StarLost
StarLost
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@BabyCameron10 said:
I really have been enjoying playing him and I just want to know if he is worth putting in time into him.
It was rough playing him at first (especially on console) but I have improve a lot and have learned where the Lament Configuration spawns on the map. I still have much more to learn.
Anyways, I just wanted to know your guys opinions on him. If he is worth putting in the time, please do leave a good build to try on him. I am still leveling him up and have yet to get every perk on him but I would like to try different builds on him.
Absolutely worth learning. He's quite strong and can cascade pressure off a single box pickup, but he's not going to be Blight, Huntress or Nurse level. He
@GannTM said:
I'd say low B.
Low-Mid 'B' tier for sure. He really struggles on some maps and is a bit one dimensional, but his toolkit at least works relatively well and can capitalize on survivor mistakes very effectively.
However, survivors are starting to get savvy as to spots on the map where they can open the box and be entirely safe when you teleport - dropping you off a balcony or down a hole as you spawn. Haven't yet found a good answer to that.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904959#Comment_2904959
Yea... It's been in my builds for as long as I have been playing the game
Hah :) That's like me and Surge I guess.
It's a perk I've always been really comfortable with, and so I find myself running it on a lot of killers, even when I probably shouldn't.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2904488#Comment_2904488
The game is the best map in dbd.
Followed by midwich and rpd.
You and I are...very different people.
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@TheMruczek said:
https://forum.deadbydaylight.com/en/discussion/comment/2904647#Comment_2904647
Not saying it isn't. But how often do you run into Jolt when facing a killer? Yea i just tried to think how to make meta more diverse for both sides.
Fairly often actually. It's not as common as some other stuff, but Myers and Ghosty really like it.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904885#Comment_2904885
I don't know if I'm able to stream and play DBD it's pretty intensive even though it shouldn't be
If you have an Nvidia card, it's stupid easy to activate Shadowplay and record a few games. Otherwise - OBS is free and very easy to use.
Extremely curious to watch some of your gameplay, as if you're 4king literally every game on killers you barely play without smurfing down your MMR or something, you may have discovered a style that not even the best players in the world have and you'll probably revolutionize how DbD is played.
I'll keep an eye out.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904884#Comment_2904884
if everyone took the same route they'd be dying like flies since the first pallets would get taken and they wouldn't be able to loop
You vastly underestimate just how strong this area is.
Unless the killer just unga-bungas you, you can go down the god-pallet passage, circle around and use that really strong vault into the meat locker. Maximum one pallet drop and you've probably broken chase. There are still 3 insanely strong pallets in this region. By the time they're all dropped, you should have finished the gens.
That's the issue. If your first chases take too long, you never get to apply real pressure. And without this pressure, gens fly.
Generally on The Game, if you aren't playing a killer with the ability to bypass pallets (Spirit, Nurse, Hag etc.) you're going to take so long to get your first down that savvy teams will be miles ahead and you have to rely on a very inconsistent late game snowball.
@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2904966#Comment_2904966
Yeah, those games can be really rough. the ones that seem to loop super tight are also pretty good at making it hard to predict what they'll do at a pallet.
I'd still prefer to play them on the Game, though. Idk what it is, but even though how hard, difficult, and frustrating the level can be, I never have troubles finding anybody on that level.
Even on my worst Game experiences, I'm still thankful I'm not on the Eyrie of Crows or something like that. Places like that feel like a slog to traverse.
Eyrie is it's own nightmare. That main structure is stupidly strong, even if you break the walls. 1 god pallet, 3 strong vaults and can be chained into those nasty gyms on either side, which in turn chains into others. An absolute horror of a map.
Game is very dependent on who you are facing. If it's a group that knows what they are doing, your first few chases are going to take ages, and a single boon can cover the entire map in Shadowstep, CoH and Exponential.
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@Røøkë said:
In my opinion:
Power Rework
-Nightmare (He needs another power rework, he's just so boring to play as and against.)
Major Changes
-Pig (Power is clunky, can be made smoother to play.)
-Shape (Similar to Pig, older power that can use some modernization.)
-Trickster (While I personally enjoy playing killer, he can be miserable to play against. I believe he should be a 115% killer with a base terror radius of 24 meters, however, he has to build up to his power similarly to The Oni. When he gets his power, imagine Main Event, only the speed and length are tweaked in order to compensate for the new charge requirements. Maybe, to keep in theme with his celebrity status, the power charges the more survivors give him attention. I also think he should be given something to assist when his Blade power is not available, not quite sure what he should be given, however something to assist with map pressure would be nice.)
Minor Changes
-Artist (Can be unfun to go against and to play, I feel that rewarding long distance shots would be nice. Maybe the farther the shot, the longer it takes to repel the birds, but if the shot is from a closer distance, it takes less time to repel.)
-Blight (Addons only, base kit doesn't need changes.)
-Executioner (Addons could use a pass, not a lot of variety or interesting choices besides the range and recharge modifiers.)
-Hag (Has some insane addons and crazy camping abilities, could be toned down to make survivor experience more enjoyable.)
-Hillbilly (Chainsaw overheat could be removed, the issue with old Billy was his addons, not his base kit. Now that instasaw Billy is gone, he does not need an overheat.)
NOTE: Twins are not listed due to devs. confirming that they're next to be receiving changes.
Oh man. I'm probably going to forget a few.
Total reworks/significant buffs: Onryo, Pig, Freddy, Clown, Trapper.
Addon passes: Freddy, Artist, Pyramid Head, Oni, Onryo.
Minor QOL changes: Demo, Hag, Slinger, Twins, Doctor.
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@MyNameIsMud96 said:
I have around 500 hours in the game. Now I can finally start getting a slight grasp on it, maybe? I'm kinda bad at killer lol.
I'd say it's a 70/30 (K/S) split because I have more "fun" as killer.
I'd say that it took me about 300 hours to get to an 'intermediate' level with killer, and 400 hours more to get comfortable with the majority of killers (I still suck on Billy and Oni).
I've actually been having fun on survivor recently, and would say that I now enjoy and play both sides equally.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2904724#Comment_2904724
Exactly! Because there seems to be no difference. I remember a dev stream, where they talked about sbmmr and how people would be able to start learning nurse, without facing rank 1 survivors (actual example).
Which obviously isn´t the case.
From what we know, your MMR on your 'new' killer gets pegged somewhere below your highest MMR on a killer (which is daft).
@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904902#Comment_2904902
I have similar experiences. The current system that seemingly prioritizes queue times over everything else during most periods is, in my opinion, where the problem lies.
When I'm playing killer during peak hours, there often seems to be no rhyme or reason to who I get as opponents. I'll be playing Pig, who I almost never get less than a 2K with (and most often, if I'm not in a meme game, will 3-4K with), and I'll get a lobby where I have survivors crouch-walking in front of me, not looking around, while I'm coming NOT in stealth right after them, as if they're barely paying attention to their surroundings. Then, I'll move to Nurse (who I have decidedly worse results with) or someone like Trickster (who, on console, I have loads of trouble with. and who I get 4-outed more with than anything), and I have 4-person SWF who all know how to run loops, split up on gens, etc.
There's absolutely no consistency. I play all of the killers with varying degrees of success, with my overall kill rate being largely really good, and I'm getting everything from super-teams to brand new players and everything in between, with no pattern based on whatever killer I'm playing and what my results either are with them, or at killer in general.
This is the other issue, and hopefully with the upcoming MMR tweaks it'll be fixed.
The problem is that:
- When a lobby dodge occurs, the system grabs the next available person with little rhyme or reason. I think that this is what causes the weirdness in prime time games.
- The system does seem to prioritize queue time over match quality, or at least it used to.
That said...something seems to have been changed since the MMR testing. I've had much longer queues on killer but, especially last night, far closer games. Didn't have a single one where I felt completely outclassed or was paired up against potatoes.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2904932#Comment_2904932
There's also nemesis
@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2904932#Comment_2904932
Nemesis is really strong there; The Game has tons of loops that he makes unsafe.
Nemmy is great at chomping pallets (and hitting over them), but I've had groups on Game that still manage to drag out chases by cutting loops really tight and making it hard for me to tentacle them.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2904932#Comment_2904932
I do pretty good with Demo and Doctor on that map, where it's not a very big map as far as length due to it being 2 floors I feel like I can apply good pressure with the doc and get more use out of his power instead of a map like Ormond where it's just so big that doctor can't even properly get use of his power outside of chase.
Doctor can work, but I find that he gets looped to pieces by survivors that predrop.
Demo...shreds can be really hard to land on tight maps.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904864#Comment_2904864
I've gotten used to running Corrupt and Whispers... so now not running them means one of two things
1) I loss horribly
2) I realize that I can go a match or two without those 2 perks
Whispers? That's interesting.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/319239/the-game
Honestly it really depends on what killer you are on that map, certain killers can overcome the map and even use the layout to their advantage while others suffer on there, if I were to rework that map I would take a pallet away from the basement area, move the freezer away from the tube drop down pallet, spread a few pallets out that I feel are too close and remove like 3 that just aren't necessary. That alone would make the map feel alot better, I feel like the freezer loop is probably the strongest on that map because of the pallet by the drop down tube then the window in the freezer all connected usually with a god pallet in front of the freezer window also I've kept so many killers in just that one spot for the entire game because it's just too well connected
The only killers I'd reckon work well on The Game are Nurse (but she's good almost anywhere), Hag, Legion and possibly Onryo (although she generally just sucks).
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@The_Krapper said:
Devotion 39, 11,459 hours , I play killer to rank 1 before I start on my survivor for every reset but Id say I play both about equally if I were to add it all up by the end of the month
I've started doing the exact same thing :)
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@GannTM said:
1627.5 of being 50/50 on both sides. Maybe a little more killer because of Spirit's existence.
Although, I uninstalled yesterday so it'll be stuck on 1627.5 for a while :))))
I've recently come back to Spirit (mostly out of frustration with Sadako) - having a blast with a Call of Brine build on her. Very tempted to pick up her 'ice' skin.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2904807#Comment_2904807
I love Corrupt on Demogorgon, gives me time to set up important Portals for a 3-Gen safely
It's a good one for him, but I usually place portals as I roam. I prefer to dedicate the slot to either more info, some sort of side objective like Devour, something offensive like STBFL or even something wacky like FoR.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904857#Comment_2904857
I’d put her in D tier
Possibly. She isn't as bad as Trapper. I'd probably put her about on par with Freddy.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904849#Comment_2904849
Maybe it's because I'm not getting 4DH SWF with 4BNP sweat lords but potato survivors?
Then you're either smurfing your MMR down or are bugged somehow.
If you're *really* 4king every game on killers you've never played before, you should be facing meta sweatsquads.
Again, it would be really helpful if you'd show us your games, because what you're describing runs completely contrary to my experiences both playing and watching some of the best players in the world.
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@ThanksForDaily said:
The Game was killer sided map for years.
There's the other side of the coin. Get used to it.
This us versus them whataboutism is poisonous.
Surely the goal should be making one-sided maps balanced, not favoring the other side?
But if you want to play this game, with Hawkins removal, there is literally one objectively killer sided map in the game and about a dozen survivor sided maps. Does this mean we need more killer sided maps?
@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2904492#Comment_2904492
Probably you never played at the old game. You'll learn.
I did. It had issues.
The new Game has bigger issues.
@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/319239/the-game
I don't understand why stating the number of pallets or windows make a map broken.
You do realise The Game is a literal maze and lot of loops are dead end because of breakable walls and closed doors?
Only if you are really silly. Smart survivors will always run to the pipe drop if they are caught out on the top floor, which leads to the bathroom, and in turn to an absurdly safe part of the map.
@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2904477#Comment_2904477
It has never been killer sided 😂
The first version was already survivor sided, the new version is even worse.
No, the first version was pretty killer sided. The only thing it had going for it on the survivor end was the ridiculously dark areas where a sneaky Blendette could be literally invisible.
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@AlkaloidssOP said:
Hi, so since most of us can agree that the Legion rework is great and fixes a lot of issues, I'd like to know peoples opinions on the GF rework as well. I don't play him myself so I can't really tell, plus it looks like it just got overshadowed by Legion. So, does it actually fixes or improves anything?
So long as the devs actually fix the reveal...bug? he's going to be a lot better factoring in his shiny new addons. Far less janky at least.
Legion could well end up being a solid killer, but I'm worried that they are going to be even more of a newbie-stomper than Cenobite.
@tippy2k2 said:
I do not play on PC so I haven't played him but it doesn't really sound like a rework and more importantly, never fixed everyone's frustration with him, the wildly inconsistent reveal mechanic
I don't know if they did behind the scenes stuff to make it better so they count that as a rework but as long as revealing Ghostface is still broken, I have no interest in any other kinds of "rework" they do
It's less janky for sure as the sources of reveal will be more consistent - but some aspects of the rework do come out to a nerf (it's going to make it impossible to duck out of a reveal). Will have to play him on live a bit and see. Stocking up on his addons at present.
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@GoodBoyKaru said:
I would be a very happy player.
https://forum.deadbydaylight.com/en/discussion/comment/2904396#Comment_2904396
She isn't a ghost though lmao and walking through pallets and walls is not only a nightmare to code and balance but just makes her a boring nurse with far less skill
Mm. As nifty as that would be, it's probably not realistic.
I'd rather just enhance and slightly tweak her kit to make her good.
@MikaelaWantsYourBoon said:
Pinhead's box is giving second objective to survivors because chain hunt is so strong.
Pig's traps is giving second objective to survivors because it can kill you.
Sadako's tapes? Do not touch televisions, you will hear when she teleport to you. It is not threat for survivors and it is not gives second objective to survivors.
Sooooo, i would buff her this part of base-kit (for start). Her televisions should be threat for survivors, so survivors would not ignore them.
And when you need to turn off a TV, it's really easy and carries very little risk compared to solving the box.
She just needed more time in the oven.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2904807#Comment_2904807
Stealthing around Corrupt is usually way too risky for the payoff. Obviously more viable on some maps, but it fell out favor quickly at the comp level because killers learned spawns to the point that early game stealth wasn't viable. If the killer knows their spawn points, you run the risk of a chase starting on an out of position player with zero gen pressure on the survivor side.
It's probably different at the absolute top level, but I don't play there :)
I'd say that the reality on the ground is a little different. It's a bit risky, sure - but it is something I'm seeing quite a bit of, and why I only use Corrupt on very specific killers.
@RaSavage42 said:
I do think that it is boring to run the same perks no matter what Killer I play as.... But I feel like I need them to do anything in the match
So it's a catch 22
I've had a lot of success mixing it up recently. Spirit, Wraith, Demo and other high sustained mobility killers are awesome with CoB builds. Plaything+Penti works like a charm too, especially on Pyramid Head, Plague and Trapper. PR+Agi will never not be amazing, and Surge can get obscene value on instadown M1 killers.
DMS is great on Artist and Pinhead, Corrupt is great on Trapper and Hag.
I don't think I've used Ruin in months.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2904819#Comment_2904819
In order:
- She has quite a few decent addons, so I don't understand that point. It'd actually be closer to accurate to call her addon dependant, but it's the less-bad version of being addon dependant since she has quite a few viable ones and just suffers if you don't bring any at all; she's not old Trapper, she doesn't require a specific addon.
- She's short, has on-demand Undetectable, and is invisible like a third of the time when up close. I wouldn't necessarily say her stealth is better than any other stealth killer (except Pig's, she has better stealth than Pig, but that's not hard), but it's definitely perfectly serviceable. I'm not sure what about it is even supposed to suck, it doesn't really have a huge weakness that doesn't apply to any other form of basekit stealth?
- People keep saying her traversal is RNG and I'm not sure why- it's no more RNG than Freddy's teleport, and it's way quicker + can be used multiple times in quick succession. Comparing her to Demogorgon unfavourably is also... extremely, blatantly, obviously wrong? Her teleport is way quicker, doesn't require her to do any setup, and actually has a status effect on the survivors tied to it to boot. Demogorgon's traversal is only barely decent, it's not good by any stretch. The only thing wrong with Sadako's is that the audio cue is directional, it should be map-wide and nonspecific so you can try for some mindgames- but using it to traverse, it's the best map teleport in the game.
- Her secondary objective isn't supposed to be overpowering, it's supposed to be slowdown. I'd agree that it needs a little boost, but your proposed fix is wildly off the mark- it's not Pyramid Head's Trails, it's Pig's Reverse Bear Trap. As for her 1v1, I wouldn't call it pathetic but it's definitely not her strength; she's a stealthy traversal killer, not a direct-chase killer. With the upcoming CoH nerf and buff to the status effect I can never spell, her hit-and-run capacity will be going up too.
Sadako is not a particularly strong killer, but she's extremely far from the worst. She is a solidly okay low-B/high-C killer, and while she could use a few buffs to help her out and emphasise certain parts of her kit, people are wildly overblowing how weak she is.
- It's...tricky. There's a difference between 'good addons' as in addons that are powerful and augment a killer's kit to allow for different playstyles and addons that are essentially required for a killer to feel right. Demo and Plague would be examples of killers with good addons.
- Her size hurts her as much as it helps her. Undetectable is crap due to her lullaby. Her phasing...I barely see it make a difference when playing her or playing against her.
- Freddy is another crap killer. The problem with her TVs is that they can spawn 'near' a gen, but are actually on the floor above it, facing a wall, in an area of the map survivors barely go to. Demo, on the other hand, can site his portals wherever he wants, with the trade-off being that he needs to set up. He also gets undetectable on emerging.
- The issue is that the effect of her secondary objective is too strong to ever be made meaningful. Pig's traps aren't actually that bad a comparison - and that's another mechanic that just doesn't work, because RNG instakills aren't fun for anyone.
I'd absolutely disagree with her being a 'B' tier killer, considering that would put her in direct competition with Demo, PH and the like.
I'd stick her at the butt-end of 'C', around Freddy's level. She's definitely worse than Wraith when you factor in his addons, and I don't think anyone would put Wraith in 'B' tier.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904793#Comment_2904793
What's my beef is that I have like 11 killers more or less, and only one of them I get a challange, on all other I get easy 4k no pressure or sweat.
Or that I'm that kind that doesn't need to get used to ######### - I bought Trickster, equiped his 3 perks and in my first game I got 4k and Adept achievment,
though I gotta admit on Trickster I did get in less than 5 games 2 survivors that I "had fun" to play agianst AKA they didn't go down in 10 seconds..
https://forum.deadbydaylight.com/en/discussion/comment/2904822#Comment_2904822
If only David didn't share his perk with others.. (teachables)
Do you happen to have a Twitch or YouTube channel? I'd love to watch you play sometime, because even the 8-10k hour monster streamers absolutely don't get an easy 4k every game against the nutso tourney level SWFs they face at times.
Not calling you a liar, just really curious to see what you're doing that they aren't.
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@adam1233467 said:
I never imagined that a killer could be worse than legion, then came Sadako, I will show you my views on why she is the worst killer in the game
she has no pressure in the chase
very simple this, any killer that has no pressure in the chases, the chances of the killer being horrible are very high, the devs could put a mechanic for her to be able to do better in the chases
her curse is very difficult to obtain
for those who don't know, Sadako can kill the survivors on the ground if the survivor gets 7 levels of the curse, but there's a catch, it's very difficult or almost impossible to make this mechanic work, and even more, the survivor can remove the levels of the curse for 3 if they put the tape on a certain TV, the devs already said they don't want to buff her curse because it would be too strong, so why did they do it? They should make it easier to get the curse so that the survivors spend more time and interact more with the TVs.
The survivors can cancel her teleport
everyone knows that Sadako can teleport between TVs, and when she teleports, the TVs goes into cooldown, but, the survivor just need to grab the TV's tape that he can turn off the TV, and thus, cancel her teleportation, you just need to grab the TV's tape on the side of your generator, so she can't teleport
Her stealfh makes sounds that the survivors hear from afar
when Sadako is unmanifested, she makes sounds that indicate that she is nearby, it sounds like a scratching sound, you may have heard it already, this to me becomes very sad because it is not stealfh, the devs think she is stealfh, but she is not
FINAL CONCLUSIONS
so, I know it will take a while for her to get some buffs, but I just came to show my points of why Sadako is worse than legion, at least he gets easy hits in chase, Sadako has nothiting, so that's it, comment what you think, if sadako deserves a buff and what would be
I agree that Sadako...badly needs some serious buffs - but Trapper exists.
The core issue with Sadako is that she feels like an experiment. A killer without anti-loop, but with a strong enough side objective, mobility and approach to compensate. The problem is that these actually ended up undercooked, meaning that she's just bad.
@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/comment/2903722#Comment_2903722
His start is bad but people exaggerate how bad it is. I often catch survivors off guard and out of position at the beginning because of undetectable and bam tier 2.
I can name at least 5 killers worse then Myers. By the way Myers needs a buff, not saying he's strong but 95% of the killer roster needs a buff lol
Myers is a killer that depends entirely on the map you go to and who you are facing.
He does well against beginners and intermediates, but advanced players can run him essentially forever. Like it or lump it, killer tier is almost entirely decided by 1v1 ability, AKA anti-loop.
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2903634#Comment_2903634
And Sadako isn't just better than Trapper.
Myers and Pig are both worse than Sadako. As long as we're comparing base kit since Myers does have some pretty nutty addons that I expect to get changed in the future whenever the devs address Myers.
I'd say Pig is about on par.
Myers is only worse than her at extremely high MMRs where survivors can be nearly uncatchable without a strong anti-loop tool on some maps. An instadown shaves so much time off chases and TSP is still an abomination. You can't really talk about Myers being weak while this exists as is.
@ThatOneDemoPlayer said:
Trapper, Pig, Legion, Ghostface, Clown, Trickster, Pinhead and some other Killers I forgot about would like to have a word with you
Hmm.
Trapper - yes.
Pig - I'd say she's about on par. She lacks mobility, but she can at least push survivors off a tile with her ambush and she has some truly sadistic addons (Tape+RS2 is really, really scary).
Legion is going to be 'B' tier after their update. They're actually quite good now.
Ghostface is going to be similar, so long as they fix the issue preventing him from stalking at long distance.
Trickster is much stronger than Sadako. His snowball potential is insane. He's not a great killer (and is surprisingly hard to play well) but I'd run him over Onryo on any map that isn't Eyrie.
Pinhead is actually pretty balanced. I play a lot of him and he can absolutely wreck people if you are smart with his chains and learn box spawn logic.
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/319237/double-bp-should-be-default-yet
BHVR announced that the grind will be addressed, but like every other past change there doesn’t seem to be any urgency on their part. Meanwhile, players continue to leave the game month after month and new players aren’t coming in to replace them because the grind is far too overwhelming.
My guess is that a lot of stuff is being kept back for the Anniversary, as this is generally DbD's 'boom' period.
@Marigoria said:
Yet you don't even give us double BP events anymore?
The last ones were like what? 1.5 bloodrush ones? And even those are like 2 to 3 times in a year.... Why?
How is it normal for someone who has thousands of hours still be grinding?
100k login BP is like 2 matches as killer. Why would I care about 10k0 bp when it barely cover 3 bloodwebs because they're cluttered with useless garbage like fog and luck offerings?
I agree, but from the perspective of the developers, they want to keep bonus BP multiplier events rare to make them feel special.
I'm very curious to see what's announced as their solution to the grind. Even something as simple as removing the completely useless items and offerings from the blood web could really help, honestly.
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@Tiufal said:
A lower-A-Tier killer surely needs urgent changes. I guess some people still cant figure out how to play Sadako at all.
Dammit, your name is super familiar. Aren't you the guy from that Otz video?
Also - she's not even close to 'A' tier. I'd place her in low 'C', possibly high 'D'. The only killers I can think of that are objectively worse than her are Trapper and maybe Pig.
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@supersonic853 said:
I've been playing her since her release. Sucks to say she's pretty much a m1 killer who people predrop whenever you try to demanifest mindgame. Then throw coh dh and all other crap into the mix. She's so fun to play and i really enjoy her. Just wish i got more bang for my skill with her. What changes would you suggest to make her a bit better?
The problem is that her kit has almost no synergy, and the three individual components are all lacking in isolation.
All she has going for her is sporadic, RNG traversal.
If I was going to fix her, I'd:
- Make Old Newspaper, Clump of Hair and Watch baseline. Give these addons new effects. If a brown is anywhere near your BIS addon, it should probably be baseline.
- Change Condemn completely. Make it Exposed with a longer KI, allowing the mori on the final hook (PH style). However, make it so that survivors passively gain Condemn if they are near an 'on' TV and increase the rate of gain substantially.
- Change TV spawn logic so that they aren't in/facing useless spots.
- When Sadako emerges from a TV, she gains her phasing for 5 seconds.
That should bring her up to low/mid 'B' tier.
@jesterkind said:
Not much- she's generally pretty good, she just requires a little more from the player than a killer with a more direct chase power. From my perspective, the main problem right now is her TV cooldowns; they're both a little too long, and imo they're in the wrong order. Survivors turning the TV off should be the longer cooldown so they're more incentivised to do it, and so the Condemned mechanic is spread around a little more.
With that she's genuinely pretty solid. Not top tier, but that's okay.
I'd disagree with the 'pretty good' part. She's outclassed by nearly every other killer in the game in almost every single way.
Her addons suck.
Her stealth sucks.
Her traversal is decent, but extremely RNG (she's sort of a worse Demogorgon).
Her 1v1 is pathetic and her very weak secondary objective means her 1v4 isn't great either.
She needs a hefty buff to even be mid tier.
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@OpenX said:
I would need drugs to play this game, survivor perks are boring but blocking every gen? ZZZZZ
Actually, I'd say that the killer meta is more varied than it's ever been.
Yes, it involves some form of regression or blocking, but you'll see:
Ruin+Undying
Deadlock
Corrupt
CoB
Pop
PR
PR+DMS
PR+Agi
Surge
Penti+Plaything
Often mixed and matched together.
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904311#Comment_2904311
Deadlock is meta. Survivors complain about it, so it must be well designed.
I see far more PR+DMS, Ruin+Undying+CI and now CoB+Pop than I do Deadlock.
Deadlock is popular because it's fire and forget, and allows you to stock up on more offensive or info perks than other builds which generally require at least 2 slots for regression (sometimes 3 with CI).
@Hi_Im_Chucky said:
So many Gen Blocking perks exist that when a survivor blocks the gen themselves my brain will shut-down as I try to recalibrate which perks I brought into the game and second guess all my in-game decisions lol
I think the blocking builds are starting to fade out in favor of hard regression. Blocking builds are good as a stall, but can sometimes result in a lot of gens popping very quickly later.
I know I've moved over to CoB+Pop, Plaything+Penti and PR+Agi on a lot of killers now.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2904548#Comment_2904548
It doesn't counter splitting up on Generators, it counters multiple Survivors on 1 Generator.
Let's look at a scenario with efficient Survivors:
- Killer (K), chases Survivor A
- Survivors B, C and D work on 3 different Generation
- K downs and hooks A
- Generator B gets finished, C gets blocked at ~75%, Generator D is ~60%
- B goes for a save, D finishes his Generator
- A gets healed, K chases D, C gets finished
3 different Generators already finished with 1 Hook, with Corrupt and Deadlock
I've also seen an annoying...thing develop around CI.
Basically, rather than trying to force gens, survivors hide, set up boons etc. and just wait it out - meaning that it's almost a wasted slot and just prolongs the game.
The only killers I run it on are Trapper and Hag, due to their setup requirement.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2903227#Comment_2903227
So the MMR is designed for OTP players that are only good at one specific killer?
Well, I guess I'm gonna have to spend antoher 1k hours just to raise my MMR on other killers, basicaly hit Rank 1 on every single individual killer
https://forum.deadbydaylight.com/en/discussion/comment/2903250#Comment_2903250
Yet it feels like they do, yet when I don't play nurse the survivors I face are easily mindgameable, get constantly caught in the open, do stupid dicisions, etc.
https://forum.deadbydaylight.com/en/discussion/comment/2903472#Comment_2903472
I don't get how you get clobbered, I bought Trickster and got a 4k and Adept Trickster achievment...
Well..goody gumdrops?
See though, here's the thing. Not everyone in the game is a god tier tourney level player - the vast, vast majority of players aren't at your level of blinding perfection, and thus simply cannot go into a game on a killer they've never played before and dominate.
Nor should they have to be.
Separating out killer MMR means that you'll be going up against survivors (ideally) that you have a chance against, but won't dominate or be dominated by.
@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904489#Comment_2904489
So you're saying a killer that struggles to get a 4k should automaticaly have low mmr?
Do you know that enables things like purpusefuly lowering MMR or smurfing to see other killers?
And as for rank 1, who cares about who I am, this is my thing, and if wanting to face good survivors on all killers is not allowed, burn me.
Ah, ye olde false dichotomy.
He's saying that killers with a weaker powerset or that you simply aren't as experienced on should have a lower MMR than your main, because that's just good design.
I'm not sure whether you're just being contrarian or what exactly your beef is here.
@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904514#Comment_2904514
I wouldn't suck while playing Legion, or any other killer, I'm not bad.
I don't need weaker survivors to have decent games, I need harder survivors or else I will just 3k because I let them escape like 200 times,
I don't need to invest time to master every single killer to perfection, 90% of the killers don't even need that,
mastering the killer isn't really easy when the enemy isn't putting up any fight,
and lastly, are you really good if you get stomped on anything but your main? Or are you just OTP?
And here we go with the git guddism, while completely missing the point.
If you can jump into a Trapper game and 4k tourney squads without issue, that's legitimately impressive. But most people cannot do that - and this game needs to be designed with 'most people' in mind.
Thing is - there's a huge, huge zone between the crazy strong SWFs you face on your Nurse main and complete newbies. And that zone is where almost everyone plays.
The idea isn't letting every killer 4k all matches.
The idea is, as per what MMR is balanced around, to give you a roughly 50% chance of killing each survivor you face, evening out to a 50% net kill rate across your games. And to find that sweet spot, the system needs to place you in different MMR spots on your various killers.
Some killers play differently to other killers and a handful are so markedly different from the others (Hag, Trapper, Nurse, Blight, Huntress, Slinger etc.) that learning them may not really teach you as much about the other killers.
Again - what's your beef here?
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Weirdly, I think the killer meta is actually pretty diverse right now.
There are a ton of crap perks, but it's not just Ruin+Undying every match. I see a lot of PR, Starstruck, Agitation, DMS, CoB, Pop, some Surge, Devour Hope, Plaything, Pentimento and the like.
The big outlier is BBQ - as this is the only perk killers have to really help with the ridiculous grind.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2904158#Comment_2904158
yeah.
I've said it before, and I'll say it again:
CoH should require you to break a totem before you can bless one.
Also, all boons should have a duration. More boons = less boon time between uses.
Or something, yes.
The problem is that right now, boons may as well be up the entire match. Meaning that their effects have to be pretty petty (and thus seldom run) or are obnoxious to play against.
This is one of those things that needs to go back to the drawing board.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2903004#Comment_2903004
When Blight came out half the forum was saying he was the worst killer in the game (and not just because of fiddly bouncing, people just weren't playing him well.) And I'm pretty sure a good chunk of the forums likewise don't play Sadako well either. Buffing a killer out of the gate because a bunch of people are claiming the killer is bad is not a good strategy.
Blight on release was janky. I actually started posting on the forums right when he came out, and I don't recall many 'Blight is weak' posts, more 'Blight makes me physically ill to play'. His camera, combined with speed and bouncing...I get it :)
If you want to see Sadako's issues really visible, Otz's streak attempts on her are pretty illuminating. I get what the devs were trying - a killer that has a kit not oriented towards anti-loop, but her mobility is unreliable, her phasing generally may not even exist and her Condemn mechanic is mostly negligible unless you play on very specific maps.
I'm a decent killer at likely a more intermediate MMR, and she struggles.
@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2904076#Comment_2904076
I'm not asking her to get buffed because she isn't as strong as Blight. I'm asking because it's blatantly obvious that she's in a bad spot and you do not need to wait several months to see that. Here is my response to TheShapesMixTape who was saying something similar to you:
Manifesting to lose your terror radius and ability to hurt survivors
Wraith does the same but is faster
Ghost Face, Michael and even Pig have better stealth and can still hurt survivors while undetectable
Teleporting to a TV with a 100 second cooldown per TV
Demogorgon can set portals manually, has a much shorter cooldown and can detect if survivors are near portals
Hag can set traps manually that she can teleport to instantly once triggered, also with no cooldown if multiple traps are up
Blight, Billy and Nurse can all traverse the map as fast as their powers will allow and have chase potential
Condemn survivors if you teleport to a nearby TV and can kill them at 7 Condemned stacks once downed
Pig has better kill potential with her traps and is harder to get rid of thanks to RNG
Pinhead's box wastes survivors time better and harasses everyone on the map if ignored for too long, helping him get downs faster
There's no reason to play her because every power she has, another killer has a better version of it.
It feels like, if she's played right, she's basically a worse Demogorgon with lame addons.
The major issues to me are:
- Her phasing sort of requires a brown addon to be useful in chase. That addon is her second best addon.
- Her traversal mechanic is extremely prone to RNG.
- The current healing meta makes hit and run basically non-viable.
- She has to work for both hits, allowing her to be looped for ages.
- Condemn is just a badly designed mechanic. A zero hook mori is impossible to balance in a way where it's both meaningful and not brokenly OP. It should be an Expose or something, with a much faster rate gain (to encourage survivors to interact with tapes more).
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@evancalgary said:
last 10 or so games on solo survivor or duo survivor with my friend we have only been paired with new players with 1 or 2 perks at most that don't know how to play. This is very strange is anyone else getting games like this I have over 700 hours so my games should not be like this anyone know why?
That's odd. Have only played killer tonight, and while I've actually had some longish queues, my matches have all been razor close.
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@AngyKiller said:
Before looking at camping, tunneling, slugging, or anything else; Gen speeds should be the priority. Think about it:
In the first chase, 99% of the time, 2-3 gens can pop. Now let's assume that 1 chase led to 1 hook:
- That's at worst 2/6 (counting opening the gates) to at best 3/6 (1/3 to 1/2) of the Survivor's objective done.
- It's, AT BEST, 1/4 of the Killer's objective done. At absolute 'hook everyone once' BEST, the Killer JUST BARELY keeps up with a Survivor's AT WORST scenario.
Let me repeat that:
AT BEST, the Killer gets 1/4 of his objective and the Survivor gets, AT WORSE, 1/3rd of theirs.
But more commonly: The Killer has to hook everyone AT LEAST twice, leading it to be 1/8th of his objective. And the Survivors pop 3 gens, leading it to being ONE HALF of their objective.
You wonder why Killers camp? It's because their BEST CASE SCENARIO JUST BARELY keeps up with a Survivor's WORST CASE SCENARIO, and falls behind more often than not.
Imagine that time crunch out the gate: 1 hook (out of 4, minimum), and 2 or 3 generators pop thanks to SWFs, toolkits, perks...
NOW you know why Killers camp and tunnel and slug; they have such a time deficit to make up not 80 seconds into the match. They NEED to get a kill ASAP. Not spread hooks around and make Survivors feel good. Not 'play fair'.
If they want to win, and winning is the expected outcome for EITHER SIDE; they have to 'sweat' to make up for the fact that power creep has rendered gen speeds lightspeed, and the devs have not done ANYTHING about it.
This isn't really gen speeds. It's the maps.
Some maps have such a ridiculous gen spread that if survivors split up smartly to start and know how to run you, you're losing 3 gens by the time you've gotten a hook. Add in crazy pallet availability and a lot of 'freebie' safe gens and that's where you get the occasional 'okay, how the hell could I have won that?' games. Eyrie, MD, Cowshed, Badham etc. can all feel like this.
On the other hand, Midwich, RPD, DDS and a few others have legitimately cruel gen setups sometimes.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/319206/are-boons-quiet
Honestly, you should just be able to see their auras after a certain amount of time.
it'd make them a bit less of a pain.
I'm okay with the sound, perhaps a small aura visible once you get within a certain radius.
The problem boons are the ones in RPD library, on top of Eyrie or IWOM etc. Even if you know they're there, going to snuff it takes ages. And if you don't snuff it, it's covering half the map in frigging CoH, Shadowstep and Exponential.
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@Aven_Fallen said:
IMO she does not need Buffs super-urgent. It is totally fine if the Devs wait some time. She is not the strongest Killer, but IMO a Killer which is really that simple to play does not need to be A- or S-Tier.
She's...none of those things.
When you break apart her kit, there's a lot of complexity there. The problem is that there isn't much reward for mastering that complexity, because her kit just doesn't work.
@lauraa said:
Sadako needs some love, but they're a bunch of small things. She doesn't have really anything glaring that needs to be addressed, per se.
I'm just hoping they'll treat her right
The glaring stuff is usually RNG related in terms of her TVs spawning in ridiculous places and the fact that she both lacks anti-loop and sufficient tools to compensate for a terrible 1v1 elsewhere.
@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2903073#Comment_2903073
Who said anything about making her "A Tier"? The fact that she isn't the strongest killer in the game is no excuse for leaving her as she is. All she needs is something to make her usable. As it stands there's no reason to choose her over any other killer because everything she does, another killer does far better.
I'd say that 'A' tier (Artist, Hag, Plague, Oni, Spirit) should be the balance target for all killers going further. 'B' tier is acceptable, but those should be the weakest killers.
The delta between even 'A' tier killers and 'C' and 'D' tier killers like Pig, Freddy, Onryo etc. is far too large.
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I play a lot of her. She's really well designed, but a little one-note due to her boring addons and the issues with her bird strikes not counting as 'hits' for ranking. Extremely satisfying to play.
@Aurelle said:
Artist is fine. The only issue is DMS, that's the the fault of the perk, not her power.
@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/319182/so-are-there-no-plans-on-nerfing-artist
she's fine.
DMS is a mild annoyance at most.
@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2903769#Comment_2903769
I think they meant Artist with DMS as she can push you off from far away. DMS does not need to be nerfed just because of Artist though. We don't need another Stridor.
DMS is a storm in a teacup. It feels weird as you 'hitch', but if you just move to another gen, you'll hit a point later where you can pop multiple gens within seconds of each other. I ran it for a good while, but have moved away from it as survivors have adapted, and now it's liable to backfire on me more than plain old hard regression.
Chirp.
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@ThaneKrios33 said:
I struggle with playing against hags. Nothing more should be said....
https://us.v-cdn.net/6030815/uploads/BZXKMOKZD8A8/hag-small-portrait.png
There are three kinds of Hags. Well, 4 types, but bodyblockers are a rarity on a rarity (and crap).
Campy Hags: Won't have too many traps placed outside of the central structure and maybe shack. Will put traps near the hook, or on close paths. Wait for her to bugger off, get into position and crouch in and out. If she hard camps, you'll need help.
Territorial Hags: Will have a concentrated 'zone' of traps, usually around a planned 3gen and/or main structure. Slam early gens, don't take too much damage. You'll need to bum rush her, then fall back to heal.
Roaming Hags: My sort of Hag. She'll have traps all over the map, basically any path she's seen you take. Will herd you towards traps and will attempt to cascade pressure.
She can be tough to face on small maps, but on larger ones, just hold W, predrop and stick to the sides of the map.
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@IsMmrReal said:
Anyone know why they gave me 100,000 bloodpoints?
Easter event, I'm guessing.
@adam1233467 said:
double bp would be better than gain 100k every day
I'd also rather have a Blood Hunt, but I'm guessing that's being saved for the anniversary.
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@Peanits said:
Can they? Yes, of course. Originally they all shared the same rating.
Should they, that's a far more loaded question. Someone who's good with a Killer like The Legion won't naturally be good with The Nurse. They play completely differently, so it doesn't make a lot of sense to use the same rating. They're separated so you can pick up a new Killer and learn them without facing the tough opponents you usually do. Even if your first few matches are a bit rough, you'll quickly settle into a place where you're somewhat comfortable with that new Killer. As a bonus, this also means that doing poorly with a new Killer won't tank your rating on others, leading to you being matched against new players on a Killer that you've mastered.
But back when they all shared the same rating, it became very punishing to try something new, so we ended up splitting the ratings.
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2903232#Comment_2903232
Absolutely. This is why new Killers don't start at the minimum rating; we expect your experience with the game as a whole to transfer over.
Ah...I do think that the 'new killer' MMR needs a tweak, because I know that when I start learning someone I'm going to spend a few games getting absolutely clobbered.
That said, I absolutely prefer different killers having a different MMR. If my Trapper shared the same rating as my Hag, that would mean my Trapper having a bad time or a lot of survivors having a bad time when I play Hag.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2896329#Comment_2896329
Why would you need OoO for call outs if it's an SWF?
Because you'd know exactly where the killer is at all times. Where all Trappers traps are being placed etc.
You can go watch some of Otz's older stuff where he talks about it. Completely busted perk.
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@Basement_Bubba420 said:
Why does BHvR insist on making me spending a second each to buy a node, sometimes three seconds if I want to get the dumb random item, wait several seconds for the BP to refresh, and repeat this ad nausem for 400-600 nodes.
Why cant they just implement a quick buy mechanic so just clicking on the node buys it instantly and move the random chest item to the side of the screen and display it instantly so I don't have to do this torture?
Why can't they just have the blood page refresh instantly without reminding me every single time that level 50 goes on forever?
Why don't they fix this with a SIMPLE QoL update?
I agree. Was just thinking this yesterday. The animations and stuff actually eat up a lot of time when you've got over 2m to spend.
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@kizuati said:
Hi forum peeps. Wanted to put my thoughts about the MMR's 2nd biggest flaw into here as someone with 1,8k hours ATM. (I play both sides extensively and this system has worsened my experience substantially on both.)
Alright. Let's get to the point. The problem with the system is that it doesn't acknowledge that this game is WILDLY IMBALANCED. What do I mean by that?
Well,the largest controversial topic about this system as of the past 6 months was the "win condition" which the developers have outlined universally as "escape" for survivors and "kill" for killers. Here's where the flaw comes into view,in my opinion.
As an example,let's imagine 2 games against the same group of survivors with average skill and perks. One will be with a Trapper without any addons and another will be a 3 blink Nurse with 4 slowdown perks.
It seems really painfully obvious that the victory condition for those two situations can't be the same,the power imbalance is immense. If the Nurse even gets a single exit gate escapee,she MUST have done absolutely horrendously,but if the Trapper has gotten one escape,he probably did okay,considering his horrific early game and overall strength.
While I can agree with the developers' thought of just ignoring the edge cases and averaging the thing out if we look at this where there isn't a wild difference in balance from match to match solely based on the Killer and the perks each side brings,this isn't the case for us. Defining a win condition to be the same for a wildly overpowered killer and one that could arguably be the game's worst killer is just such a horrible idea on so many levels.
BHVR. Please. If you want a functional matchmaking system,the first step you will have to take is acknowledge that your game is wildly imbalanced and take into mind while calculating the MMR changes how much "strong stuff" did a player bring (i.e DS/BT/Medkits or Nurse/Ruin/3 Blinks).
Secondly and this is different from my main point - just smoosh everyone with about 1K hours+ into the same MMR category. Below,sure,throw them all according to your win conditions. But you shouldn't send us against people with 300-500h. We just have more sheer game knowledge.
Don't know why I bothered to write this out in detail,but hey,one can hope they will listen.
Regards,
Kizu.
P.S. Share your thoughts on whether you agree or not (or where you think I am wrong!)
Hmm.
Okay, a few things.
- I've got maybe slightly less than half your hours, and I've found SBMM overall to be a pretty okay system, at least compared to ranks. From round to round, I've had a far more even experience - much closer games all round, win or lose.
- Now, that's not saying every match is like this. I'd say...maybe 3/5 of matches are close, 1/5 are a blowout in my favor, 1/5 are a blowout against me.
- Part of this is also the nature of DbD - this is a very snowbally game.
- Part of this is still the system having flaws, particularly when lobby dodges happen. This is in the process of being tweaked. Apparently this is where a lot of the 'why am I facing a 2500 hour murder squad when I've got 100 hours?' weirdness comes in.
- I totally disagree with combining everyone with 1k hours into one queue. I know I'm closing in on 1k, and when I'll get there I'll be far less experienced than someone with 8k.
- Killer SBMM being kills is mostly fine. Every killer has their own MMR, so if a killer sucks, that killer's MMR should stabilize where they can get a 1 kill for every 2 survivors they face on average. So in your example, you'll probably see a lot more Nurse at very high MMRs than Trapper.
- For survivors...the system should be more nuanced, but it's tricky. The game is played very differently at lower MMRs to higher MMRs, and I'd worry about creating 'MMR hell' zones accidently by doing this. Escapes is certainly an oversimplification, but it might by the best that can be reasonably done.
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@Mr_K said:
You stop playing killer once you hit grade 1?
Previously? No.
But recently I've been trying to learn survivor, so my rule is - once I hit Iri 1 on killer, I get survivor as far as I can. I got Iri 3 last season and will try for Iri 1 this time :)
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@Murgleïs said:
Similar to Overwatch, I think that an endorsement system would reduce toxicity.
- Killers would be able to chose up to 2 survivors to give them +50% total BP each at the end of the match. It would be optional, if the killer feels like the whole team was toxic, he or she can keep his endorsements.
- As for survivors, they would be able to give the killer +25% BP each. Again, it's optional.
- At the end of the week, you get extra BP depending of the level of endorsement you have (the more endorsements you have, the higher is your level).
I support this idea, but it would naturally need some fine tuning.
@EterniquE said:
I'm not toxic by nature and I don't care about any systems.
Toxic players are toxic people by nature and they won't care about any systems.
Nothing will change.
I think that it's definitely still worth a try, especially if people start getting matched loosely based on endorsements.
Something about yesterday just brought all the butt gerbils out of hiding and I ended up quitting for the evening. Some of the most outright unpleasant people I've ever encountered in this game.
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@ReverseVelocity said:
I saw like 2 of them yesterday.
Mm. I wonder if they've all clustered around a specific MMR.
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@Murgleïs said:
I see a fair amount of Sadako, but Twins ? The last one was maybe a month ago.
Twins was, oddly, my first survivor game I ever played.
Haven't seen them since.
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@OneGoodBoyDemo said:
I still can't believe there are still people trying to kill the boons. You are creating too many problems for a mechanic where only ONE of the perks is broken or was it depending on the new nerf ( CoH).
SHOULD THE KILLER BE ABLE TO PERMANENTLY DESTROY THE BOONS? NO.
Imagine bringing a perk like Boon: exponential which is a very situational perk by the way that can be destroyed by the killer. Does not make sense.
SHOULD BOONS LOSE POWER EACH TIME THEY ARE PLACED? NO.
Imagine bringing a perk like Boon: dark theory which is an ok perk that weakens every time it is placed, imagine you using it with 1% speed bonus. Beware killer mains, you will never be able to catch me due to this perk because I AM THE SPEEEEEEED.
SHOULD BOONS HAVE TOKENS AND LOSE EACH ONE WHEN USED BY A SURVIVOR? NO.
imagine bringing a perk like Boon: shadow step that according to theory would have 3-5 tokens, you would automatically lose 1 token by simply activating the boon? or lose 1 token every time someone enters the boon radius and leaves? if someone accidentally entered the radius and left soon after you would lose 1 token for free because in theory you would be using it.
SHOULD CoH BE DELETED? YES.
BOONS ARE FINE.
It's...tricky.
Boons as is are self-limiting. The effect has to be minor enough for it to not matter that it's essentially up 100% of the time on some maps.
CoH is an example of what happens when they give the boon a meaningful effect (I must say, Exponential is starting to become scary too).
The current design is just going to make it too hard to create boons that people will want to run, while also not breaking the game in half like CoH has.
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@Mandy said:
Trappers and Hags
I run everywhere, pay no attention to the ground so my feetsies set off every single trap.
You can guarantee that if the Trapper only put one trap on a map, the most obscure trap anywhere - my feet would find it!
Oddly, I don't mind Hags too much - probably because I've played so much Hag myself. They tend to be slow enough that I can evade them even if I hit a jumpscare trap.
Trappers...oh man. A good Trapper scares the hell out of me. Running away, doing fine then snap.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2901535#Comment_2901535
Most people don't know how to deal with a Nurse, myself included
Thus far, I'm okay against Nurse. Naturally the good ones are nigh unbeatable, but they tend to struggle to catch me, probably because I'm enough of a survivor beginner that even I don't know where I'm going half the time.