Schmierbach
Schmierbach
About
- Username
- Schmierbach
- Joined
- Visits
- 1,269
- Last Active
Comments
-
@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1088505#Comment_1088505
You'll just be playing a normal match for most of the game but one of the killers gets backup in the end.
Essentially yes, its probably the closest thing we could expect to get in order to preserve the tightrope that is balance in this game.
The only other feasible way a 2vs8 could happen is if they made the maps ludicrously large so killers would be encouraged to split up to apply pressure to discourage double tunneling and camping. This would further emphasis the need for map presence so high mobility killers would become even better in this mode leaving other killers in the dust more so than they already are.
SWF will also become more powerful. Sure you have 2 killers, but at most the killers can only chase 1-2 survivors at once resulting in 5-6 gens popping in 80 seconds all over the map if they bother to optimize themselves and even faster if they take toolboxes. Solo survivors on the other hand have an even harder time than they do now. This also compounds the issue that most survivors will be playing m1 simulator for most of the match.
I honestly would love for the mode to happen, but with the current game it would be a balancing and networking nightmare. I'd rather them fix the current game first.
Also getting stuck with a bot killer as your partner would be terrible.
-
If they ever made a 2vs8 mode, it honestly should be 2 maps connected by a gate. So 2 separate matches would be happening with 5 out of 7 gens on each side needing to be completed to power the gates for escape. If a killer killed all survivors on their side they can open the gate to the other side to help the other killer, and those gens are no longer in play or needed to escape.
-
Killer easily
-
Im not a survivor main, but i don't run the meta builds on survivor for two reasons.
1. It's to easy to rely on perks that fix your mistakes for you.
2. I like using imaginative and creative builds. Recently I've taken an interest in Stake out and Detectives hunch.
-
-
You could just ask in the chat what others are bringing?
-
Unfortunately this would cause 1 of 2 things.
- Queue times will increase dramatically due to 2 seperate modes.
- SWF will lobby dodge until they get the same lobby as their friend/s driving up queue times as well. (This happened before SWF was introduced.)
If they do anything, I just want a 50%(2man), 100%(3man), 150%(4man) increase in bloodpoints so its worth my time actually playing the match.
-
I play normally until they decide to act cocky just due to their title. Then I usually actually tryhard a bit and 4k them and their group, which usually ends with them telling me I'm bad in the endgame chat or trying to give me an excuse as to why they didn't win.
-
Original, It allows more freedom for the Developers and most of there original killers created so far were creative and interesting.
-
DS shouldn't work with locker grabs. The point of the perk is to deter tunneling not to make you invicible for 60 seconds. Slugging is a valid counter for DS, take Unbreakable if your worried about being slugged. The point is the killer should not be put in a position where they have to drop a chase because a survivor jumped in a locker right in front of them.
-
If a reward was given for hitting rank 1 every month this would make sense, but simply hitting the number never meant much. Sure new people will fall for the illusion of it meaning something, but with how fast survivors rank up, and how frustrating the high ranks is for killers right now new players will hit that goal very quickly or give up due to frustration.
-
Completing my objective.
For Killer: getting at at least a 3-4k is considered a win for me. Ranks don't matter so i don't care if i pip.
For Survivor: escaping, idc if the rest of the survivors die as long i escape its a win for me.
-
For Killer: Wraith due to him canonically being tortured and forced into being a killer by the entity once brought to its realm. If he was returned as he was before he was taken then he would lead a normal life more than likely.
For Survivor: Probably Claudette or Dwight. Both would have potential to be great people if they were released.
-
A second objective would be to difficult for new survivors and thats where they are balancing the game towards it makes sense why they wouldn't. I think a second objective would be great to break up the monotony of the match.
-
Ghostface, i just have bad luck with him.
-
@Mellow7 said:
Buff each stack to 10% so you can actually get use of it.
@Exerlin said:
Yes. I have a couple change suggestions that would make it much better without making it overwhelming when combined with Brutal Strength or Bamboozle.
1. Increase action speed per token from 4% to 5%.
2. Every 160 seconds, gain 1 token. Each generator completed also gives 1 token. Max 5 tokens.
This would let it come into play sooner and give it more strength overall. With both changes, it would be a great perk, but it would still be much better if it got only one change.
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1070175#Comment_1070175
Yea something over 100% better if stacking was removed. Personally though, I just want it increased by 25% with stacking remaining in so that ultra vault speed build never dies.
Great Ideas guys.
I also had the idea of the percentage increase being multiplicative by 2 instead of additive.
Example. 3% 6% 12% 24% 48%
While 48% is high, the last gen is done so you won't have much time to utilize it.
-
*Flashbacks to the God Loop on Rancid Abattoir against a SWF* I've seen some things that no killer should have to see...
-
I prefer consistancy over high risk perks like Devour hope, but i still occassionally use it. Depends on the survivors in the lobby.
-
Freddy, followed by Myers and Ghostface.
-
If it granted 200% more bloodpoints it would be worth my while. I actually like this idea.
-
Id like Sole Survivor and OoO to be reworked. Without SWF OoO is fine, but SWF gives the team unlimited information while the obsession sits at a god loop knowing he can't be caught.
-
@fleshbox said:
Games are starting to be less fun now.
Killers are doing what they can to complete their objective. Its a valid playstyle.
Its almost like there are multiple perks you could take to counter this playstyle that aren't the 5-6 meta perks some survivors have come to rely on.
-
@mike4156 said:
This nonsense of face camping someone over half way through the game because they're good has got to go. This can no longer be a supported "play style?" because it's the epitome of trolling. You legit have the power to make me sit there and do nothing so that's exactly what you're going to do. Because you're upset. No one should feel entitled to kills or escapes. However the way this community acts in game is as if that's how they want things to be. Like bubbas chainsaw rev that grants loads of camping, or spirit still being able to go half way across the map every 20 seconds. Now I have to abandon people and deal with NOED every single game too, I can't get every totem every round don't give me that bs I get 2-3 myself it takes up time.
Were the killers upset? Maybe, or maybe not? Maybe they were playing the game the way they enjoyed it, nobody will know. You however seem very upset, to the point you get on the forums to post a discussion on the subject.
Being forced to abandon people is part of the game, its a choice. You even see it in the original trailor for the game. NOED is easily counterable, i cleanse 4-5 totems most matches just on my own because I build my perks around it. Or bring a map instead of another toolbox. Run kindred to see if the killer is camping and if they are do gens and get out its simple, easy, and effective.
-
I want to, but i rarely find room in my kit for it. Crows actually give a lot of information to killers if they are looking for it.
-
1. No, gen times might need an increase of 10 seconds at the most, not 60. Id prefer a second objective over increasing gen time.
2. I'd be fine with this as long as they add a penalty for dodging as it would be a mess otherwise. Id prefer a bloodpoint increase vs SWF.
3.Bloodpoint awards up to 150% for a 4man SWF would convince me to play regardless of debuffs.
4. Nah
5. Why would you be awarded Survival points for DYING on the hook, and why would the killer who is camping care? If they are playing toxic purposefully bloodpoints, rank, or 4king means nothing to them let alone if the survivor is getting any. Are you going to respect every pallet just so the survivor doesn't get points for hitting you with it?
-
Infectious Fright or BBQ usually perform and synergize better with PgtW which is the staple slowdown perk for most people right now. If the cooldown was reduced to at least 30 seconds I'd consider it a good perk, but the hefty cooldown combined with its other limitations holds it back.
Purely my opinion though, and I've made it work in the past so not saying it can't work.
-
I mean teabagging is usually only done by over confident survivors. Good players won't waste those few seconds taunting the killer and instead use that time to get to the next loop. I usually love it when survivors teabag me at a pallet and then go down right before they reach the next loop, usually thinking the killer will fall for a second chance dead hard *snorts*.
-
Shadowborn is great on killers with map presence as it lets you see stuff you might miss with the default field of view. Its also great on the taller killers like Wraith, Clown, Trapper, and Myers due to it removing the blindspot these killers have around their feet which survivors occasionally try to exploit. It also widens the view on stalking killers or Nurse who looks down after each blink.
The thing about this perk though is its subjective from person to person on how well it effects your match. Some people get great use out of it and others barely notice an improvement versus a different perk. It is ultimately up to you if it will help you, do to you deciding what to do with the information it provides.
-
Buff in some aspects and a nerf other aspects. The buffs however gave him what he needed to perform in the current meta while his nerfs were less important.
-
Strongest is Billy followed by Spirit. While Spirit might have a strong ability Billy has consistency on his side. Every match Billy will always perform the same, while Spirit has some RNG built in through mind games.
Worst killer would probably be legion due to being an M1 killer with no power if your chasing an injured survivor. Clown as well do to lacking the map pressure on larger maps even though he forces pallets quickly.
-
1. Survivors realize you have Ruin and Thrilling Tremors.
2. Survivors get off the Gen when their Friend goes down nearby.
3. Thrilling Tremors pauses Ruin from taking effect for 16 seconds while I hook the survivor and they attempt a bait and switch.
Why use this perk with Ruin at all when it can shut down your Hex for 16 seconds.
-
Teammates
-
I just do totems, why rush the game and get punished for it?
-
Ive mained Clown with StbfL, PgtW, Infectious Fright, and a 4th flexible perk that is usually either bamboozle or franklins demise.
Addons: solvent jug and anything, you prwctically remove most exaustion perks from the game as long as you hit your bottles, which you should.
-
For clown run Pop goes the Weasel once it shows on your bloodweb, along with enduring, BBQ for points and map awareness, and a 4th thats your choice. ( this is fully assuming you only have the general perks and the perks of the killers you listed. There are better builds.)
For addons, i always run Solvent Jug along with 4 different addons depending how my matches are going. Ether 15 Vol% or Flask of Bleach to force pallets faster, Garish Makeup Kit to lock down God loops easier, or thick cork stopper if i need less downtime refilling my bottles. Solvent jug effectively removes exaustion perks from the match which is always helpful.
-
I don't face camp, but I'm pretty sure making sure you're not found first and don't get downed fixes your problem. Who cares about the other guy on the hook. Get the Gens done and get out.
-
An m1 killer with breathing problems and dumbed down force powers. Sounds like a worse clown.
-
Doctor is fine as is. As for the sound change, just because you would like that sound doesn't mean everyone will.
-
Clown, Doctor and Myers
-
If I can still 4k with Clown at Red Ranks without Ruin then none of the killers are unplayable without Ruin.
Get creative with your builds and punish survivors hard for any mistakes they make. I find running builds that actively counters anything survivors rely on works extremely well, for example Solvent Jug Clown effectively removes exhaustion perks from the match in most cases doubling down on clowns ability to end chases quickly. Some survivors don't know how to handle it.
I also stopped running Ruin about 6 months ago though cause I had a feeling it would be revamped and I hate inconsistency so I started using builds that were more reliable *shrug*
-
Doctor is A Tier on the smallest maps, but B-C Tier on larger maps. Overall hes balanced until they shrink all of the maps in my opinion.
-
My games run at 60fps non stop. No problems here.
-
The EGC wasn't created to prevent survivors from bullying killers or vice versa. It was created so they can't do it indefinitely. If they teabag at the Exit Gates for 2 minutes thats on them. If the round was a flop entirely ill just dc if they don't leave within a minute or so i can get to my next match.
-
No Doctor is fine. These posts literally look just like when Freddy first came out.
-
Residual Exposure
Every second a survivor is exposed to the Clowns Toxic fumes, their action speed is reduced by x%.
Survivors periodically cough due to continued Exposure to the Toxic fumes revealing their location to the killer. Becomes more frequent with further exposure
-
I support the idea of also having more Hex: Totems that can be a detriment to survivors when cleansed. Adds some decision and risk to cleansing Hex Totems.
Instead of the killer asking "Why did I bring this Hex" , the survivors would be asking "Should I cleanse this Hex?"
Increase Bloodpoints earned on cleansing Hex totems to compensate for the risk.
-
-
I've been a 4v1 fan since I picked up Damned on steam back in 2012. Saw this game launch in 2016, bought it and started playing killer. Been a killer main ever since.
-
A for both. Objective is to survive and escape and the survivor on the hook failed in both categories.
Even if I'm on the hook with the gates open, I never expect a save. When another survivor does inevitably pull me off the hook just to go down in the process and get hooked themselves, well sorry pal you made your choice and I'll make mine.
The fogs a cruel place
-
Spark of Madness and Curtain Call

