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Slan

Slan

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Slan
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  • @Jackal7879 said:

    This perk is the bane of solo-q survivors you are incapacitated for 25secs and the perk itself has a 30 second cooldown. Also you can proc it by downing someone by any means. The cool down is so short that by the time you down someone hook them and get to a gen it’s ready for to go.

    i feel the cooldown needs to be longer or the incapacitated needs to be shorter

    And even as killer this perk has won me games that I should not have because I held a 3 gen with eruption and SH:Pain Res as my only slow downs

    and those games can go on for long time especially if the survivors have Boon:Circle Of Healing

    This perk is not the problem. The problem is that solo q needs a buff and swf needs a nerf. I almost always play on solo q and the difference between this and swf is as big as a whale. I have no idea of how to do it though, except for the in-game voice chat.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265071#Comment_3265071

    Same as Garden of Joy.

    Killers who have strong gen defenses and can slow down the game do much better on these maps. Once all the pallet resources are used up, it’s a nightmare for most survivors if they can’t make it to shack or the main building. I think that could possibly be by design.

    But here you have loops connected and close from one another (not macmillan close but still ) and when the pallets are used up there are still strong windows (same as Garden of Joy) that survivors use a lot.

  • It is too big, has many good pallets close one to another, the main building is a pain for killers (those two windows on the sides...) , the exit gates oftenly spawn far and difficult to see from afar, the fact that there is too much open field makes it easier for survivors to see the killer comming.

  • Pallets are pallets, walls are walls. Makes no difference when finality os the same and when breaking a new pallet instantly turns it into an old one.

  • Pretty much all of them, depending on my mood, of course, I May want to do one thing or another.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265449#Comment_3265449

    Please tell me where OP says that they want ghostface nerfed???

    My god, hahahaha. Got mixed up between posts srry.

  • Another "pls ghostface is op pls nerf" when he is a stealth killer, and said kind of killer are not a huge deal. I mean, why don't you just leave or fully break the line of sight if he is stalking you? Man, complaining about nurse is something I can get to understand to a certain extent, but this is kinda pointless.

  • Twins. They are pretty weak and lack map perssure. Victor has an easy counter as well. And then we have the inconsistent leap hitbox.

  • Calculate the timing or simply don't try and vault a window or get in a locker. Stunning the killer is not always advisable and sometimes an alternative has to be found. If you are a compulsive pallet dropper you are going to have a hellish time against a bubba.

  • This man is like Sadako with less stealth component and more tp potential. He has map pressure, but in chase is pretty weak against a w holder and mindgames. The fact that you can hear him appearing in a locker eliminates his potential to catch survivors off guard. He is stronger than Sadako, but does not get to mid B-tier to me. I mean, a killer that depends on which map are you playing does not feel quite right to me.

  • The Game. Other maps I really don't care at all, but the pallet spawn in The Game is simply too much. Having a god pallet every 5 meters is not balanced and turns the match into hell for the poor helpless killer.

  • @_kostas_pap_207 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168168#Comment_3168168

    I didn't even sabo a hook all these matches. I putted a yellow toolbox with the gloves and 4 time sit went to the trash wihtout even using at a gen either

    Gotta improve your stealth skill then

  • Yeah, this shows how immature can the community be sometimes. Always when nurse and blight are involved.

  • @Grum said:

    This is barely hyperbole. Literally every Nemesis I go against just tunnels and camps as aggressively hard as possible. I often joke with my friends when we go against Nemesis that they're gonna get camped and tunneled if Nemesis downs them; and then, like clockwork, that's exactly what happens, every single time. It's like parody at this point.

    People joke about Bubba camping, but most of the Bubbas I go against are willing to actually play normal matches. Virtually every Nemesis I face just spends literally the entire match chasing/camping one person.

    Well, gimme context, because sometimes tunneling and camping is completely justified.

    But Nemmies are usually tryhards though.

  • When I consider they have played well, were not toxic and were quite a challenge for me I give them hatch. If they don't give me propper chases and are toxic, to the hook they go, after pretending to give them hatch and closing it when they are about to reach it 😈 .

  • @_kostas_pap_207 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166951#Comment_3166951

    5 gens first survivor found. Chased again and again

    I also had a 2 rituals which were to sabo 4 hooks and heal 3 times a teammate.

    I DIDN'T EVEN MANAGE TO SABO 4 HOOKS BECAUSE 4 TIMES I GOT TUNNELED AGAIN AND AGAIN. THAT'S WHAT TRIGGERS ME MOST

    All the potatoes wesker were in my matches!?!?

    Actually there you have it. Sabo is quite annoying for a killer, so you became quite an inconvenience for him.

  • @JoaoVanBlizzard said:

    https://forum.deadbydaylight.com/en/discussion/344567/idea-for-new-mechanic-to-reduce-the-suffering-of-slugging-for-the-4k

    I understand, not all games we want to take unbreakable hoping that the Killer wants to leave us on the ground, I realize that killer players like to be able to camp, tunnel and especially leave it in slug, forcing us to use perks that we don't want to use for that we wanted a more varied game, or we need a build to complete a pass mission

    I would have several ideas, some exist in other games, such as the option to bleed when slugging for more than 90 seconds, or unbreakable as a basic kit when you only have 2 live survs, or a voting system, among the survs, if everyone accepted, the game ended and the killer won, I don't care about losing as long as I don't have a boring game experience.

    I believe the devs will still create a system that gets around this, I realize that every time the devs solve one problem the killers create another one, when the tunnel was nerfed they started to camp, now they are wanting to let the survs slug , so there have to be solutions against these anti-sports tactics that killers create in the game, but they are deficiencies that the game has, they just take advantage of it, which is normal, after all, if it's in the game they will use it

    Wow you treat killers as devils who try to ruin your game when they have the chance. Now ask yourself the reason for camping, tunneling and slugging. You cannot blame someone for wanting to win, and sometimes these strategies provide an advantage to the killer. Survivors also try to use what are considered to be "unethical" like the things mentioned before, such as genrushing or bullying the killer. Every side here has their issues.


    @darkshadows8326 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166938#Comment_3166938

    Anti-slug perks like unbreakable are situational and unlikely to be able to be used in this scenario due to being used beforehand or being unused at all. A single perk won't stop them from slugging again only to hold the game hostage a second attempt. Most of the community doesn't use situational perks because of how very little use you get from them. This is to allow the downed survivor not have to sit doing nothing for 4 minutes because the killer wants a little bit of MMR boost and allow the instant kill function on final survivor alive to go through more smoothly when they implement the mechanic.

    You have not said a thing about Tenacity, and the fact that your mate can come by at any time and heal you, even when they are in chase, makes this pointless. Tenacity also allows you to go to your mate.

    As I said, you know the consequences of not running these perks and if you are slugged, technically it is your fault for not preparing yourself.

  • @MommyHunktress said:

    I will quit every match, I will only do customs and killer. nothing tells me that someone isnt good as running bamboozle, ok yeah terminus bamboozle ok whatever, but doesnt change the fact that it requires zero skill to block every good window or a t wall window and then bloodlust the other side. bamboozle is extremely unhealthy for the fun parts of the game. hands down.

    Oh, yeah, I agree with you. Bamboozle is such a strong perk... A nurse with bamboozle, so deadly. Actually, the nerf nurse requires is not allowing her to use bamboozle. We can also remove the window block so tiles are able to be used indefinetly. This perk is so unbalanced, like OMG.


    Now seriously. Why are you suggesting that a perk almost every good dbd player does not use is a problem? And now that we got superior anatomy it is even more pointless to run it. Bamboozle only shuts one tile, and most tiles are connected to other tiles. You just need to watch around you and adapt. If you are unable to do so, enjoy your sweet penalties and make the most of your time hanging. ;)

  • Ok, I understand the reason for this, but the problem lies on map offerings for me. Almost every match I am playing now comes with a RPD offering, which makes the game repetitive as both maps are, essentially, the same (come on, 50 percent of the east wing is on the West map, or maybe is the opposite, but you get the idea).

  • @_kostas_pap_207 said:

    I played 4 times against wesker and 4 times I got tunneled

    #########

    I played 4 times survivor since he got released 4 times I broke my console . From then I am demolishing survivors as wesker

    I've seen a lot of people complaining about weskers tunneling but why

    His power it's not even designed to tunnel survivors but why are people like this. AND THEY ALSO DIDN'T HAVE A MORI SO THAT'S ALSO BAD

    Man, chill and keep the salt for yourself. Give the full contexto in which the killer tunneled and then we shall see. If there is 1 gen left and 4 survs alive, tunnelling is kinda justified. It is not funny, but take in count that the killer may need kills for a ritual. When I am camped and tunneled, I accept the situation and go with it, buying time for my team and making the most out of this situation.

  • @darkshadows8326 said:

    I suggest adding a mechanic that when there is 2 survivors left in a trial and the killer downs one survivor but doesn't hook, instead attempts to stall out the game for another 4 minutes just to locate the other survivor, that after 10 seconds of being left in the downed position the survivors bleed-out timer increases to 500% normal speed. Hatch escape acts as if that player was never in the trial, if killer camps the hatch the survivor can just do gens or go to the gate if during end game. Punishing one person because of the greed of the killer and the lack of action of the other survivor shouldn't be allowed anymore, killer will still get the kill from the bleed-out.

    Just bring anti-slugging perks like Unbreakable and Tenacity and it is done, you will no longer have the problem. If you do not do it, then you know the risks. As simple as that ;)

  • @Canas said:

    He has far too much counterplay while suffering from severe handicaps at the same time. He feels like a mix between Nurse and Blight in terms of mobility yet he's not even HALF as good as them. Hitting his power feels like a feat of luck, there are only a handful of maps which support his playstyle.

    You have too little control over the distance of his dashes which makes it extremely hard to chain his two dashes properly with each other just to barely make contact with a survivor. The cooldowns are also far too high, he gets punished superhard for missing his ability.

    The slowdown is ridiculous and the time it takes to regain his tokens is too great as well. And to make matters worse you've placed an overabundance of first aid sprays (which happen to have TWO uses) on the map just to immediately invalidate any advantages he might gain from infecting someone with his extremely hard to hit power.

    At this point he'd be better off if his power dealt damage 100% of the time, it's ridiculous to make it rely on further map collision (making the survivor hit a wall).

    I fear Wesker/The Mastermind is suffering from Trickster syndrome - he might look and sound great but his actual gameplay is dreadful and downright dysfunctional. Without his ridiculously hard to use power he's just a 115% killer who doesn't look at the ground after getting stunned, at least that's one advantage he has over the other killers. Now if only he didn't have his absurdly large terror radius...

    The problem comes with the hitbox of his power, it is broken. I still collide with ghost objects but when I collide with survivors I just slip by. We need a smaller object collission hitbox and a bigger survivor grab window. His mobility is still great (i can easily dash through half of a map) but that's it. The devs really messed up with the hitbox.

  • @SuzuKR said:

    SWF is unavoidable. Trying to remove the ability to SWF won't work, because even if you remove the ability to queue together, people will queue solo timed together until they get in a lobby together. And trying to remove it in the first place is stupid, because at its core, it is just friends playing together. Similarly, the usage of voice communication tools (such as Discord) is also unavoidable.

    So, what advantages does SWF have inherently? Well, they're able to tell the other players various bits of helpful information (assuming they actually do callouts). Are they inherently good? No, they could be literally any skill level or coordination level. Playing with friends doesn't mean you play well together, it just means you and them can tell each other things.

    So what does that mean? Solo players do not have the capability to exchange information. So give them the capability to do so, whether it's through status icons/preset message ping wheel on a short cooldown/etc. Then, all survivors are SWF regardless if they queued together. This means BHVR no longer has to balance around differences in levels of information, and can balance the game around all survivors being SWF no matter what. Obviously, there will still be differences from differences in skill level, but that has nothing to do with solo or SWF, only information level does.

    This would make it even worse. As a killer main, I don't think that every survivor knows what I am up to would be fair. For example, as hag or trapper I don't want one survivor to tell the others where am I placing my traps, it negates their powers. Survivors would be op and stealth killers would loose their touch, as their main form of pressure is not knowing where they are. (If you know when is ghostface going towards you, he is only a m1 killer). That is why I think that a competitive mode with everyone being solo would be fairer, your power is not compromised if you are a stealth killer and everyone is on even grounds. As I said, having the eye of Sauron in the match doesn't feel fair.

  • @Zexbunny said:

    This isn't a good solution. You have zero incentive to play killer in casual mode. You can't even complete dailies or rift challenges in it, even though some of them practically require a swf. You're creating longer queue times for swfs. This would ultimately reduce the player base significantly

    Ok, then having some daily rituals for casual only would make the deed? Like this casual mode could be used for farming BP.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164925#Comment_3164925

    And what can do survs if there are more than 1 gen left and only 2 surv alive?

    Wish that the other surv dies quickly to get hatch.

  • Poor Nemesis is going to have a hard time trying to discern which is the true Jill. Guess he'll kill them both.

  • @Sumnox said:

    I swear to God, every.single.Wesker I play against plays the exact same way: Hook, facecamp, tunnel, repeat. It's honestly baffling.

    When is Reassurance going to be made useful?

    Sometimes camping and tunnelling is completely justified. If you have 1 gen left and 4 survivors alive, sometimes you need to tunnel someone out of the match. And the archives and rituals sometimes need you to kill. The devs have been trying to convince everyone about these being acceptable strategies, and these strategies have a downside for the killer as well, as they forget about pressure and you can repair a lot. I know it is not funny to be the victim of these strategies, but you should think about the outcome.

  • @Renfear said:

    Match 13 against Wesker. 11 4Ks. This is a problem. Most games only have 2 gens done by the time we're all dead.

    Man, you are dying to a bugged killer whose power is, perhaps, the most inconsistent in the whole game right now. The hitbox is messed up and hitting survivors with it is extremely difficult. Wel, not hitting them but making it connect. In every match I played as Wesker there has been times in which I hit a survivors and Wesker just slips by ( the fact that my trajectory is modified proves it). And the collision with ghost walls does not help.

    He does not need a nerf, he needs fixing so we can see how Wesker should be in the game. Then we can talk about posible buffs or nerfs.

  • It can be considered a buff, but it would be more like fixing him. His hitbox is still inconsistent, especially with survivors, as sometimes when you collide with them they alter your trajectory instead of grabbing them as you should.


    Then, as a propper buff, I'd reduce his cooldown a bit. It simply does not feel right that his power has such a high cooldown. I'd also make him able to dash after vaulting, or simply not having to wait after doing so. That animation after vaulting takes time and makes vaulting useless most times, as the survivor gains distance from you unless they make a mistake.


    And why a 40 meter terror radius? It is excessive. For the killer it's bad because they know when are you comming more clearly than with the others, and for survivor it is also a bad thing due to perks like starstruck and coulrophobia.

  • I know what you are saying. Today I used him and sometimes I would hit a survivor (colliding with them altered my trajectory slightly, that's why I know) and simply slipped by.

  • You need an "already bought it" option.

  • She has the same problem every strong killer has, the addons. A weak killer, such as legion, has addons that barely affect their power and playstyle. Then we have nurse, or blight, or spirit. The stronger killers have addons that heavily modify their playstyle and their counter. I don't think that nurse is as strong as people tend to say without addons, as she has an alternative way of looping (tall walls, second floors).

  • @AshInTheTallGrass said:

    https://us.v-cdn.net/6030815/uploads/67XGM6GVCSN3/deadpool-clip-hd-0.jpeg

    Recently, a friend of mine started playing DBD again, and he said he hasn't seen a single Dredge yet. I've barely seen any either. We loaded into a private match (I was the Survivor and he was the Killer), and I walked him through some different things Dredge can do. We also ran some loops at the shack, and we had a lot of fun.

    I wish there were more Dredges. Carmen Sandiego and Waldo are easier to find than him.

    PS: BHVR, if you now want to hire me to do your graphic design work, let me know. I'll warn you though, photo editing skills like mine come at a steep price.

    I think you will find some at mid mmr. Dredge is not quite user friendly and it is easy to mindgame his husk tp if you lack experience. But if used by someone experienced he is the god of map pressure. So on low mmr you won't be seeing one of those and on high killers are usually blights and nurses.


    Also, why would you want to see Maurice's murderer?

  • The reason for me saying yes are boons, especially Circle Of Healing, the strongest one in my oppinion. If survivors can willingly place their boons whenever they want as long as they have totems, hexes also deserve that chance as well. So I think that boons should be reworked or hexes buffed.

  • Wow this went active waaaaay later than expected lol

  • He is a killer with potential, and he is not meant for beginners. I think some hours with Blight and Demo are needed to have a good start with him. Also, the fact that he speaks gives him personality.

  • Knife spam goes brrrrrrrrrrrrr

  • Typical DBD paradox in which when you play as killer you face a bunch of genrushers but when you play survivor on Solo Q you are paired with people who don't know how to repair.

  • I am a main killer, and I find the map ok, I have awesome matches there quite often. My only problem is the window on the second floor that is right near a generator spawn. I hate that window, it is ridiculous how strong it is, especially when the survivor has Balanced Landing.

    I also think there are many pallets, but most of the tiles are easy to shut for me. As I said, my only problem is the main building .

  • I hate him because of the behaviour the player that controls him has rather than the inconsistencies of his power. When you face against Nemesis, you are going to face a tryhard most times, and if you have a long chase you are going to be camped a tunneled. When I use Nemesis I try to avoid this and mix having fun with getting kills rather than minding only having a 4k or getting the most problematic survivor out of the match, ruining his game.

  • I think he will have his STARS uniform from the first game.

  • Artist is a strange killer. She has a highly uncommon power and playstyle. She is not your average m1 killer, she can sut down loops and attack from the other side of the map. But I personally do not find hitting someone with your crows rewarding anymore. She is always the same, you try to snipe and when you are in chase you place your crows so you can hit the survivor. It is quite repetitive after a few matches. I do not use her that often just because there are funnier and/or stronger killers to play. If I want to have kills, I pick nurse. If I want fun, I pick dredge.

  • Yeah, this is pure hype, but I prefer seeing three nemmies rather than a blight, then a huntress and finally a nurse. Nemesis is quite predictable actually, you can know when is he going to swing his tentacle and it is easy to mindgame him into swinging and loosing time. But unfortunately nemmies tend to be tryhards for some reason yet unknown to me, so I end up having long stressful chases to end up being camped and tunneled.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127584#Comment_3127584

    Splitting the player base will only hurt the game more than it'd help.

    I think that having a fair match in which every player has the same opportunities would be more helpful. When swf groups have three people, it is usually the fourth survivors, the one who is alone usually dies first. It is unfair that your chances are reduced due to that. Then, it is also unfair from the killer's point of view, as they have perks that complement each other. Truth is that SWF is op as hell, it has always been, and playing against a group of survivors with a ridiculous advantage like that when your performance against them affects your rank and MMR is simply unfair. Some have suggested that swf should be removed, but I think that is not the way. A competitive match with everyone playing on their own would be fairer, no survivors especifically assigned to have long chases with the killer while the other three repair compulsively. Then, a casual match which could be played with your friends to simply have fun with them, and in which no one's performance affects the ranks and MMR would still keep the option to play with your friends and do anything you want without the ones that are alone worrying about their performance being conditioned.

    I mean, it's no wonder that SWF had at least a little part to play in the fact that kill rates were lower than expected and the huge meta nerf was done.

  • I do not think swf should be nerfed yet. The priority should be a solo Q fix and then I would address this. Now SWF has some things that may make a game pretty unbalanced, like the fact that everyone can know where is the killer when someone is being chased, there is an Object of Obsession or when someone sees him from afar. Making pressure against a SWF is very difficult sometimes, as they often repair strategically to make things difficult for the killer. Yes, you can sometimes outplay them, but you'll often need a miracle. Due to this, sometimes you will not rank up as you should (before the rank update I could not get to purple ranks because of the SWF groups and now I have awful times with them that lower my MMR for sure). The ideal solution would be the famous competitive mode, a gamemode that could only be played solo and that would affect the ranks and the MMR, alongside the casual mode, that could be played with friends, would not take in count or afect the ranks and MMR and I think that DCing penalties should not be applied to it.

  • I'd say B tier, but close to A. He has good mobility, but not a great one. His power ressembles nurse's blinks, but you cannot go through objects and you move less. Survivors can easily dodge your dashes, and if you catch them with it they could be thrown towards an area that benefits them. The collissions are inconsistent and need to be revised, and I do not see his infection being a huge deal. And who thought that a 40-meter terror radius was a good idea? Starstruck is too op when playing Wesker due to that, but it also warns survivors earlier.

    Conclusion, his power, although clearly chase-oriented, also gives him a slightly better movility than the average killers, and the sprays giving information are fine, but the easy counter to his power and his large terror radius could give him some advantages despite making things worse for him. As I said, he's B tier for me, but close to A tier.

    in Wesker Comment by Slan
  • As a someone who play surv only in Solo Q, I have learnt not to fully depend on my teammates. So I find myself carrying my own games quite often by using stealth and perks that allow me to gain distance and then hide from the killer. Also, I do not know if my MMR is high or low, but I haven't faced nurses. However, I encluntered some blights and huntresses above all. Some of my teammates were awesome, doing flashlight saves and bodyblocking hooks when I was getting carried. But some were completely useless although they were trying their best. When the team is good with me, I try to help them by using COH in good places and distracting the killer. When they are bad, I play selfishly, ignoring them unless they are hooked near me, and even going towards them when I am in chase hoping that the killer goes after them. I know it is not ideal, and that I could be a bad person, but if you are on your own, sometimes these desperate meassures can make a difference.

  • Pennywise would be the ideal camouflage killer everyone has been wanting for a while now. And the fact that we have a clown in the game already suggests that they may take a different approach to the character instead of only his clown form.

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