Risky_Biscuit
Risky_Biscuit
About
- Username
- Risky_Biscuit
- Joined
- Visits
- 239
- Last Active
Comments
-
@Mooks said:
am glad we have now a killer power utilizing darkness as that’s what I have suggested often in these kind of threads!
now I would be super interested in a killer that uses insects in some way (Candyman would have been a cool killer for that) or arachnids.
I'd love a spider killer in the game. Though I'd like for them to be a full on spider or half spider at least, with the ability to summon spiderlings in some way.
-
I've been thinking about Killers having a 5th perk slot. Personally I wouldn't mind a dedicated Hex Perk slot, that has its normal effects but is a permanent fixture for the match. As in it cannot be removed by survivors.
Of course, some hexes wouldn't be useful here, but having a slot that allowed permanent Hex Ruin or Blood Favour would be great.
Killers really should have an additional slot anyway, considering that the ratio of survivor perks to killer perks in a single match is 16-4. Hexes would be a perfect candidate for this theoretical 5th slot.
-
Dredge because Dredge.
No, but seriously, I enjoy playing him because of his built in gen pressure. His whole kit is just well put together, having a little bit of almost everything killer players want and need. Gen pressure/Map Pressure ? Got it. Anti-Loop ? Got it. Stealth ? Got it.
Dredge is a perfect example of what killers need to be right now, which is essentially a jack of all trades. Killers struggle greatly with one or more of the above things, but Dredge does them all. I've been having actual fun playing a killer for once, because Dredge has the power to make things happen. He still has counters, but really does feel like the new gold standard for what killers need to be going forward.
That and his lore and design really sell this eldritch horror that is Dredge. Playing as an unfeeling amalgamation of the victims it consumed along the way is really satisfying. You feel truly monstrous.
-
Anything that makes t-baggin survivors leave the trial sooner is a yes from me. There's nothing more irritating than seeing the survivor players hanging out at the exit gates just to BM. Can't stand seeing that, so if losing DS and OTR makes them leave more often then I'm all for it.
-
Hook grabs are there to punish unsafe hook saves. Why should the unhooker be rewarded for unhooking their teammate in the killer's face ? If you make a mistake, you should be punished for being careless. Simple as that.
You want to punish the killer for doing their job by shutting off their power near hooked survivors ? No. They earned their hook. Deal with it. Go do gens. If a killer is gonna sit there and camp one person, they've already lost. Literally gen rush them and leave. Yes, the hooked person has to take an L for the team, but the killer only gets that single kill all game if you rush gens. That's the countermeasure for camping.
Camping is generally a losing strategy. A viable one, but a losing one. I actively don't camp hooks because of losing more games that way than any other way. You camp a hook, gens fly, and then after they're done, they still unhook the last survivor and get 4 escapes. It rarely works out for the killer.
-
@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/3044910#Comment_3044910
How is the EGC survivor sided, when the EGC can already be weaponized by killers to secure a kill? In what world is something like that "survivor sided"? A mechanic that can also be triggered by killers to make a blood warden play, that can result in certain death if timed correctly ... is "survivor sided"? A mechanic that just kills survivors after a countdown, without any further action required by the killer ... is "survivor sided"?
Are you sure you're talking about Dead by Daylight the PC/PS4/PS4/Switch/XBox Game? Maybe you confused it with Dead by Daylight: The Board Game?
When survivors can screw around during the EGC, feel like there's zero risk involved, and t-bag at the exit gates for a solid minute while the killer watches, yeah, I'd call that survivor sided. If you've ever played killer you'd be aware of this.
-
I've always felt the EGC lasted too long. Even though it does ultimately do its job of pushing people out of the trial, let's be honest here. We all know survivors just stand at the exit gates to taunt the killer until the timer reaches the last quarter.
I think the timer should either be reduced to 1 minute (with slowdown for downing survivors, extending it to 2 minutes), or keep it at 2 minutes but remove the slowdown.
If survivors can't get the hint that when the timer starts, it's time to get out, then they do not deserve an escape. You're not entitled to 4 escapes any more than the killer is entitled to 4 kills. EGC favors survivors, allowing them to continue messing with the killer for 2+ minutes which I find pretty annoying.
-
I think it's fine honestly. I see it as a manifestation of the people who were tricked by Otto, angry, vengeful, blinded by bitterness and regret, so they take out these feelings on the survivors by stabbing them with whatever they can, dragging them into the Dredge. They're a reluctant part of the creature they were tricked into summoning, and the only satisfaction they can muster anymore is the suffering of others. I assume it gives them a sense of power while they're at their very lowest point.
Their wails of regret and agony echo throughout the trial, but whenever something happens that inflicts suffering, there's a bit of a cheer from them. (Breaking locks, etc..)
-
For me personally, it's the following:
- Killers feeling powerless as the supposed "power role".
- Too many second chances for survivors. No real punishment for them actively messing up. Way too easy to simply run away from the killer, or worse yet, loop them.
- Gens getting done too fast, combined with an inability to pressure gens. There's barely any point in kicking gens since the regression is minimal and survivors just blast through them.
- Chases taking too long, thanks to maps being too big, too many pallets, too many vaults, jungle gyms, walls, loops, etc... It's just too time consuming for the killer to commit to a chase when the gens can get done by the rest of the survivors, and a single survivor can literally waste 3 gens worth of a killer's time.
- Killers aren't threatening. Survivors will actively run around in circles around you just to make you miss a swing or to simply waste your time. They'll t-bag at pallets while you sit there like a clown, having to break the pallet while they flashlight blind you, wasting even more of your time.
Basically it feels like things are heavily stacked against the killer. Their time is too easily wasted by overly aggressive survivors who feel no fear running directly at the killers and actively trolling them because of how weak the killer side is.
-
I don't think DBD is threatened by any of these. I tried Evil Dead and it's pretty boring to play as killer. All micromanagement and little to no interactions with the other players. Survivor is a bit more fun, but it's still not worth my time. I ended up coming back to DBD after like 2 matches of Evil Dead.
-
@Ripley said:
Grabbing survivors off gens is not skillful. There is literally no skill involved if a survivor just ignores you.
There's no skill in turning your camera as survivor to check your surroundings either. Grabs are nearly completely avoidable by simply looking around while you're on a gen. Didn't bother to look around ? Get grabbed. Completely deserved.
Only time this doesn't happen is with oblivious and undetectable statuses.
-
Hook grabs are fine. Don't want to get hook grabbed ? Don't play super altruistic and try to get unhooks in the killer's face. Simple.
-
@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/3021885#Comment_3021885
Lightborn is a better way to play against flashlights, cause it often takes them a few tries to notice you even have it, if you pretend to look away to not get blinded.
I love Lightborn too, I just have Franklin's on more of my killers than I do Lightborn. Plus, Franklin's has the added benefit of working against all item types and not strictly flashlights.
-
If Killers continue to camp, just do gens and leave. Killers sitting at hooks and face camping is honestly a terrible strategy, as they'll still get gen rushed and lose. If you're on the hook, being camped, be a team.player and buy your team some extra time by not immediately trying to suicide on hook. Delay the inevitable so the killer doesn't have any extra time to look for people, and gensget done in quick succession. Even with gens taking 90 seconds now, your team should easily blast through 3 gens in this situation.
-
I generally only run Franklin's if I see more than one sweaty flashlight survivor in lobby. Anything that punishes these kinds of players for thinking they can flashlight stun me, is a-ok in my book.
-
@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3021366#Comment_3021366
They lose the endurance if they try to unhook.
Ohh, ok. That may not be as busted then.
-
Alot of these changes are questionable, but this one sounds like it'll be consistently abused by survivors. They'll do unsafe rescues, then the unhooked player will use the effect of OTR to save the rescuer immediately, with zero risk to either one of them. They both have a whopping 80 seconds to be a complete nuisance for the killer, bodyblocking and trolling with their nigh invincibility from a single perk. It's definitely overtuned, and they are definitely going to have to nerf it, otherwise it's just a superior version of borrowed time. Not good.
-
BBQ really didn't need to be nerfed. The BP gain was there to encourage killers to not camp hooks, and to go looking for other survivors. It needs some new secondary effect to encourage this. Or they should just revert it and reduce the BP gain earned from it.
-
SWF gives survivors the advantage of communication. You can time unhooks, plan and strategize builds, items, perks, etc... A team of 4 coordinated players who can communicate and make powerful plays will always have a massive advantage over the killer.
That's what killer players struggle with when dealing with SWF. The huge advantages of a coordinated team that can easily communicate and outplay you, is simply an unfair advantage. Killers don't have this level of power in the game's current state.
-
I use her yellow and brown addons that increase the invisibility duration while manifested and demanifested. I try to be a sneaky Sadako, using Tinkerer and perks that allow me to be as stealthy as possible.
-
Nurse is intended to break the game's rules and forces survivors into playing differently. You're not supposed to loop her for 5 gens, that's by design. She's already been nerfed significantly, no need for more unnecessary changes.
-
I don't think he needs nerfs at all. He's pretty balanced, survivor players just don't like that the new killer messes with their standard ways of playing. They're claiming he's op so they can go back to bullying killers with no risks.
Personally I think he's fine. Maybe needs a few quality of life changes, and a very slight nerf to survivors' nightfall visibility (make it very slightly easier for them to see during nightfall), but otherwise he's fine. May end up needing buffs after the initial period of players learning how to play as and against him.
-
I don't necessarily mind going against good players. I just hate the cockiness and arrogance they exude in everything they do. Like, they will stand at a pallet to drop it when they know you're chasing them, instead of just running and gaining distance. You lose a chase to them and decide to abandon it, then you'll hear them keep making noise to draw your attention back to them because they know you can't beat them in a chase and want to waste your time. It's pure cockiness, and I hate it.
I had a Laurie on Lery's last night. The entire survivor team got out after steamrolling me as Dredge, despite my best efforts. The Laurie was hiding around the debris at one of the exits, I hit her, and she ran to the gate. Instead of leaving, she kept spinning around in circles, almost as if to mock me because she knew she already won. I downed her, and actually managed to pick her up and get a 1k because of that cockiness and arrogance. While I'm glad this player got punished for this with a trip to the entity's domain, it was still infuriating to be on the receiving end of this type of toxic survivor behavior.
-
I actually wouldn't be opposed to them brightening up the area directly around the survivor players. I'm a killer main, but I agree, the darkness on some maps does make it extremely hard to see. If they change this, I just hope we don't go back to the bugged PTB version where nightfall was completely worthless. That's my concern, that they'll overnerf it to a state of being worthless again.
-
Every nerf that Dredge needs:
- A slight reduction to the darkness in Nightfall for Survivors.
This is the only nerf I could genuinely see him needing, as yes, sometimes it really is too dark for survivors. I personally don't think a 60-80 second power really needs any nerfs, but I can still see why people are asking for it. If this does happen, I'm fine with it as long as it's only a slight change and we never go back to the joke that was the PTB version of Nightfall. That was hilariously god awful, so I'm thankful it was just a bug that was fixed when Dredge came to live. Other than that, Dredge is fine. He has counterplay that survivors can't just perform by hiding or looping like normal. I think he's balanced honestly. It's nice to have a killer that can actually do what killers are meant to do, so even if he isn't S tier, he's still great, fun to play, and still has counters. Survivors just need to learn not to loop him (because he has a countermeasure for that), or hide from him (because nightfall lights them up). It's a learning curve like with any and every new killer.
-
I played her a bunch, and have been thinking of some ideas to fix her and make her stand out amongst other killers like her. Like everyone's been saying, they need to fix some major things that are just wrong with her:
- Remove Her Lullaby. No reason for a supposedly stealthy killer to give away their position.
- Condemned made into a consistent threat that persists throughout the game, building up throughout the trial and is a constant threat that must be removed, lest survivors end up on the receiving end of a mori.
- TV cooldowns fixed. Shorter cooldowns for TVs to turn back on.
And then for other adjustments she might benefit from:
- Allow her to phase through pallets and vaults while demanifested. Could move slower through this, but it would give her something no other killer has. In chases, she could phase through both to gain the upper hand and waste less time on vaulting or breaking pallets.
- Small speed boost when going from demanifested to manifested, giving her a bit more of a hit and run ability like Wraith has when exiting stealth.
- Make both Demanifested and Manifesed states make her harder to see coming. Two of her addons do this and help decrease her visibility, allowing her to sneak up on survivors, unseen. I'd like them to double down on this, since really only Wraith does this, and half the time you hear a loud bell before he's able to get a hit anyway, removing the element of surprise.
-
@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2997881#Comment_2997881
Welcome to the forums.
Thanks. I used to be on here way back when, but lost my account on here.
-
I played maybe 6 or so matches with him, with the following perks and addons, and got a 4k basically every time. Granted, I'm low ranks, but still, this build was pretty cracked:
Hex: Blood Favor, BBQ & Chili, Lethal Pursuer and Tinkerer.
Using the Lavalier Microphone and the Worry Stone allow me to see survivors frequently, after Lethal Pursuer ends. If I teleport, I can see them. If they lock lockers, I can see them. Use Lethal Pursuer to immediately go after one of them, and chase. Get a hit, and Blood Favor stops them from dropping pallets. Down and hook the first survivor, get a reading with BBQ and head to the next survivor. Rinse and repeat. I can see them with addons, and even if they progress a gen, Tinkerer lets me spot that gen and makes me undetectable for an easy surprise attack. If Nightfall is up, everything just goes even faster.