Reyla
Reyla
About
- Username
- Reyla
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Comments
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/980296#Comment_980296
Imagine insulting people complaining about complaining.
We can do this all day. However now you're part of the cycle you were poking fun at.
If you think that was an insult, I don't really have a response for that.
It was more an observation than a complaint. I'm not fussed that people waste their time.
And unfortunately, we couldn't, because I'm off, as I am fussed about wasting my own time lol
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Imagine coming onto a forum and complaining that other people are complaining.
Very impressive brain work there.
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I'm baffled anyone is posting comments like this tbh, destroying ruin is the equivalent of removing all exhaustion perks from the game. It's a massive balance change to the game and anyone thinking properly can see it s a bad idea.
Saying that killers are uninspired because they're using the best perk that's available to them is ridiculous. Ruin is a great perk so it gets used a lot. There are alternatives admittedly, but if I could guantee that ruin would stay up all game, I'd swap four perk slots for it. That's how strong it can be. If the devs want other perks to see use, stop creating complete trash like mind breaker.
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I'm fine with all efficient forms of gameplay, including bodyblocking with BT etc. Etc.. The only bad thing survivors do thst I disapprove of is act rudely on game, or spend half an hour sending me abuse post game.
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Without either ruin or corrupt red rank games can go extremely quickly. If corrupt wasnt here I'd expect the change to be much worse, but with it I think most killers will be able to adapt. Yes, there are counters to corrupt, but most survivors seem to not know them or can't be bothered/lack the organisation to perform them.
Personally, I think they'll change it back, but if they don't red rank games will be more stressful than they are at present.
Regardless, even with corrupt lower tier killers are going to have to focus on reducing their chase times as much as possible, which usually means catching survivors in bad positions. This might lead to an increase in hard patrolling and other not so fun tactics.
I'm on a break from the game right now and won't come back until the situation is settled.
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This was my favourite fact from the release. It also made me laugh because of all the killers who are like 'I don't use ruin on any of my killers at Red ranks, you use it because you re not very good', when pretty much everyone runs it. If they don't run it then they run corrupt, as they have the same function.
I don't want anything take from survivor perks personally, but if they're gunna nerf ruin, then dead hard is way more of a crutch than ruin. It allows any survivor to use it for distance to compensate for their mistakes when looping, and it doesn't feel great to outplay a survivor only for them to dead hard to a free safety.
I was on a gaming break over Christmas and haven't started playing again yet, and I'm not going to until behaviour give me a reason.
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If it wasn't a hex perk, it could be interesting. Also, if it wasn't a sub-par perk replacing the best killer perk in the game (at least by use) then it also could be interesting. Since it conforms to neither of those things, it's a terrible change. Personally, I don't think behaviour will do it, so a lot of discussions about its use are pointless imo.
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Most of the issues stated here are real, and people who are trying to pretend they don't exist or are a result of player incompetence are being a little disingenuous.
Any killer which has high requirements of the game (meaning requiring more cpu etc. ) is likely to be worse on console, so nurse and hag are worse simply because the frames can drop when they come out of their power. Are they unplayable? No. Are they harder than playing on PC and objectively worse? Yes.
Huntress is way worse on console in my experience, due to a bunch of issues combining and I'm fairly sure that on the last available console specific stats, she was alongside nurse, having the lowest kill rate.
Most of the m1 killers are basically the same, with Billy, Spirit, and Freddy being the best of the killers imo. 360s are an issue due to sensitivity, but I've found a combo of body blocking, patience, and rotating as fast as possible reliably counters it. However, it is more difficult than simply having your sensitivity higher like on Pc, so 360s are more likely to work.
Survivors biggest issue is input delay of all types, if you are playing console survivor it is best to assume that loops which should be safe, are made unsafe because it will take longer than it should to drop a pallet or vault a window.
Overall killer is more frustrating on console than PC, but due to the issues that survivors have with playing on console, getting kills is probably slightly easier. Queue times have also always been miniscule for killer and long for survivor, at least in red ranks, which probably reflects how frustrating it is for the killer side.
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@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/899916#Comment_899916
Dead hard is better by far, you lose pressure with SB and you have to waste it continuously
Sprint Burst is the second worst exhaustion perk lol i think head on is better
I put them all around the same, barring head on which I think is significantly worse. I find SB to be the best all around exhaustion perk as there is no scenario when it isn't useful. It's even good for gen rushing.
Ive always found SB to be mentally taxing if I want to use it properly though.
DH has always been a bit too specific for me, and I find that it's main use is getting me out of a bad situation if I messed up at a loop, which is deinitely useful but that's not something I want to become accustomed to.
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@bilaueta said:
I heard many times that if you are being stealthy, hiding from the killer and such, you are basically playing wrong
By this I do not mean being an immersed claud in a bush 90% of the time. I mean avoiding the killer while he is coming for your gen or crouching away from them during a chase
People say you are not usefull since you are not making them waste time, and that you should be looping them instead. Proplem is many players suck at looping and can rarely avoid getting downed for a whole minute. Therefore they are helping their team better by not getting hooked immediately and letting the killer apply pressure on them
So people should stop telling players, specially solo queuers that being stealthy (not immersed) is pointless. Is it a little selfish? Maybe. Are you a coward by avoiding the thing trying to kill you? No, definetly not
Being stealthy is fine, as is being an aggressive survivor, but if a survivor wants to be the best survivor they can be, they have to be both, depending on the situation.
If three of your teammates are slugged, it's stealthy time, even if you're that guy who likes to be chased for five gens. If all of your team is on death hook and injured and you haven't been chased all game, you need to make sure you're the next one chased.
Everyone has their preferences and I would never judge anyone for the way they play, but it can be a mistake to be stealthy in certain situations.
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I'm not intending to be a downer here, but is the issue not simply that the game mechanics are quite limited and you can't shake the boat too much without it becoming an issue?
If a killer cannot be looped, survivors will hate that killer, meaning every single release must be within that context (I'm not saying that's an unjustified desire for survivors, just pointing it out), and that's a tough one to get creative with.
How many unique killers can a game like dbd seriously accommodate?
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/894776#Comment_894776
Play against anti-heal stealth and say that again.
I can agree on everything except SB. SB one tier down and it's fine.
I see a lot of mentions of Spine Chill being great against stealth killers, but I am the only killer who purposefully looks away from gens as I approach them, until they are in my vision? I find this catches SC users out very often
On the tier list itself, I could disagree with a decent portion but nothing seems too crazy, I do want streetwise to take a bump though, because I've been using that a lot with toolboxes lately and it is pretty functional. Not A tier but B/C imo
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My fave is bond, but if you're going to be going in for saves a lot, which is seems that your build is geared towards, I'd say empathy. Gives you excellent info on any survivor being chased.
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A unique perk for each survivor that only they can use, so they all play differently.
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@lynelmane said:
https://forum.deadbydaylight.com/en/discussion/comment/905996#Comment_905996
I was using BT, DS, Dead Hard, and Iron Will. I just switched my normal build around a little (I usually have Kindred instead of BT)
Seems a solid build tbf. There's not much advice I can suggest since a lot of it is luck, but empathy and a speed boost perk really make it easier to be first to the save in my experience.
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@lynelmane said:
I played many games this last week, and it's gotta be the worst week of DBD survivor i've ever had.
I play each role about 50/50, and I am really trying to finish the survivor challenges in tome level 3, but it seems like survivors were given challenges that are much much harder than the killer ones. At the very least, the hard ones were put at the beginning of the tome level.
I am trying to complete the second survivor challenge (safely unhook 1 survivor during the end game collapse) and I still haven't done it, because I play solo and it's a hard challenge to do anyway.
I have even set my steam name as "need1EGCsave" and I still haven't gotten it, because either a) the killer will tunnel me first, b) the killer goes AFK once the EGC starts, or c) my teammates will steal my unhook right in front of me, even though I tell them beforehand that I need it, AND my name clearly says I need it.
The killers I have encountered were either really bad at the game, even though they were at red ranks, or they played really scummy and were total jerks.
Just wondering what build you were using? My 'steal hook saves' build is usually sprint burst, BT, DS, and Empathy, along with a medkit and purple insta heal. Of course the game needs to reach EGC, but I find that build increases my chances of getting the save.
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@csandman1977 said:
I am more of a stealthy player and after using both bond and empathy, i say empathy is the better perk.
It's aura reading is map wide just about. You can tell when people are being chased and you are safe to do gens without worries. For the times that no one is injured, spine chill lets me know when the killer is in my general area. The combination of the two give me so much situational awareness, its easy to stay safe throughout the match.
Thoughts?
The most important thing about bond in solo play, is that you will see some of the funniest and bad plays by your team mates imaginable. Bond gives me more joy than anything else in dbd.
On a more serious note I have always preferred it over empathy, primarily because it gives more overall information, more consistently. It lets you see what gens your team mates are working on for the most part, so you know roughly what % that gen is on if they get chased off.
It lets you plan ahead for the good of your teammates, like if someone is looping close to me and I'm in a good jungle gym and on a gen, I'll know that my team mate is coming my way and move off to let them use it.
The counter is also true if I am being chased.
I see others going for saves quicker, so save time I would otherwise waste.
For me Bond is probably my favourite perk (I don't think it's the best btw) and the efficiency gains I make in game because of it are just massive.
I think empathy is a little more limited, still good, and I'm actually very interested in the new kindred.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/905407#Comment_905407
Having played both Killer and Survivor, I'm amazed that people complain about camping but choose not to punish it. Some will even badmouth you if you choose not to go for a suicidal basement save after the exit gates are open and the Killer is clearly camping.
While it's fine to say that players can punish camping, lots of solo players can't really. If there are no aura perks in place, it may be the case that each solo has to go and check that a killer is insidious camping individually, wasting tonnes of time.
Additionally, solo players have no ability to influence the actions of their team, and often my teammates will either instantly kill themselves on hook, which means it isn't punished at all, or the other two keep trying to save while I get one and a half gens done.
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About half of my games lately I forget that I'm not running BL.
Always a sad realisation when that stagger happens.
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Spine chill is the first thing that comes to mind for autodidact.
Botany works on all healing actions,including other people. It's a really under rated perk. I've been told it also works with self care, but I've never tested this myself as I have always hated self care.
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@DepressedClownMain said:
Borrowed is not an overpowered perk. All it does is prevent camping killers, so why can't the perk be distance based instead of TR based. The perk won't work against a cloaked Wraith, NS Ghostface, Insidious whatever, Freddy, Dark Devotion users, Dead Rabbit T2 myers and more. And on the other hand, killers with a big terror radius get punished by existing. Just make the perk activate the killer is in a 32 meter proximity to the hook, and make it so mending is also distance based and not TR
I think BT is the best perk in the game but I guess that's another discussion. I do think it should be attached to distance rather than TR, but it is definitely an overstatement to say it's only purpose is to counter camping.
It allows lazy/risky saves.
It allows an aggressive team to waste tonnes of a killer's time.
It allows an almost guaranteed escape at endgame, and if combined with DS, it is a guaranteed escape.
Ghost faces ability to ignore BT is actually something I consider when assessing how strong he is, which says something about how good the perk must be.
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@SyntheticAesthetic said:
https://forum.deadbydaylight.com/en/discussion/comment/880874#Comment_880874
meyers stalk is a resource and can't be manually activated and he's much harder to sneak with. He's upper mid since his stalk is awful without add-ons but night shroud makes up for it making him upper mid since his power is okay and passable but with add-ons can do work.
I don't know I've been over this a few times in my head, which one has the better stealth (btw I agree with stalk being a weakness for myers in a lot of situations). Ghost face has stealth based on his power, and that stealth is better when active, but myers has access to either a 6, 8, 12, or 16m terror radius in T2 for as long as he wants (depending on add ons and perks), but he still has a red stain.
I think what seals Myers position as being stronger is the fact he can sneak up on three survivors on a gen, T3 and crush a team very quickly. A good Myers can do that fairly often.
I don't think Ghost face can match that kind of snowball and it makes the difference for me.
Btw I always include green and below add ons when assessing killer, because you can constantly run them pretty easily, as opposed to purple and pink which require more effort.
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He's good in that he is functional without add ons, which puts him at least in mid tier. He's tough to judge really because on indoor maps he's a bit of a monster, but on most he's just solid. I'd put him upper mid tier, personally. Top three is Billy and the usual suspects still.
I'd also say I still think myers is better than him base and has better add ons to compound the issue.
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This is a problem. Most killers, most of the time, would prefer not to face a SWF so BHVR can't really make separate queues or the other changes people suggest. I should add that I would probably choose to go against swf every so often, but only when I was in the mood to go full sweaty, and I think a decent number of killers would occasionally enjoy the challenge.
The problem is: would they want that challenge often enough to keep queues down? I seriously doubt it.
That was off topic, back to it. It s a decent idea, the question is what rewards? The killer's that are most likely going to be happy facing a swf are probably experienced, and after a certain amount of time, at least in my experience, blood points just become some weird accounting thing that I have to spend between each match so I don't hit a million.
Maybe shards? Maybe some 'swf hunter' skins?
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Personally I dislike the ones that are very specific, like the flashlight blind one, as I have no interest in flashlights as an item and never use them.
I do think behaviour are caught between a rock and a hard place with these challenges though. Make them too simple, and they just feel like additional grind, make them too weird and out there, and many players are not going to like running specific builds, killers etc.
Overall, I've found them a good addition to the game, but I do think that the issues people have with them now will always be there.
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I think we'll have to agree to disagree on this one. I'm fairly clear that 'not getting hit' does not qualify as a counter to moris, primarily because it clearly doesn't, in the same way that slugging when needed counters the main effect of keys.
My question has been answered anyways. Behaviour won't be able to get rid of moris because a decent number of killer mains think that they are fine.
I doubt that behaviour will be able to make many changes based on consensus in that case, so we'll just have to hope they can do it on their own.
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Yes if there are two survivors dead, the remaining survivors can have three gens done and escape.
I might add that as killer you can counter this by slugging them all if they are on death hook, which is what I do against keys, depending on thee amount of gens remaining.
How does a survivor counter a mori?
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Because 5 generators take 400 seconds. 1 door takes 16? (somewhere around that, brain isn't working right now). How is a door half of a survivors objective? It's less than 10%.
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@Wuhelm said:
https://forum.deadbydaylight.com/en/discussion/comment/872632#Comment_872632
They are the same. Both affect gameplay outside of normal conditions.
While they do both affect gameplay, would anyone seriously argue that they have the same level of impact?
If no one is dead before the exit gates are powered, then all the key does is make escape a bit easier. Granted, it can rob a killer of one or two kills in other situations, but I still see a power discrepancy.
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@Rin_is_my_waifu said:
You play 50/50 but you don't even mention keys which are as broken as moris
Yes that's correct. I have never used a key unless I found it in a chest, as I think they are too strong, but they're nowhere near as strong as an ebony mori.
If a killer is committed to tunneling (ie chasing people off hooks) , ebony moris reduce their required number of hits by half. Keys have nowhere near that kind of impact.
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@Fibijean said:
Also, hello and welcome! Moris are a pretty controversial topic honestly, so it's pretty brave of you to pick that for your first discussion.
I wouldn't have huge issues with it personally, but the problem most people will tell you with moris only working after the second hook is that at the point where they've lost the third chase, the survivor is just about dead anyway, so the best thing about a mori at that stage is the cool animation.
If they're going to be changed, it would probably be best for them to work after having hooked all survivors once (a common suggestion), or be reworked completely to operate on a token basis like Devour Hope, or maybe depend on generator progress, or cause survivors to become exposed at a certain point in the trial or something like that.
Thanks for the welcome.
For me, I have used an ebony maybe five times as killer in a year and a half, and each time the game has been a crushing win in under five minutes that made me wonder why I bothered waiting for a game.
I do agree that my suggested change would make a mori an aesthetic thing but that was my intention really. I've always found them to be too strong, but if that's not the impression of many other players, then I guess it wouldn't be an easy win for behaviour.
From the options you've mentioned, I think the 'must hook all survivors before it becomes active' seems the most reasonable. At least the survivors can somewhat counter it by one of them going into stealth mode.
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I thought it was clear that I was not recommending that as the actual idea, just that it was my preference but I'd decided against to make it less controversial. Apologies for not being clear.
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I think that most people who play killer were not saying that kill rates were really low, or at least I wasn't, but that the only reason kill rates were decent is because survivors mess around/are bad on this game.
When, as a killer, you run into a swf with 4 toolboxes who play the game efficiently, you immediately understand how little impact your input has (at least on most killers).
Of course I win lots of games as killer, but that is down to survivor error more than my effort.
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That would have no impact on whether a killer could perform a mori, so I don't really see your point, unless I'm missing something.
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Honestly I think noed is a pretty bad perk anyway. I've had to play with some pretty awful builds while I've been levelling all my killers up that I never used to play, meaning I've had a bunch of games with noed and whatever build I could throw together from limited perks, and it only activated once out of maybe five or six games. Then I got some better perks and didn't use it anymore.
Maybe it is just me, but I genuinely do not rate it at all from a killer perspective. As survivor it's annoying because it makes endgame altruism suicidal.
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I have to second this. I'd also like to see some other statistics, such as chase length per killer. Number of hook actions. Etc.
There are a literally dozens of different statistics which could tell us a lot about how the game plays and how good or bad an experience it is for other players.
My real request would just be for more numbers overall.
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Might sound like a strange one but I really enjoy the audio of the game, and using crows to track. So I guess you could say the environmental stuff.