troll, not to play, and there’s just nothing I can do. Down someone? Better hope there’s a wall there to not get blinded, no pallets between me and the nearest hook, and a hook close enough to make bodyblocking ineffective, or they’re not going on the hook. Every one of them can loop like a pro, and they’re confident enough they’re not doing gens because they’re here to ruin my day, not live. And I’m playing not a top tier killer since I felt like having fun over tryharding.
It doesn’t happen often, but it happens. And when it does, that’s enough DbD for a day or two for me. One time it was enough DbD for almost 2 years for me. Nothing compares to being removed from the power role and made to feel utterly helpless.
This happened to me just earlier tonight, it made me log off. It is rare, you are right, but when it happens it can really ruin the game for me for a while as well, days, weeks at times.
That being said, the second thing would probably be when I am about to get a 4K match and somehow 2-3 Survivors escape through the hatch using a key.
Or when Dying Light was bugged and I was farming BP and my game kept crashing every time I would stack 7th stack of Dying Light or whatever it was, losing my party streamers / survivor puddings in the process. Especially since all of those games were going to be 3K-4K for sure.
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My Question for anyone reading this however, is has if anyone has ever tried like a full on end-game build and had it work?
Something like,
Fired Up, NOED, Blood Warden, Remember Me?
Just as an example. Or something similar? I am curious how that would go, depending on killer I guess, but I imagine it wouldn't do too well in the better ranks, since without Ruin/Pop or some other kind of slowdown perk you probably won't even have all your hits on your obsession for Remember Me by the time the gens are all completed, against proper red ranks or swf. Is my guess at least.
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@CLAUDETTEINABUSH said:
For me,the best killer clutch perk. Noed forces you to play with only 3 perks but it pays off in the end. Some say it's not fair but I believe that noed is adrenaline for killers.
What is your opinion? I ask both survivors and killers. Let me know down below
Honestly I only seem to run into it Rank 13-20 , its extremely rare to see it in anything above Rank 12..
I used it when I was Killer, never bothered me either as killer or survivor tbh. I know it's not a great perk, I actually stopped using it at around Rank 15 as killer and never went back.
Thing is, if you have to wait until Noed to get kills, chances are more than one person is already going to be escaping. It's helped me a very few times secure some kills, but most of the time I'm already beat by then, and would have preferred a better perk to last me all game long instead and probably in the end secure more kills with.
A big part of it though is not having your main teachable perks unlocked yet, once you have Ruin/BBQ and a couple of other popular ones, Pop, Discordance, Surveillance etc just to name a few, you wouldn't want to give up any of those perks for NOED in my opinion.
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@deadbodyman62 said:
https://forum.deadbydaylight.com/en/discussion/comment/956862#Comment_956862
I play an hour or so a day. Some days I play longer if I'm off work some days I dont play at all. . I think completing it is based on at least playing 1 survivor and 1 killer match everyday to get the xp boost. Play the game right to maximize xp per Match and complete all the challenges to award you the extra rift fragments.
Like I said I did all of the above and have had plenty of time to spare.
Haha yeah that's what I mean, I don't have close to a full hour a day to play DBD or video games in general tbh unfortunately. Often times I would maybe have enough time for 1 or two matches a night before bed maximum. That's pretty typical, and only during weekdays because I usually am not home over the weekends.
But the funny thing is that this is me trying to get as much gaming in as I humanly possibly can while upholding my busy life. I wish I could play more, I really do, but the time just isn't there. It's a real struggle honestly, I do wish video games (in general) were more casual friendly so I could enjoy them without always feeling like I am missing out on things because I don't have the time to play more. This is the case with most games though unfortunately.
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@deadbodyman62 said:
Finished it with 3 weeks to spare. Actually finished it with only a few challenges completed in the fourth tome.
So those that arent done or close, i guess this part of the game isn't for you.
Unfortunately I believe a lot of it has to do with how much time we have to actually play the game =/
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@ALEXISDIMOU01 said:
I just dont think there are a lot of rift fragments to even go half way through. What do you think?
I've literally only made it to the second page of challenges, I really tried doing my best to play enough to get more completed but with the holidays, and the matchmaking error that I kept getting preventing me from getting a match (still ongoing issue), all combined I really didn't get nearly as far as I had hoped. I wish we had more time!
I recall at one point they said that you don't really even have to play that much to complete it, but I would argue that I played as much as I possibly could allow myself to (even more actually against my better judgement) and I still didn't get even close, not even halfway completed.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/951253#Comment_951253
No, what I mean is before in treatment mode he always walks at 110 speed. He slows himself further to use the zap. It makes chasing people just to tier them up take a really long time.
With the rework, he'll still slow down as the zap charges, but he'll still run as a 115 killer.
Hmm I sure hope that this will work out as you say, because it is just about the only thing I am looking forward to, I would argue everything else is a nerf.. I am just praying that removing the stance change will make it so he can actually land attacks faster on people he is zapping.
But the only issue with that will be if it is actually working this way that survivors will complain that he's too "OP" because he can easily shut down loops and swing a hit... ugh I'm genuinely worried, as of now I still enjoy playing Doctor, I really don't want the rework to actually make him unplayable in the end..
Whatever changes they make, I really hope they still keep his effectiveness as a Killer in mind, especially since he is already considered to be pretty low tier.
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@[Deleted User] said:
Yeah, it's impossible for me to hear any survivors that are laying on the ground in the dying state.
But a chest being opened in the basement when I'm 65+ meters away from it? Can hear that as if it's right in my ear!
Hahah..Crazy!
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Yikes, I did not realized it is also happening to "injured" as well, but probably because I just assumed they are using Iron Will.. dang, hopefully this will be fixed soon as it is definitely trouble for killers! Thanks for the feedback!
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@Aven_Fallen said:
Yeah, it is a bug. And has nothing to do with Iron Will.
Oh my, thank you very much! That is a pretty rough bug to deal with if you're slugging!!
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@NMCKE said:
Typically, I dislike killers who trump my stealth because I'm terrible in chases. Like, sure, I can loop, but not as good as your typical rank 1 survivor.
This is why I use stealth to carry myself to rank 1 because it wastes so much of the killer's time when the search but don't find you. 🤗😁
Therefore, I dislike Doctor a lot, but hey, I'm getting better at chases by the day so it's all good! :)
May I ask you what your preferred "Stealth/Immersive" build is? I am curious because I play a very similar style as you do, due to my inability to loop or escape killers once caught, I tend to carry myself usually by doing a pretty good job avoiding them all together lol.
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LOL had to click on this.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/933830#Comment_933830
I do wonder what it will be like when the doctor rework comes out.
yeah me 2, unfortunately I read up on some of the changes and.. well, I think that the changes are actually going to put doctor in a better place hopefully... but I have a feeling it's actually going to negatively impact this slugging build on him :(
Mainly because losing the tracking of passive screams with static field is going to be huge.
Honestly, as much as I think not having to switch stances with him and lose movement speed is going to be a huge buff in "kill" potential (chasing around loops and #########) if it works as planned, because then I can shock someone and prevent them from vaulting and hit them real quick "potentially" .. I do think that losing the passive ability to track survivors is going to be a noticeable nerf on him.. many doctor's rely pretty heavily on that and while I understand that it isn't necessary in order to find survivors, it sure does help.. so idk how I feel about it yet.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/929015#Comment_929015
Happy and glad to hear it was fun! I'll have to out my own build soon I guess, haha.
Dude, this slug build is so addicting on Doctor.. literally can't stop playing, I'm now like on my 20th 4K streak in a row, and 0 pip each match... lol too much fun, fast games too, I feel bad and apologize to the survivors after every match and tell them I was testing a slug build. They always end up yelling at eachother in the lobby angry with one another.. I'm like, it's not your faults!!!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/916997#Comment_916997
One, not my video.
Two, again, the Steve was healthy.
Three, borrowed time.
If you honestly think killers can land 4 hits to down both of them quickly, then you clearly don't play killer enough.
If you think this doesn't happen a lot also, then again, you clearly don't play killer enough. Stuff like this is a daily occurrence for me.
https://forum.deadbydaylight.com/en/discussion/comment/917058#Comment_917058
I've been playing Huntress for mine, due to the fact she's one of the best proxy campers in the game. Down survivors in a wide open space and they will struggle to approach. If they crawl too far away, you can pick them up and drop them to a better spot. Huntress also allows you to pressure any gens within clear line of shot from where you stand.
If you are good with throwing hatchets, she's the best choice imo. I've been using Ruin, Whisperers, Nurses Calling and Deer Stalker for my build, but I my swap Ruin for Thanatophobia since Ruin more than often gets popped within the first 30~40 seconds of the match.
You don't have to be too picky with her add-ons. Some choices are better than others though, like Begrimed heads which off sloppy butcher for 120 seconds and slow down generator repair speeds. Makes survivors harder to pick up initially, and if they run off to do generators, they're going to be doing them slower for two whole minutes.
If you're not good with Huntress, my next select would actually be doctor with very fast madness generation on your static field through add-ons (Both "Order" add-ons, or "Order" and "Calm" a large terror radius (probably swapping Whisperers for Distressing) and Coulrophobia (swap it for either Nurses Calling or Deer Stalker; whichever you prefer).
This makes it very difficult to approach without gaining considerable madness and any healing they do want to do will have to be outside the terror radius, which makes retreating take up a lot of time and with making it impossible to pick up any slugs if they are in madness 3. It would start off probably very rough, but would get far easier as the match goes on as their madness tiers start to climb up and they hit tier 3 fairly frequently and you can harass any rescuers with shock therapy to dissuade their approach and smack anybody who does get too close.
Of course, Doc is Doc and a naturally weak killer. I haven't tried slugging with him myself yet. This is just me theory crafting.
Just wanted to give you an update.. I tried this build on Doc, even got him Caulphobia maxed which he didn't have.. anyways, at Rank 13-12 so far it's only been 4K's ... it's actually sort of nice because I don't actually pip half the time due to the sacrifice emblem being low... which means I don't have to go up against more difficult players and have to try harder.. but yeah so far it's been pretty fun, completely different playstyle than anything I've ever tried before and honestly the change of pace is pretty fun, out of like 6 games the best they did was get me down to 1 gen, but by then it was a 4K, all the rest were 4Ks with 3-5 gens left lol.
Oh wait, actually I did have a match, maybe it was my very first match? Where I faced 3 SWF and those 3 escaped, their timing was perfect so I had to ask if they were SWF and they said the 3 of them were. But yeah besides that it's been pretty consistent, fun, challenging, but not too difficult.
Although I'll admit I get 4K's easier on Freddy or Spirit at this Rank still... without a doubt, but this is a new fun playstyle I was happy to try! The survivors don't really know how to go up against it most of the time, either they have to spend their time picking up their teammates staying off of gens, or they get the gens but their teammates slowly die. And it's pretty easy to get 1-2 hits on people when they go in for the save, especially using shock therapy and caul.. must be pretty annoying to play against that's for sure lol
Anyways, thanks for the advice! That was fun man, made me get back into DBD again since I've been a lil bored of it lately besides challenges.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/916997#Comment_916997
One, not my video.
Two, again, the Steve was healthy.
Three, borrowed time.
If you honestly think killers can land 4 hits to down both of them quickly, then you clearly don't play killer enough.
If you think this doesn't happen a lot also, then again, you clearly don't play killer enough. Stuff like this is a daily occurrence for me.
https://forum.deadbydaylight.com/en/discussion/comment/917058#Comment_917058
I've been playing Huntress for mine, due to the fact she's one of the best proxy campers in the game. Down survivors in a wide open space and they will struggle to approach. If they crawl too far away, you can pick them up and drop them to a better spot. Huntress also allows you to pressure any gens within clear line of shot from where you stand.
If you are good with throwing hatchets, she's the best choice imo. I've been using Ruin, Whisperers, Nurses Calling and Deer Stalker for my build, but I my swap Ruin for Thanatophobia since Ruin more than often gets popped within the first 30~40 seconds of the match.
You don't have to be too picky with her add-ons. Some choices are better than others though, like Begrimed heads which off sloppy butcher for 120 seconds and slow down generator repair speeds. Makes survivors harder to pick up initially, and if they run off to do generators, they're going to be doing them slower for two whole minutes.
If you're not good with Huntress, my next select would actually be doctor with very fast madness generation on your static field through add-ons (Both "Order" add-ons, or "Order" and "Calm" a large terror radius (probably swapping Whisperers for Distressing) and Coulrophobia (swap it for either Nurses Calling or Deer Stalker; whichever you prefer).
This makes it very difficult to approach without gaining considerable madness and any healing they do want to do will have to be outside the terror radius, which makes retreating take up a lot of time and with making it impossible to pick up any slugs if they are in madness 3. It would start off probably very rough, but would get far easier as the match goes on as their madness tiers start to climb up and they hit tier 3 fairly frequently and you can harass any rescuers with shock therapy to dissuade their approach and smack anybody who does get too close.
Of course, Doc is Doc and a naturally weak killer. I haven't tried slugging with him myself yet. This is just me theory crafting.
Thank you for the response, I would like to try both of those but I have never played Huntress or have her leveled unfortunately..however, Doc was my very first "Main" so I can probably give it a shot the way you suggested, that or Freddy maybe.. just because I'm pretty good with Freddy now and he has good map presence. But yeah the madness build on Doc sounds fun, I would like to try that slugging.
I thought maybe Ghostface, or Myers might have potential to be good as well, but I don't really play them too much. Hm. Edit: Spirit too I would imagine.. she's fast.
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@[Deleted User] said:
Do what I've been doing. Run a pure slugging build.
Don't have to worry about DS if you never hook them until they're all down and bleeding.
It's weird when people ask why I ran such a build post match and I say "to counter DS" and they respond with, and I quote:
"DS doesn't work if you don't hook someone"
Like... yes.
Exactly.
I would like to try a pure Slugging build.. any chance you can give me tips on who the best Killer might be for such a build and what perks to use? Thanks! It sounds fun, and I am also irritated with DS sometime on killer. So would be fun to learn how to play something different.
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@FluorescentLemon said:
https://forum.deadbydaylight.com/en/discussion/comment/840266#Comment_840266
Unless the Survivor has a key and opens it in your face :\
I do think that once the Killer Closes the Hatch if it's been opened a Survivor with a key shouldn't be able to open it again...
I had a match recently where a Survivor opened the hatch (there were still 3 gens left to do) I closed the hatch after the Survivor jumped out to go search for his friend, he ran and opened the said now closed Hatch because he also was holding a key (after I had closed it just a moment ago) and Escaped too.
I think 2 Survivors escaping in a match where they have 3 Gens left to complete because I'm playing well as Killer is sort of insulting, especially given if I literally closed the hatch after one had already escaped. This shouldn't be allowed in my opinion, and in the end I ended up getting a depip and half as many bloodpoints as I would have had we completed the match lol. Not quite fair when I did next to nothing wrong and I have absolutely no "Counter-Play" as they say that they don't like it when the game has no "Counter-Play" potential.
If the hatch has been closed by me, it shouldn't be able to be reopened with a key. What would my counter play be anyways? It's not possible, because I can't close the hatch twice (before it being opened again) and I have to go check the gates, each gate is in a different location and the last remaining survivor could be at one of the gates trying to open it, so I can't just camp the hatch either.. I believe this is one of those situations where you have no real options besides getting lucky...
Exactly the same reason Spirit was nerfed, exact same reason I believe this shouldn't be part of the game. @Peanits any ideas on this situation? Just curious.
Oh yeah, and of course in end game chat the Survivors talked mad trash to me, as if I had any way to stop them really lol. Using 2 keys back to back.
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Ooo this is fun and interesting, I wanna play!
But don't have time right now, gonna have to come back later! lol
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Unless those survivors were trolling, or the DC just really screwed them over, you must be a very good Killer. I enjoy playing Ghostface, but even with 4 powerful perks geared toward his playstyle I have difficulties getting 4K's with him in Green Ranks. And that's after learning and watching from YouTube videos of players that are good with him.
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@Peanits said:
Basically for the reason you've said. You go to a window (like shack)- which can easily be dealt with through mindgames and knowing how to run the tile- and the survivor has literally no way to tell if you're actually vaulting or if you're just standing there. If they stick around to wait and see, it's too late. If they start running around and find out that you were really just standing there, it's too late. It's a blind gamble and something we'd like to avoid.
We'd like for the mindgames to be something you actually do, not something that just happens for you.
I hate to admit this because I loved playing spirit (and maybe will still) but I'm not a very good player in general compared to most others and therefore this "free mindgame" really helped me secure hits. Now Spirit will be significantly more challenging to play for me, but it has all to do with my lack of skill, so yeah I can totally see your point. lol
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@Poochkips said:
If they dont fix the crap FPS rate on ps4 dont bother cross playing because PC is already easier to play than PS4 or Xbox. The games frames chug constantly and you have less control of your camera on ps4. If I run through the cornfield as killer on ps4 my fps literally drops to negative 60.
Fix that then you can consider cross platform. Even if it's an option to turn it on or not. It would probably be less used. Or you can let us transfer our accounts to steam. Then I'd say it's good
I agree with this, and just wholeheartedly state that FPS should never be below 30 in a finished game that is out of beta in my opinion. If these claims are accurately true then that would mean there are a lot of framerate issues that need to be acknowledged first before Cross-platform can happen unfortunately, but hopefully it would all be a step in the right direction!
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@StrainedSky said:
Do like some games that have cross play - don't want to play with PC players, Check the box, you no longer play with PC players. Easy!
Personally I would love for the chance to play with my PC brothers/sisters.
Oh #########, that's a great idea!!! Make it Optional.. Cheers!
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@Tizzle said:
The only way this will EVER work is if they get their stuff together and optimize the other platforms.
Doing this would make for a miserable experience for anyone not playing on PC despite the faster queue times.
Anyone who thinks there is no advantage playing with 100 FPS compared to 20 FPS is completely delusional.
I would 100% agree with this statement if I knew that those numbers were accurate, and perhaps they are. In which case before something like this gets implemented it definitely needs to be worked on first!
I don't know what FPS my DBD plays at on my PC but it works just fine without issues.
20 FPS on Console seems a bit exaggerated on the lower end, but I could be wrong. Personally I think an optimal FPS where I can typically play a game is around 30 minimum, if DBD runs lower than 30 fps on Console then I certainly agree it needs to be looked at and improved, because I would not even want to ever play DBD on console at 20 fps. However, if it is able to run at a steady 30fps then I barely see a problem.
The difference between 20 and 30fps is maybe bigger than the difference between 30 and 100 fps lol , if we are talking 40 to 100 then the difference between 20 and 30 is definitely bigger!
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@hematophagy said:
https://forum.deadbydaylight.com/en/discussion/comment/834459#Comment_834459
You aren't understanding my point aha, with a mouse a nurse has more control of where she is teleporting, where she can't do that on controllers. So it would be easy for pc killers to kill console survivors because we don't go against as many great nurses or killers because it is harder on console. So if it all of a sudden had pc killers switch to go against console survivors not only will match making be longer but it will be unfair
I mean, maybe.
But wouldn't you just get used to it? Adapt to the better Killers? Also, there are not that many "Amazing" PC Killers anyways in ranks where you would have to worry about this.. maybe Red Ranks, but Red Ranks are supposed to be challenging anyways.. If you're playing in the Green Ranks or even Purple it probably won't be the hugest difference I would imagine.
Also, as much as people "enjoy ranking", because technically there is legitimately 0 reward for the current ranking system and it resets once a month, why does it even matter?
Again, this is my personal feeling on the matter, but I would MUCH rather have a larger player base to play with, faster match making, more balanced (accurate ranking) matches due to larger player base, and the ability to play with more of my friends and own a copy of the game on both PC and PS4 for myself... than worry about another player having a slight advantage over me in a game where the ranking system doesn't even offer any rewards so I only play for fun.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/834439#Comment_834439
Except your not going to have one Nurse competing against another, even if there is advantages. I dont understand the mindset of being against cross-platform because of that. A console Nurse isnt going to somehow do worse because PC Nurses exist. A player using killers on console shouldnt be experiencing any difference in play than what they're already experiencing.
This 100%
If they are already experiencing those issues now, why would it change when they go up against PC? lol
Unless PC Survivors are like coincidentally insanely better, but I'm not sure, I did remember reading somewhere that Console Survivors have easier/better looping mechanisms than PC actually. Something due to the way the controller works rather than the keyboard/mouse.
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@TAG said:
My question is with regards to what would happen to players with separate console/PC accounts if they do ever implement cross-progression.
This is definitely a good question, but I am sure that there is a healthy way that they could implement a solution. It may be difficult for them to create this said solution however, but if they put the work in there might be many benefits as rewards for us players.
That being said, I do know (as I mentioned in my original post) that there's definitely players that are against the idea because they are very worried about one platform having a clear advantage over the other.
Interestingly enough though, if you actually took the Questionnaire you would realize that it seems like they were MORE worried about PC players being at a disadvantage against Console Players, not the other way around (based on the questions I had to answer), which surprised me because I for sure thought PC players would be the ones at the "slight" advantage.
Overall I think they could make it work, I think it would be healthier for the community, and I think that with a few fixes if they were willing to actually spend the time on doing it right and proper it would end up being 90%+ fair for all platforms without a big discrepancy. But that's just my opinion.
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@Digwiid said:
Ghostface out there with Ninja Pro apparently with the new getup, nearly crapped myself when the game starts and the guy just comes around the corner like no one's business and tingly cat doesn't even respond until it's too late.
Ahahhahaha... Exactly!!
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/834208#Comment_834208
Some examples like the below:
- While in a Chase, you can unlock your stealth ability. When a Survivor loses sight of you, your Terror Radius drops to 0 meters for X/Y/Z seconds
- While in a Chase, you Terror Radius decreases over time by 2/4/6 metres per second until it hits 0, you hit the Survivor or you interact with something
- While in a Chase, you can unlock your stealth ability. When a Survivor loses sight of you, your Terror Radius remains in the location you were last saw for X/Y/Z seconds
Keep the stealth concept, just rework how it triggers and functions.
Wow! I absolutely LOVE these ideas! You have my vote! Would use this perk then! haha. Any of those suggestions.
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@johnmwarner said:
May be a bug, but it worked for me yesterday. Are you sure he was looking st you? I mean I’m sure he wasn’t moonwalking but Helen could have been staring another way and just happened upon you?
Yesterday, this is precisely what I thought may have happened... BUT TODAY, I was literally getting healed by someone watching Spine Chill just in case he pops up I can run and stop the healing process... next thing I know, Spine Chill goes off "Mid-Ghostface-Swing" as the person healing me gets hit and then I follow. He ended up downing both of us, but I was completely unsuspecting it because I was relying on Spine Chill to notify me.
It's possible that it happened somehow again, but I am counting for 3-4 separate occasions now so I'm starting to get suspicious. (Never had this issue before, unless Ghostface is just pro now at Stealth lol)
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@XombieRocker said:
This is actually really important to me too. I'm in the opposite boat as you, OP. I have the game for PS4 and have almost pulled the trigger on buying the game for Steam a dozen times, but thinking about having to redo everything I've gotten over the last year+ makes me stop cold every time. I would purchase the steam version in a hearbeat if I knew that my progress from the PS4 would carry over.
This is especially important as the next generation of consoles rolls out next year. I worry that the player base on PS4 will dwindle once PS5 is out. Cross platform play would mean people on the old gen console could still play if they have access to the PC playerbase.
My only question is whether all unlocked DLC would carry over as well. On PS4, you start with Nurse, Hag, Doc, and Huntress already unlocked. I've unlocked Spirit, Plague, and Clown with shards, and bought Bubba and Ash with cells. Will all these characters be unlocked if I buy the PC version, or would I be down to just Trapper, Wraith, and Billy? I mean, I would probably rebuy those DLC's as long as all the BP I've spent on those characters carried over once purchased.
In any case, I 100% support cross platform play!
That's an interesting thing you mentioned that I actually haven't thought of, since I've never played on console I forgot that they had certain killers already unlocked to start.
I think it would be fair then either to also unlock those killers on the PC version at start for new players (to create a potentially better new player experience for people just starting DBD) or the reverse maybe still allow players to keep their "Progression" (levels, perks, etc) on those killers/survivors but only locked behind the purchase of that specific DLC for PC also. My thoughts at least, this way it would still be fair either way for both parties!
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Oh wow, no comments? I'm surprised, thought it was a bigger deal huh. They even had questions about it straight from the team.
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@steve_the_SatOnBaby said:
It pops up as a small blue icon of the perk.
This is newly added in last patch if I am correct.
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I see people doing it but I don't actually notice.. like it literally has 0 effect for me whatsoever, it just looks like they are crouching, I never understood what all the fuss is about. Go ahead and crouch, doesn't make a difference to me you still die or escape in the end and it all depends on how well I played.
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Been in que as Killer for over 20min now... this can't be right, I'm just gonna give up, but not sure I understand what's going on, have had long killer ques before but NEVER this long..
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@Seltas0208 said:
They don't take ten years now like They usually do on events for both sides
Huh, I was actually getting ques pretty fast on both Killer and Survivor until today, it's taking me 5+ min to get a que on either Killer or Survivor Solo right now.. interesting. Wonder why I'm having the opposite effect from everyone else.
Edit: I would mention that SWF ques were instant though.
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I want a new cosmetic for Freddy!!! Would buy immediately lol.
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I think realistically I play about 60% Killer 40% Survivor overall.. but somehow I always end up being in the same Rank on both sides by the end of Reset. I guess I'm about equal at both..
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/781683#Comment_781683
I would dare to say that this would take a lot of the strategy out of the game. Having generators take the time that they do adds points of contention on the map. I can hook a survivor near a generator that I know is almost done to keep pressure on it and stop it from going off while and keep an eye on the hooked survivor as well. If there's more generators and they take half as long, that strategy goes out the window. They can just switch to a different generator and get it done in no time anyway.
Fewer generators also means fewer places to check. If I have to check double the generators and a couple have a little bit of progress on them, finding survivors is going to be way harder.
Agreed, finding good Survivors is hard as it is haha..
That would only work really well if a Killer ran Surveillance and Discordance together probably also with BBQ.. it's actually a great Perk combo that I run often already, but if there were even more gens to check then this would probably be the only way to do it lol..
Although I suppose then under those circumstances the Killer actually would be at an advantage.
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I don't own Legion, but I love the idea of running a solid build on any Killer with STBFL so you've intrigued me, let me know if you're willing to share. Might even convince me to buy Legion haha.
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@Troverian said:
After they changed dying light, it has become one of my favorite perks to combo with STBFL. I play legion with it, and being able to ignore one survivor while essentially speed killing the other 3 as long as I manage my stacks is super fun. Anybody else?
I enjoyed doing this with Freddy , also works really well with Sloppy Butcher, Thanatophobia, Rancor, and such.. it's a really fun build, however once I got down to Rank 8 I kept getting crushed playing it and had to switch to a more standard meta build..
What Rank are you playing at? How effective is it besides just being fun to play?
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/783671#Comment_783671
It may be the point, but I don't think it is - it genuinely makes it unfun/painful to play vs him. And to boot, he doesnt feel good to use either since he's pretty weak! It's a sad state of affairs; almost like old legion except at least running fast felt fun to some degree.
Personally I'm all for Doctor getting some buffs because I have a hard time getting kills with him once I get down to around Rank 10 ish..
That being said though, I LOVE the current Doctor play-style and I think he is probably my favorite killer to play as (besides Wraith) personally for some reason grown to love playing as those 2.. but neither of them are too competitive in the lower ranks unless you sweat really hard or use specific addon's unfortunately.
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@Djohn said:
Personally, it's gotten to the point where I'm about to dc every time I play against a freddy. He's sooooo unfun to play against. The invisibility when awake is surprisingly strong, and there have been multiple times where it's actually happened inside the radius. Being asleep is even worse though. It's impossible to judge distance based on the lullaby. I understand this is to confuse those who are asleep, but when I think that he's at least 16m away and he's already lunging at me from behind a wall, it's kinda infuriating. Oh, and let's talk about the lunge. It makes so many loops unsafe simply because they picked Freddy. I like playing around lunges, but even when I play freddy I realize how bs it is. I understand why he had a long lunge in the first variation, but right now he doesn't need it. A normal lunge would suffice. Another one of my least favorite parts of freddy are the add-ons. They literally give freddy stacks of Thanataphobia for existing. It's counterable, but the fact that Alarm clocks spawn so far makes having a slow-down add-on and the paintbrush insane. It's not fun.
Let me make myself clear, I don't think freddy is OP as hell and he needs insane nerfs. I just find it hard to have fun against him. Can't see [BAD WORD] cause of the blurry effect outside of a certain radius. The red light is grey-scaled. He's small, has invisibility that procs at the worst times. And a lunge to make up for all the whiffs in the world. I "hate" passive abilities. It doesn't feel like your outplaying or being outplayed when a passive ability screws you over. I love PVP, and being outplayed can be a good learning experience. But it's the same with spirit's passive phasing, you don't learn [BAD WORD] when you get caught out by it besides, "see better idiot."
Yes, most of these passive abilities can indeed be countered or at least dealt with. But I'd rather not have to try my ass off every time I look at the bottom left and see a timer. Killers should be fun to play as, as well as against. This is where I applaud the devs and how they handled demogorgon. It's fun to play as and against. But freddy just makes me want to dc.
TLDR; Freddy already has a good build, he doesn't need most of his kit based around Passive abilities that feel unfair to be caught by.
Besides the lunge correction that everyone has already pointed out to you earlier,
I would like to add that Freddy ALSO plays in that "Ghost Screen" you don't like while you are asleep, but THE WHOLE ENTIRE GAME
I actually hate it, it's hard to see things, especially on maps with snow where things are already white.. Freddy is one of my main killers at the moment, I'll admit that he's pretty good and usually I do well, but I still also get my ass handed to me when 4 Survivors Escape and yes every few games it does happen, just depends on map and how skilled they are.. but I will never get used to that damn white "sleep screen" that's constantly happening, I very much dislike it, and I do believe it to be a disadvantage not only for the Sleeping Survivors (while they are asleep) but also for Freddy the whole entire game lol .
That one at least, is a double-edged sword.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/782526#Comment_782526
Especially since they changed the sound effects and you constantly hear the entity. And being insane vs him is SO DAMN LOUD; needlessly so. That would be fine, but compared to the rest of the game, it physically hurts the ears and turning the volume down would make everything else impossible to hear. Actually this is a complaint I have about multiple aspects of the game, such as chase music and TR at times.
I'll admit it is annoying going up against Doctor, but not because of the skill check difficulties or anything that his power does to me, just specifically the extra loudness and crazy noises haha it gets on my nerves, but hey that's probably the point, part of playing Doctor is to really get under people's skin.. haha I remember when my RL Friend tried the game he was terrified by Doctor because of all the crazy ######### happening
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This game is unlike any other I have ever played before, in a good way, and I've been gaming most of my life which is now approaching 30 years lol..
I didn't necessarily like it at first, I thought it was too difficult to learn, the learning curve was quite extreme, I wasn't naturally good at it like I am most other games, and the BP Farming for teachable perks in order to have fun was a total boring grind..
I never thought after all the negatives I stated above, and after all 4 of my RL Friends who I have convinced to buy this game, NONE of them continued playing passed like Rank 19 except for me lol... I am the only one that is still somehow completely addicted..
I nearly stopped every single other game I was playing before I picked up DBD... in order to play more DBD lol, but I think a big part of it has to do with constantly feeling like I'm trying to improve myself.. most games after a certain point I feel like I'm "the best that I will be" and hit my ceiling, but in DBD I'm still SO bad that I KNOW I can improve if I keep playing.. and that feeling just never goes away lol
DBD is a HARD game in my opinion, and so different from others that you can't fall back on old skills as they say. I don't think everyone has the heart for DBD, that's why only 1/5 purchased actually kept playing in my scenario, but for those who let themselves get into it, it's quite a long challenge to over come.