StarLost
StarLost
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@nikodemo said:
From a design perspective, it's because it's dope AF. Embrace the flavor, because playing killer is all about that drip.
Nemesis? Sure. He's a big stompy bubblegum thing.
Demo? It's...annoying. Especially with his other passive noises.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2635686#Comment_2635686
It looks like a baby Ludo from Labyrinth and I love it so much. 😍
I believe the scientific term is 'Burger Floof'.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2635691#Comment_2635691
It's a shame that they deleted all of that stuff. I felt it was a very good conversation.
Agreed. I did get a message telling me to 'not invalidate people's experiences', so I'll refrain from this sort of discussion here in the future. If the mods were okay with it though, I'd be happy to do it on Off Topic, which may be a better location.
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@Mazoobi said:
As the title suggests, playing underperforming killers feels so much more fun for me. I'd take Legion, Twins, and Demo any day than Spirit or Blight.
At this point, playing the game the way you want should be your priority. Sure, survivors will occasionally boast themselves at gates whenever I play Demo or Legion, but at least I had fun playing them. I used to care about my performance in matches at red rank but over time, I noticed that this game is not worth stressing over thus, shifting my attention toward other playstyles.
I'm NOT saying you're not allowed to like the overperforming killers. Like whoever you want, but if you're not enjoying the top tiers because you feel forced to do so... babe, play whoever you want. With the current balance of the game, underwhelming killers will suffer, but if they make you feel happy, who's stopping you from playing them? Yeah, other players may [BAD WORD] on you, but their ignorance shouldn't change your mindset <3
Honesty, just have fun! You like Blight w/ Tinkerer? Go for it! You like meme builds w/ Legion? Go For it! I understand that people may not like the feeling of defeat, but until BHVR can improve the current balance of the game, don't stress over things out of your control!
'Underperforming' - no, not really.
What I enjoy is playing rare killers. Those that survivors may not have seen much of and thus it'll be a new, interesting experience.
These days I mostly play Demo, Doctor, Pig, Hag and Cenobite and am currently learning Plague.
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@[Deleted User] said:
Corrupt Intervention
No...the CI meta is mostly dead. Even at intermediate MMR, people now know to just hide, do totems and wait it out. If you want an opener, it's sort of LP or bust.
@Steel_Eyed said:
The core of the gameplay issues for killers is the first chase takes too long. The areas of the map at the start is too safe at the beginning of the game. By the time the resources of each map are expended, too many generators are completed and there is no payoff in the later part of the match for removing the pallets.
I prefer to look at it as - the longer the chase takes, the more of the map's resources are consumed which allows a hard snowball later.
However, it can certainly be frustrating when you are facing an SWF and they pop 3 gens while you are trying to get your first down. But that's an issue with gen speeds and toolboxes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2635738#Comment_2635738
Well it looks like they just choose to ignore it and balance based off data. I'm pretty sure The Cenobite was not overperforming against SWFs. Because they often abuse the box teleport, solos don't really do that.
What's really bizarre about the Cenobite nerf was that the really problematic addon (Fang) escaped lightly scorched, while interesting, build defining stuff like Pillar and Iri Box were napalmed. The box solving addons...I could see being a problem on some maps when used with Hoarder and Franklin's but that was easy to fix by not making the box subject to Franklin's.
Ceno isn't quite as weak as I initially thought (he suffers indoors, but in open maps he can work magic once you get good at chains) but this nerf was definitely heavy-handed.
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@Bennett_They1Them said:
You can pick more than one.
Oh boy. I just love making funky builds, and one specifically has become 'meta' for me.
- Plaything
- Retribution
- X
- Y
X and Y can be your choice of regression perks, info perks, BBQ or even something aggressive like LP.
The idea is that they constantly have to cleanse the Plaything totems, which procs Retribution. This in turn gives me an incredible amount of info. It also works well against booners.
Monitor and Abuse is also a favorite of mine on Hag and Pig, and allows me to get really close.
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@eric_alrasid17 said:
I don't get it why dev nerf so many killers because entitled survivors whining about "tHiS KiLlEr So OP!!" and dev taking this seriously and agree by saying every killer is "too oppresive" so they can nerf it.
Just look how they massacred Nurse and Billy.
Even mid and mid high tiers like PH (poor him got nerfed 4 times and 1 useless buff), Deathslinger, Pinhead, Pig, Twins got nerfed too.
Is too hard to give oppresive actions judging by too many pallets and every pallet distance is below 10 meters meanwhile dev always nerfed every killers is major update and ONLY gives "A little buff".
How do you guys think? Killer MMR already makes stress out because currenlty any emblem challenges in archives become SO HARD to get, especially any IRIDESCENT one.
It's such a tricky one.
The developers have created an impossible task for themselves by adding SWF - the game, mechanically speaking, cannot be balanced around both solos and SWF.
They need to choose one road and stick to it.
Either SWF has to be compensated for somewhat on the killer side of things, or solos need more tools to coordinate their groups. Opt-out native voicechat is a good first step. I'm even willing to accept making Kindred baseline for solos (as long as no SWFs are present) so long as it does not show the killer's aura.
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@Mooks said:
Oh no. A thread with ‚LGBT‘ in the title derailed on the forums.
would have never expected that, never happened before either.
well. I am a little late but I love to see @ImmersedNurse @Seraphor @GoodBoyKaru are on it 💙
It was good talking to you all, but it definitely went off the rails.
Again, I'm happy to have that discussion over on the Off Topic boards another time.
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2635145#Comment_2635145
I dont have any issue in league of legend or any riot game. But they have a good anti cheat system with vanguard so maybe they need that
League is one of the few games with minimal hacking, but that's taken over a decade and nearly everything is handled serverside.
Back in the day there were plenty of hackers. They were just subtle about it.
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@Danyonetta said:
There already is one. Its called Thrill of the Hunt.
ToTH is, sadly, a hex. Boon teams naturally cleanse hexes quite fast. It doesn't last long enough to be realistic as a counter.
@aknitus said:
What do you mean by anti-boon? You may be entitled to your 4k, but we are entitled to our heals, loops and our will to survive. 😋
This isn't just a strawman, it's a full on Strawzilla!
By 'anti boon', something that makes boon-based teams a bit more manageable on some killers. They are just too much of a hard counter to attrition based killers as is (CoH is the prime offender) and there isn't much counterplay. The time it can take to find and snuff the boon (especially on indoor maps where it can project between floors) combined with it being easy to just relight is a problem.
Killers need something like 'Small Game'.
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@luvcraft said:
...and totally destroy them, only to discover that they're all ash rank. 😥
(and yeah, I know MMR is separate from rank now, but rank is still a very very good indicator of a player's skill level)
Holy crap yes. This happens so often it's not funny.
I'll get a game where someone DCs, so I'll go easy. The next game, I'll go in with this mindset and get roflstomped by a 4man SWF sweatcomp. Then I'll go sweaty in the next game and crush a bunch of newbies without knowing to ease up until it's too late.
Rinse and repeat.
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@Underdawg said:
One is usable up to 12 times a match, and changes the fundamental way that we interact with the game. One is usable once per match.
When talking about Fairness, we need to understand that Equality and Equity are not the same.
It's still a weird double standard. I have no idea why BHVR don't disable this for survivors after the event ends.
Also - this would be an example of equality, not equity. Equity is outcomes focused. Equality is about the starting point.
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@Anara said:
I hope they are ok, it makes me sad 🙏
Yeah, this is the key here.
Nobody deserves to be doxed, harassed or threatened. People that do this are genuinely awful and should honestly be prosecuted far more aggressively than they are.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2634874#Comment_2634874
I didn’t say Pinhead is overpowered, I just said the reason the add-ons were nerfed is because the devs think he’s overpowered according to their comment in the patch notes. I don’t have an opinion on how good or bad he is personally.
The other thing I said was that the change to chain hunt not interrupting using the box was a bug fix. If it was a balance change they’d have included it in the list of other Pinhead balance changes with those add-on nerfs, but they included it in the list bug fixes.
Ah, I see.
The issue (and why a lot of Cenobite players are annoyed) is that the devs seem to be balancing around kill-rates, which are being thrown off by the difficulties of newer players have dealing with unique killer mechanics like Wraith or Pinhead. This seems to result in the devs nerfing them without being mindful of high level play (where these killers are mediocre at best).
This is understandable - as BHVR have said that they don't balance around high level play.
Where it gets frustrating is when BHVR also say that they won't, for instance, buff Nurse - despite her meme-worthy kill rates - with the implication being that she'd be too strong in high level play.
It comes over as a double standard, and a nasty one.
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@Leachy_Jr said:
Title.
Would solve grind issues without removing perk tiers (which honestly should go but we know BHVR wont remove them).
Saves you around 20k ish on every level 50+ bloodweb, which adds up a ton when getting many characters P3 50 All perks.
I'd love this, but it would mean me running Iri perks basically every game.
A better solution, I think, would be to make the BP gain effects of BBQ and WGLF basekit for all killers/survivors.
The other issue is that a survivor who dies early gets almost no BP. I'm tempted to say that survivor BP gains should be pooled and split equally, but that would incentivize AFKing/suiciding. It's...a tricky one.
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@Wraff said:
Cheaters, DDoS, Swatting. Yeah ######### that. This has only been getting worse since the RE Chapter and BHVR only seems to care enough to respond if a gaming news site shines a light on them.
DBD isn't nearly entertaining enough to deal with this.
- Cheaters are a problem in a lot of games. Hacks have become so sophisticated that even Esports titles tend to have them, despite powerful, proprietary anti-cheat systems. BHVR could certainly stand to be more active on this, as EAC is a complete joke (many EAC games with modding communities include step by step instructions on how to breach it alongside the mod). I'd like to see Overwatch style MAC bans, to be honest. Cheat once, get caught and you'll never play that game on that PC again.
- DDoS/Swatting...yeah, that was a complete foul-up. I hope whoever let that slip by gets a month in the office jail. That said, this does happen from time to time and what's going to matter now is what BHVR does to make it right with the playerbase.
- That said, I think the game has been getting steadily better. BHVR never expected for the game to explode like it did, and are now running around playing catch-up.
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@[Deleted User] said:
I also would like to know how often MMR recalculates and is applied. I have the same problem playing as Killer where one day is mostly easy or at least fair games, and the next day I get absolutely obliterated by Survivors I have no business playing against. My Survivor experience has been truly awful since MMR was implemented because I'm stuck in the "bad teammates cause me to die and lower my MMR so I get worse teammates" loop. I'm still not convinced the system works as it was described to us.
I honestly have no idea.
BHVR implied a while back that MMR was reset on your killers after 3 weeks of not playing them, and that when this happened they'd be assigned a new MMR pegged just below the MMR of your best killer.
So if you decide to learn a new killer, or play one that you haven't for a long time, you might have a bad time.
Regarding survivors, the idea is that as your MMR falls, you'll get better teammates (to bring up the MMR average) or a worse killer. I think that what's happening in a lot of games is that people dodge lobbies that they think will be rough, then the system grabs the next survivor/killer in the queue regardless of MMR - leading to some bogus games.
However, as we don't know much about the system, it's difficult to tell for sure. All I know is that things don't seem to be working right sometimes, especially during 'peak' hours.
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@ShinobuSK said:
SBMM is all over the place today, I dont know if they changing something but my games made no sense considering they were opposite day before. Maybe rank reset did something more
That's...an interesting point.
I wonder if the rank/grade reset did something.
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@pyramidheadmain6233 said:
So I've thrown seven games in a row. Right in the beginning, I can always tell, two hooks and no gens down? It's a loss. I can always smell when we're going to get crushed, that way I don't end up humiliating myself trying.
So what are basic tips for survivors that I should know about? I already know "don't suck," and I haven't been good at following that one. I'm an awful looper, and the only thing I'm really good for is gens.
Tips?
Okay, from a killer's perspective:
- If you are a solo survivor, run Kindred.
- Dead Hard is strong, but honestly - I'm more scared of survivors without it now. I play around it anyway so it's basically a free perk spot if you choose not to use it.
- Don't drop down from high spaces when I'm chasing you unless you have balanced landing. 9/10 times, it's a free hit for me and often an easy down.
- Avoid running into deadzones. If you have no resources left in the map near you, instead run me as far away from everyone else as possible.
- If you are going to unhook, don't do it in my face. I won't camp you intentionally, but if I see you coming I'll go for you. Wait for me to patrol away.
- Similarly, don't heal in predictable spaces after you unhook. This is often an easy down/kill.
- Don't bodyblock me when I'm trying to hook unless you are very confident that you have an escape route.
- If you want to teabag/flicky macro/blind the killer after they break a pallet, you'll probably be tunneled down. Tit-for-tat is a powerful instinct.
- You'll get more BP in games where you don't simply hide and do gens.
- If you get caught at a gen, try not to lead me to other survivors.
- If two of you get caught at a gen, you can lead me away and one of you can continue working.
- If I have Pop, lead me as far away from gens as possible.
- If I'm constantly finding you when a group is working on a gen, assume I have Discordance. Split up and do gens.
- The scariest perks for me to face are: Adrenaline, Prove Theyself and weirdly enough, Distortion. A lot of killers rely a great deal on aura reading.
- If I'm running Corrupt Intervention, don't try to do the freed gens. Hide, do totems etc.
- If you can't figure out what one of my perks is, expect NOED. If you can't figure out two, it's probably NOED+NWO.
- If you are playing against Nemesis, PH, Pinhead, Huntress or Nurse, don't run away in straight lines. Try to juke our ranged attacks.
- Avoid being overly altruistic. Finish the gen you are on if you can. If it's Collapse and I have NOED, don't come and unhook unless you've already popped the totem. This is how a 0k becomes a 4k.
- Flashlights are mostly useless unless you are facing a Wraith. Unless you are sure of it, don't bother trying to flash-save. Rather go do a gen or get somewhere safe.
- If you are slugged, make as much distance between your original spot and your new spot as possible. However, keep in mind that if I can't find you, I can't pick you up. This can be a good thing or a bad thing.
- A lot of killers run BBQ. If someone is going to be hooked, get into a locker.
- Play killer! Nothing will give you game-sense like playing both roles.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2634854#Comment_2634854
I think its been twice in my 600hr so don't get use to it lol
I'm not.
My playstyle is now - sweat hard early, relax later if I'm in control of the game and the survivors haven't been jerks.
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2633053#Comment_2633053
It's an absolute minority of players that get a lot of fun out of being beaten. Telling people they shouldn't find actually killing people and winning fun when playing killer is backwards at best. Maybe you enjoy playing the punching bag but most of us don't.
Honestly, this.
I'm also very tired of people telling killers that they need to go easy and 'have fun' without telling survivors the same thing.
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@lemonsway said:
M1 Slasher killers were the basis for the game but the game was never Balanced for the them. 4v1 means M1 has no chance, Map Design means M1 has no chance.
Had the game been fair to M1 killers we probably wouldn't have the huge power discrepency we have between killers. Had the base game been properly tweaked we probably wouldn't have a 2016 Killer like Nurse be the 1 killer every other killer should beat.
The Nurse exists out of necessety, M1 killers couldn't compete and Billy turned out to not be the answer, therefore Nurse was created, someone who could ignore the basic rules entirely and ruin the game. This is where things go south super fast. Now that you have this unfair killer you had to stop doing whatever worked for Nurse and redo other killers cause the power discrepency was already too extreme. But did BHVR went back and redesign things to accomodate M1 killers!? Nope they just made newer M1 killers to circumvent the original issues. Thus the Band Aid Fixing Begins. Myers saves DbD from being an obscure game but fails to save the gameplay. Despite Myers newer M1 design the core gameplay still doesn't accomodate M1 killers so the Hag gets released 2 months later, another newer M1 model, then Doctor, another newer M1 model... All these spins on the basic killer concept yet they've failed successfuly because the game never changed it's core aspectcs to accomodate M1 killer.
Nowe post Ghostface they've abandoned M1 killers cause it's hopeless to make them work without changing the core game so instead of doing actual improvements they just recycle ranged killers based on community ideas...
Killers are like Terminators, there's the T-800 aka M1 killer then there's the T1000- Nurse and then there's everything else in between that is better than a regular Terminator but never reached the heights of the T 1000 - Nurse.
You...aren't wrong.
The game has turned into an arms race between SWFs using boons, souped up toolboxes, crazy loops and remaining pseudo infinites/map glitches/imbalances and killers who almost always now have to have an anti-loop mechanic.
It means that a lot of older killers are sort of left in the dust and solos have a rough time of it.
That said, it is what it is, and it's not going to change without substantial alterations to the game at a fundamental level. Which isn't realistic.
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Wraith is the biggie. He had a few months of viability and was then nerfed and nerfed again. The boons got introduced, which almost completely counter his attrition style of play.
Pinhead and Slinger are also good examples.
Doctor is a silly one, and has one solid gimmick build involving Starstruck.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2633457#Comment_2633457
I understand your point, but killers get a lot more doing their objectives, while survivors only get 1/4 for their actual objectives.
Also doing chases just for bloodpoints is just not justified, cause your main goal is survive and not play with your killer.
They don't. Not really.
Killer gets more BP on losing games, because:
- Killers don't get free addons from chests. They have to spend BP on these.
- Killers are not expected to 4k every match.
- Killer is the more challenging role.
However, this is also an issue of the 'hold M1, hide, hold 'W' as required' style of survivor play right now. In games where survivors give me chases or we are having a fun back-and-forth, they'll frequently end up with a similar BP score to mine, even if they don't survive.
The issue is essentially: survivors that get killed early probably need a bit more BP. Survivors need to stop trying to 0k the killer if they want their BP to be decent.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2634886#Comment_2634886
What are they seriously making it even worse for killers to secure a kill by putting something in. I don't camp often but the very small 0.01% time I do camp are they really going to screw with that.
Yup.
What is annoying is that it'll probably end up creating a safe-zone for survivors. Smart/mean groups already love running me around hooked people as either I have to drop chase or take a score hit for being there.
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@Triplehoo said:
Pinhead. Hands down. Every time I hear at the beginning of the match that I have to go against him, I give up entirely. I don't care anymore about the match.
...Pinhead?
Why?
Unless you have a potato team, he's really not that strong unless he's running Fang. Just be clever about where you close the Box and juke his chains if you aren't near objects.
@legacycolt said:
I think he’s fun to go against. You’re gonna get the hang of it…
Ditto. If anything, he's on the weaker side. You just have to adjust your playstyle ever-so-slightly.
@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2634321#Comment_2634321
This. Pinhead is only good against solo-que because of the lack of coordination. A lot of people are chalking it up to whining but that only goes to show they don't understand that solo-que is literally the worst experience in the game. Pinhead only exacerbates this by having a power that punishes survivors for not coordinating well. Which is the hardest part of solo-que.
This. I'm getting rather tired of BHVR trying to balance this game around solo que. The majority of my games (and I'm far from high level) are against at least a partial SWF.
BHVR either needs to balance around solo and MMR boost SWF's substantially or balance around SWF and give solos native voicechat.
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@IamFran said:
In several matches in this map (the survivors use the offering for doing this) survivors go and stay in a zone unreachable by the killer, I'm sick of this, the last time I had to DC because survivors refuse to come down from there. Sometimes they simple stay there and do nothing only for griefing but other times they go there for healing.
I'm sorry, but from now when I see the offering in the loading screen I'll DC.
https://us.v-cdn.net/6030815/uploads/84GCWFK2WR9X/sinnombres.jpg
https://us.v-cdn.net/6030815/uploads/RYA7MD9VST33/sin-nombres-2.jpg
Sigh, just when I think crap like this has been fixed...
I'd go watch an episode of House or something and let them waste their time. Report them after the game.
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@Shaylala86 said:
I think that if the Killers camp then the Survivors should be able to get an extra generator already finished that's only fair killers should not be able to camp
A few things to consider:
- Killers already take a huge penalty for facecamping, and I've seen it literally once outside of either Bubba (who's kit is practically based around camping) or a survivor teabagging/flicking the killer (retaliatory BM).
- BHVR is working on a new mechanic to prevent facecamping.
- If you are talking about proxy camping (patrolling the area around the hook) then - no. That's a perfectly legitimate playstyle, which BHVR have confirmed. On some killers/vs SWF, it's often the only way to stand a chance.
@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/294475/campers
Have you seen the state of the game half the time that's the only way killers can get kills. Due to survivors being too overpowered
This, pretty much. It's hyperbolic, but barely. And that's a problem.
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@solidhex said:
what am i supposed to do when chain hunt is active and i found the box? i wasnt able to solve it because chains came left and right. is there any place where i can solve the box without getting interrupted? honestly this mechanic is so stupid and annoying...
As a Pinhead semi-main:
- Pick up the box and run for it, dodge chains. If I'm nearby, don't try to solve it in my face (I always bring Franklin's for this reason).
- If I'm far away, run to a safe loop and solve it there. I will teleport to you maybe 50% of the time, and you'll need to be ready to run.
- If I'm nearby, either drop the box (if you can't outrun me) and then get away. Do not try to loop me while holding the box. Instead, focus on escaping. If you have no other choice, buy as much time as possible and solve the box in stages.
- One more thing: make sure to juke my chain summons if you are in the open. Far too many groups just ignore these because they aren't super impactful (especially indoors), but a good chain will let me catch up.
That said - this makes it sound harder than it is. The hunt targeting you is being changed next patch anyway. Pinhead isn't really a killer to fear and will be basically C - D tier next patch.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2634799#Comment_2634799
If you mean this from the PTB
- Fixed an issue that may cause survivors to be attacked by the Chain Hunt while they are solving the lament configuration.
That’s actually a bug fix, it wasn’t an intentional feature. They’re not making that specific change because Pinhead was too powerful. (The add-on changes they’re making, though, are because of that.)
Except...he wasn't. His kill stats are inflated (like Pig's) because he has a unique mechanic that newer players are going to struggle with.
Even at intermediate skill levels, Pinhead is low 'B' tier at best.
The only addon that needed a nerf was Engineer's Fang - and it was barely nerfed.
Pinhead was fun, but at least I'll have Artist to learn next patch, and if all else fails I'll go back to Hag, Demo or Plague. Killers that are way more oppressive than Pinhead.
@NoOneKnowsNova said:
Yknow this might be the quickest I've seen a thread start to turn ######### which wasnt attacking either side.
To answer your question though, it is being patched so in future you wont be harassed by chains when solving the bix
Yeah, people are understandably annoyed at his nerfs. Rather than nerfing the one problematic addon, they are blanket nerfing all the other interesting ones. Which feels extremely lame on a killer that is already on the weaker side, especially when he is still really new (and players are still learning how to play against him).
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2633174#Comment_2633174
Think about this: as a killer I've been given a free HOOK because I was having a bad game less time then I can count on one hand. As a killer I've given out hatch the to the last survivor for that reason more times than I can count on both hands and feet and that goes for killers giving me hatch when playing survivor as well.
Last night was literally the first time in 200 odd hours of playing killer that a survivor gave me a free hook at the end. It was a 4man SWF, 3 of which were toxic as all hell. I think he was mildly ashamed of his friends.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2633084#Comment_2633084
Job? Yes
Competitive or party game?
win or have fun.
It's just how you want to look at it.
I'm not telling anyone to relax play how you want but, I'm tired of players saying that their forced to camp and tunnel when nobody is forcing them they choose to camp and tunnel.
But, if you would relax and not take it as a job you will see that you play a lot better more focused then taking it so seriously and getting stressed out.
Shrug
I'm fairly competitive by nature. I tend to be nice in games, but I need to know that I could have won them.
The biggie though is the behavior of survivors. If I'm playing against a group that isn't being ultra sweaty and/or is of a similar skill to me, I will relax and have fun. I'll almost always let 1 or 2 (rarely 3, if it's an SWF) go.
However, I have too much pride to let an insult stand (flicking/teabagging me), and will either start playing really sweaty to repay the person that insulted me or, if it's at the gates/in postgame, I might take it out on the next group I see. It is what it is. Fortunately I don't tilt, so when I play sweaty I tend to do pretty well.
This game feels like a machine designed to manufacture toxicity, especially for the killer. It always feels like not only is the deck stacked against you, but that your opponents don't realize this will constantly belittle/taunt you for not killing them.
@Myla said:
It's pretty hard to relax as a killer. You're in a competitive mindset the entire match keeping tracks of what's happening in the game at all times and your mind is on turbo mode because one mistake = game over. This is a stark difference to when you're playing as a Survivor, Just listening to music and mistakes you made are easily patched by three other people.
Even known chill streamers like Otz can get frustrated when he's playing Killer. At first he's fine then you can see gradually his soul fades away lol
This.
I actually really sympathize with Otz. He's like what would happen if a human and a teddy-bear had a baby, and even he loses his fluff with some of the flicky flicky groups he goes up against.
If more survivors would just chill out, stop acting like Halo players circa 2011 and realize that everyone gets more BP if you play at least somewhat to have fun, this game would be a lot healthier.
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@Chocolate_Cosmos said:
Listen, I would really really really really like to NOT tunnel and go for the rescuer you know... but I am sick of people body blocking me when they have Borrow Time on them. I know it is "good play" in a team but it is very demotivating playing fairly. It makes you wanna switch back to that hooked Survivor and tunnel them.
Just hit them with an M1. BT activates. They now have to go and heal. Either follow them or (better yet), tunnel down the person that unhooked them.
It's definitely an annoying perk, but it's not the nightmare that CoH, PYS, DH, Spinechill and the like are.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2633105#Comment_2633105
I think the gimmicky build thing leans into the storytelling thing we were just talking about on that other discussion.
I think it's cool wraith can act as a blank canvas.
He...can't though. Not really.
Right now you have to build him either hyper-aggressive or instadown. He's one of the two killers where I don't have a single available spot for an information or 'fun' perk unless I want to get trounced.
He's anti-loop is now nonexistant, meaning that you can somewhat reliably get one hit on survivors and that's it. Boons counter his attrition style so hard that you have to build around them every game, which gets tedious fast.
Essentially, you can't really play him as 'Wraith' anymore. And at that point, you may as well just play Bubba or someone with an instadown built into his kit.
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@traqueia_pulmona said:
I just had a game on hawkins but...wasn't it removed and such? Or was it just the offerings that were removed? I could've sworn the map was out of the game with the offerings
0_0
That's certainly interesting.
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@IronKnight55 said:
He was a bit too strong before the nerf. Just wasn't fun to play against. He feels fair to play as/against now. I'd say he's balanced.
Was he?
I can't think of a single tier list that had him higher than 'B' tier.
I'm also a bit tired of 'x is unfun to play against so nerf'. There are plenty of things that are amazingly unfun for the killer to play against which have not and likely will never be nerfed.
Before the nerf he was fine. A good attrition based killer. Boons would have been a strong counter to him.
Now? When you factor in the nerfs to his addons, he's only slightly better than he was before the rework; probably weaker if you factor in the new boon-heavy meta.
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2632813#Comment_2632813
He was too strong.
Only at perhaps very low MMR. Pinhead was the same (RIP you beautiful spoopy man).
Against survivors that knew what you were doing, you'd still have a rough game. He has vulnerabilities (lightburn) that very few killers have, and now no special tools that aren't ultra easy to counter.
@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2632072#Comment_2632072
Trickster's fun and mid-tier+ and wraith is fun when you're not playing a hardcore swf. I recommend using devour/ other instadown perks.
Devour is a must on him right now. The old NOED+NWO works well too. He can even make Starstruck+Agi work sometimes.
The fact that he relies on cheesy gimmick builds is telling.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2633085#Comment_2633085
Then yes, that's old Coldwind.
Ah. Well, I stand corrected (this crow tastes delicious by the way).
I'll see if I can get a picture next time I run into the tile I'm thinking of. It's almost certainly Cowshed.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2633062#Comment_2633062
This is the video you are referring to, yes?
That's the bunny.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2633060#Comment_2633060
I think that this game is best like D&D (shared storytelling) rather than an Esport. my point was to play seriously, but focus on having fun, and not victory. also, is facecamping honestly fun for anyone?
When someone teabags or flicky macros me, yeah - I take a certain amount of schadenfreude-tastic pleasure in camping them out. Mess with the Bubba, you get the saw.
The problem with the 'shared storytelling' approach is that it requires both sides to be on the same wavelength. It's pointless to tell killers to relax and have fun when you are facing squad after squad that does nothing but try to get 5gens done as fast as possible while giving the killer minimal chases/hooks and then teabagging you from the exit gates. This seems to be the absolute goal of almost everyone I play against.
Nobody thanks you for going easy from the start. If anything, you're more likely to be mocked.
Right now my policy is - go in hard, mess them up early, get ahead and then you can go easy and meme around. This is probably the one and only situation where survivors will be even slightly grateful.
@I_am_Negan said:
You're pushing yourself to camp and tunnel nobody else is forcing you to do it.
Play for fun and stop looking at it like it's your job.
Job? No.
It's a competitive multiplayer game.
The purpose is to win.
I'm rather tired of being told 'well, the killer should just relax'. It's as unfun to have a seemingly unstoppable 4-out as it is to be camped.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2633044#Comment_2633044
That's old Coldwind with the old tractor. You can hit on the new one relatively easily.
Are you sure?
I could swear I've seen this exact tile recently. When was it changed?
The issue is that it either requires the killer to do a tricky 'tech' to connect or rely on the survivor making a mistake, even by your explanation above. It's a problematic tile.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/294299/bhvr-is-pushing-killers-to-camp-and-tunnel
my advice is to not focus on a 4k, but instead just having fun. try a meme build without cheap tactics; if you win, that's awesome, if not, you were running a meme build.
This sounds sensible but when you think about it...isn't.
If killers are just supposed to give up and meme around because it's not possible to really 'win' on certain killers against certain tactics, then it means that something is busted balance wise.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2633025#Comment_2633025
The tractor wheel is entirely possible to counter in two ways.
-If a survivor is too close to one side you can hit them. If they're moving, you can bait them.
-It is very difficult but possible to lunge and hit a survivor in the middle of the side of the tractor.
Is this in the spot with the totem just to the front of the wheel?
Found the video - it's Otz's '50 Win Streak on Hillbilly' - game 3 (20:04). Otz tries every angle possible but can't hit them.
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@GoodBoyKaru said:
The slugging bug is an exploit, and if people abuse it you can report them for it.
Bodyblocking a hook is specifically not a bannable offence. Hit them and move on.
Tractor wheels can be walked up by the killer. Rocks can be climbed by the killer. The only issue is the one on Saloon, as the killer cannot get up and iirc you can't hit someone in the middle of it. All others can be countered quite easily until they're fixed- with the tractor likely to remain as-is as it's been called a tech by the devs on several occasions.
"Using I-frame glitches" may I interest you in David King's level 35 Teachable Perk "Dead Hard"?
Also, no infinities currently exist in the game ever since the nerfing of Myers' House for any killer except Huntress, Trickster, and Slinger, with whom House of Pain is the only true infinite remaining in the game
Mm. I say 'pseudo infinite' because while it's not a true infinite, it may as well be on killers without anti loop - survivors can just rotate through it for ages. I'd have to get a video of it, because it is also possible that I'm just missing something - I'm very much an intermediate player.
To be fair though, I haven't seen the RPD one in awhile (does RPD have variance in tiles? I honestly don't know). It was a room with multiple vaults into a small office, separated by a barrier and an exit from the room on each side of the barrier. The Haddonfield one (house with two windows close to each other and a bush stopping you from moving between them outside I'm not sure what to do against.
If I'm not mistaken, the 'tractor wheel' thing on Fractured Cowshed is not accessible by the killer or hittable due to the totem. The only way to counter it is to vault down, which is 100% safe for the survivor unless you have Bamboozle or something. You can see it being abused in one of Otz's 'streak' videos, Billy if I remember. It's very frustrating to go against, have no idea how to counter it.
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@sexygazelle said:
-Slugging to a specific place at a hook that the killer can't pick you up
-Body blocking hooks to prevent killer from hooking someone and using an I-frame glitch so that you can't hit them either, or chain blocking so you can't get a hook (i'm talking completely blocking the hook so I have no option to hook, I have to hit them, cannot ignore them or the hook button doesn't appear)
-some areas that can be walked up that are unintended (tractor wheels/sides on cowshed, rocks on ormund, carts in western map) or standing in some squares where the killer can't hit or stand
-using i-frame glitches to dodge all damage and then glitch into your character frame position so you can't hit (don't see this as often, maybe 1 in every 5)
These are just a handful of things that I see nearly every game, multiple times a game. Killer is hard enough as is having to play around the same 4 extremely overtuned perks and infinite loops with sub 4minute gen rushes, flashlight spam, other body-blocking and the excessive teabagging.
Mm.
- Yes, the crawl thing is annoying. Cowshed still has a few potential spots I think, and some hooks have the same problem. I don't know if these will ever be fixed though.
- I've only seen one of these recently (the tractor thing on the farm maps) and yes, it's really frustrating as a survivor can run up there, self-heal and be totally safe unless you have a ranged damage ability or a killer that can tech onto the same spot.
- I'm not sure what you mean by i-frame glitches here.
I'd also add:
- Hit validation bugs, where it shows the killer a 'fake hit'. It doesn't sound like a big deal, but it causes you to lose chases constantly as it futzes with where you think the survivor is.
- Dead Hard messing up some killer powers due to validation. For example - survivor DHs near a pallet on Nemesis. Your tentacle gets a fake hit, you do no damage but it also fails to break the pallet.
And the biggie:
- Matchmaking either bugging out and ignoring the 'floors' and 'ceilings' to prevent you from getting put up against people much better than you, simply because someone dodged their lobby, just being offline completely (you'll get instant queues, but the matches will be nutso) or being open to abuse by smurfing SWF groups that get to the grade they want, then AFK/DC/suicide out a dozen or so games and then slaughter new killers to farm the next grades, rinse and repeat.
@NomiNomad said:
Body blocking the hook is not unintended. You literally get points for it, Survivors have perks to capitalize on it, and Killer's have perks to counter it. I don't know why people keep thinking that it is.
Exploits and glitched should be fixed, but only if they're actual exploits. Like the survivors crawling to an area they can't be picked up in, or walking in areas the killer can't get to them.
I think he's talking about some sort of glitch involving body blocking the hook, but I'm not sure what it is.
Sometimes people just hack or abuse lag-switching. The most common lag trick is the one that makes the killer drop you.
The big problem is that some of these glitches have been around since DbD's inception and have never been fixed. After a certain point, it goes from 'this is a glitch' to 'working as intended'.
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@dspaceman20 said:
When you yourself is sacrificed or killed other survivors that are still in the game get a bonus to their healing. Repairing ect speeds and efficiency for a certain duration.
I think it could be interesting and it's fair because the survivor have to be sacrificed to activate.
What do you think?
What would be the purpose of this perk?
It would only really see use in SWFs.
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@Archive512 said:
I play on pc with friends who play console, and we encounter more than a handful of tricksters every night. Why is this? I thought he wasnt as popular a killer
Yeah as others have stated, he's got a challenge tome going right now. I'd anticipate seeing a lot of him for a month or two.
@Archive512 said:
We find that most trickers just sit on hook which is annoying for us because we are playing together- we wanna help eachother, but can't if there's a camping trickster unless we all run anti-camp perks, which is not what we wanna do (I run healing perks like autodidact)
This is going to be a rough tome for survivors.
There's also a killer challenge involving NOED that is...probably going to be the thing that finally gets the perk nerfed.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2632696#Comment_2632696
So instead allow an array of players to suffer with the increasing amount of killers, some which nearly completely, bypass the only natural defense mechanism the survivor side has?
They've made maps smaller, removed infinites, removed pallets/windows and have continued to add even more anti-loop killers ever since those changes. Not to mention that the new map also in itself has awful loops, with one part of the map nearly being a complete deadzone.
I'm not here to argue about semantics either, Pinhead is anti-loop and a range killer, it does not matter to which extent.
Okay, let's go step by step here.
- The kill-rates of those 'new' killers is mostly fine. Evidently people don't have all that much trouble dealing with them. You can't expect to play the exact same versus every killer.
- Map size isn't an issue in-and-of itself. Ormond is pretty fine. The problem is that there are still potential pseudo-infinites (the 'office' in RPD, the basement house in Haddonfield, some parts of Badham), jungle gyms, free gens etc.
- Can't speak to the new map, but after RPD I'm glad to see a map that isn't disgusting to play most killers on. RPD is a nightmare for M1 killers, Badham remains a rough job, Haddonfield can be extremely oppressive, Mother's Dwelling has potential for multiple TL jungle gyms in close proximity...honestly, the game could do with a bit more even handed maps.
- In this case, semantics do matter because you are being disingenuous. Saying 'Pinhead is a ranged killer' is simply not accurate - outside of Engineer's Fang (which everyone and their dog knows is a problem addon right now). Saying 'Pinhead is an anti-loop killer' is also not accurate - he's only an anti-loop killer on very specific tiles.
- Huntress, Trickster and Slinger are 'ranged' killers.
- Nemesis, PH and to a lesser extent Hag and Nurse are anti-loop killers.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2632644#Comment_2632644
I play usually in the evening and it's a couple of minutes to find a match as killer.
All I know from my experience if I get 3-4K I get strong teams if I let them all go to a 1-2K I get easier chill teams.
Yeah, evenings seem to be when it's usually 'on'. Sunday was the last time I saw it offline (instant queues) in the evening.
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@SmarulKusia said:
The last four killers that have been released, have all had a focus on anti-looping and range. The two killers before Twins also have anti-looping and range.
But with each release, the powers are tweaked a little, to give some glitz and glam, but it's copy and paste.
Playing against most of these killers is either frustrating, annoying, or feels disconnected from what DBD is meant to feel like considering that these killers can ignore or overlook what survivors have traditionally as their protection (aka pallets/windows/vaults).
Survivors need some active and in-game counterplay, and no, Boons are not the answer on making the game feel more interactive.
No.
This would absolutely ruin the experience of M1 killers even more.
The problem is that we are currently in an arms-race between an increasingly skilled survivor pool that, even at an intermediate level, can loop and pallet a lot of killers to pieces, and new killers almost always having a tool to bypass looping somewhat (the closest to one who can't is Pinhead).
This isn't going to change without a complete shift in the meta, and that shift will have to start with the design of the maps.
Far too many either have pseudo-infinites, endless safe vaults/jungle gyms, a lot of safe pallets or 'free' gens.
EDIT: Yeah. Pinhead is not a true anti-looper, his chains are really easy to break and are nearly useless in any structure or jungle gym. He only excels at dealing with survivors in the open. His strength comes from his addons and his passive pressure (which are getting giant, honestly overly mean nerfs in the next patch).
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2632549#Comment_2632549
Then that limits you to playing with Xbox only players. Which takes a long time to queue with. When it would make more sense to have console only crossplay so I can queue with PS and Switch players.
You can't have your cake and eat it too.
Either dodge lobbies with PC players or understand that they have something of an advantage on certain killers.
Hacking is neither here nor there.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2632591#Comment_2632591
Instant queues for survivor, not so much for when I play killer.
Instant queues meaning? Waiting no longer then what? 1 second?
Sub 10-seconds on killer I'd say. Can't really give an exact number. Basically this seems to be the sign for 'the SBMM system is offline' I've found. Usually happens late at night.