Steah
Steah
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Everyone outside of Nurse, Spirit, Hag and Blight
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It's even better with Lethal Pursuer so i can watch them spawn on my hex totem
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@TheClownIsKing said:
Also I wouldn’t call Lethal Pursuer a beginner perk anyway. It’s a perk for killers that want to be able to get into a chase almost immediately. Imagine this on Blight?
No guess work, just Rush straight to where you see revealed survivors.
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/254488/beginner-perks-tied-to-dlc
Just because either of those perks are beginner friendly, doesn’t make them useful exclusively to beginners. I’m a highly experienced player, and the info I get from either Visionary or Zanshin is highly valuable (particularly Zanshin now we have breakable walls).
There is a WEALTH of beginner friendly perks in the base game: Dwight, Claudette, and Meg’s loadout, Dark Sense, Déjà Vu, Kindred, We’ll Make it...
I could go on, but you get my point.
Beginners are not suffering from “perk poverty” whereby there is nothing that can make learning the game easier.
Like i said, you can find use out of these perks even after playing, but new players that struggle with skill checks, finding gens, and knowing where to run in chases can use these to help learn the game.
Lethal Pursuer can help for immediate chase like on blight, but it also helps new players to learn spawns if you decide to move away from it
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@Orion said:
I think the devs are concerned with making perks too strong that will then require nerfs, as they've done in the past (DS, MoM, etc.), because it heavily tilts the game's balance.
A bad perk simply isn't used, so the game stays more or less the same, whereas an overpowered perk gets used every single time, meaning the game changes drastically.
Furthermore, it feels better for players when bad perks are buffed than when overpowered perks are nerfed.
I get that but you can play test on PBE. Like i promise you making Any Means Necessary without a cooldown isnt going to break game balance.
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Revert it back to how it was but make it cost 100 Auric Cells per use
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@TheClownIsKing said:
I’m really tired of this perk.
The only reason it was originally implemented was because it was clear how strong Bubba’s power works for hook camping, so let’s give him a more attractive incentive to leave it.
The whole “but BBQ prevents hook camping” is moot at best. The very idea that we would see more hook camping without BBQ is laughable. A killer is either going to camp, or they won’t. Let the idiots hurt their rank and BP gains. It’s irritating how little skill investment killers need to put into hunting/tracking because of a popular perk like BBQ.
It’s lazy. And it can be very frustrating as a survivor, very often, even when attempting to do the right things against BBQ.
"BBQ prevents hook camping is moot at best"
Shockingly, saying something does not make it true. If i have no idea where anyone is after i hook someone, why should i leave?
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@Moundshroud said:
I want to preface this post with the fact that I'm not moaning and groaning, nor screaming the Wraith is OP. I'm just having a hard time seeing Wraith as anything other a new and improved Spirit. He moves almost as fast as her, never loses sight of targets, comes out of cloak with a fast, impressive rundown. He literally has all her high mobility benefits and none of her drawbacks. The methods I use to counter him are now pretty much the same as the ones I use against Spirit. I mean, what am I missing?
"Is wraith the new and improved spirit?"
No.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2232386#Comment_2232386
How would preventing her from trapping a hooked survivor gut her?
Are you implying Hag simply cannot win unless she tunnels?
Preventing from trapping a hooked survivor is not the same as disabling all of her Traps in a 16 meter radius. Hag is strong once she gets a survivor into her nest of traps. Getting a survivor into that nest is the problem. Punishing Hag for doing this would gut her.
Your suggestion would encourage her to tunnel. A 110 ms killer that can't use her power within 16 meters of a hooked survivor, that also has the unique drawback of disabling anything done with her power in a 16 meter radius.
How would you suggest she wins?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2232374#Comment_2232374
Yes, or disables them temporarily.
That would gut Hag to being a bottom tier killer. Maps like Wreckers yard and Rotten fields would be near unplayable for a Hag. I get wanting to change Hag, but gutting her like that is not the answer. The only way a change like that would be acceptable would be giving her speed buffs to movement and trap setting speed.
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For anyone that shares this sentiment with OP, please make an advanced Trickster and Twins guide on how to 4k without camping or slugging. I'd love to see.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2232284#Comment_2232284
Not from any hook, just the ones that a survivor is hooked on.
Does hooking a survivor auto delete the traps that are within 16 meters in your ideal version of her?
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2232299#Comment_2232299
Because 3 hook kill a survivor that give you stack forever is much more rewarding that 9 hook kill.
Remember me also force you focus on a single survivor (Obsession) that hitting them will increase the open Gate time (except Obsession, which even increase the tunneling). Though Obsession can be changed in a match, and the effect (open Gate) isnt so important. But permanently slowing Gen does.
Here is why it should not be a thing.
https://us.v-cdn.net/6030815/uploads/5TXTD9A330FB/image.png
1 Survivor has 100% working speed. 4 Survivors have 400%
1 injured will put all 4 Survivor down to 95% speed. Their total would be 380%
Tunneling one out for the game already remove their 100% working speed. You dont need Thana to put more salt into it.
You explained the number's quite admirably, but thana rubbing a bit of salt in isn't going to encourage tunneling. Tunneling people as unfun as it may be for the survivor is an optimal strategy for killers. Increasing Thana to count dead people is not going to make tunneling anymore common than it is now. Using Thana as it is now does not make tunneling any less effective of a strategy than not using Thana. A perk that actually encouraged Tunneling was old Dying Light. With that change Thana is still at it's most effective when everyone is injured, purposly ignioring 3 other people to kill 1 survivor, even if the dead person gives the Thana buff is not optimal usage of the perk.
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@AGM said:
But that would encourage tunneling, which isn't very fun...
How does that encourage tunneling
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2229646#Comment_2229646
16m from the hook.
16m from hook so she can barley place traps anywhere
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Trickster sucks. If you want to win drop him.
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@Nathan13 said:
It sucks, I never expect my ruin to stay in the game for more than 3 minutes anymore unless it's on indoor maps.
I'm happy if my Ruin lasts more than a minute. Some matches it lasts like two seconds longer than the cleanse timer. Why is that acceptable?
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@Aven_Fallen said:
All the time people say that Hex-Totems get cleansed in 30 seconds, yet Ruin is still one of the most used Perks (even without Undying). And before its change, it was in basically every Match, despite Spawns being worse.
Hex-Spawns are probably not as bad as people want to make them. There are also a lot of really good Spawns. But nobody talks about those.
When it comes to Survivors spawning next to Hex-Totems - Maps only have a limited space. And the smaller the Map is (and some got their size reduced around a year ago), the more likely things are cramped together. So it is unavoidable that Survivors spawn next to Totems and the chance that this Totem will be the Hex is 20%, which is also not small.
I promise you there is more than enough space on every map in the game to program it so survivors don't spawn directly on top of my totem ever. I don't have a problem with them looking around and finding it nice and quick but that is different from me watching them start the ######### cleansing animation before my lethal pursuer times out.
Yeah Hex: Ruin was the most used perk and is still used a lot because gens are too fast and it's the best slow down perk as long as its up.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/252362/ai-killers
It's true, killer is a headache and I don't much enjoy the role anymore, I'm sad to say.
It's just cause they don't balance things. The game is a 4v1 yet survivors hate things like spirit that are good in a 1v1. Killer ques pop instantly and survivor ques keep climbing. This has happend before and then eventually they give and give some buffs to killers or nerfs to survivors. Then it goes back the other way until survivor ques get too high again. I don't think this will repeat forever but it's been shown that buffing killers to the point where the ques are fast for both sides isnt going to happen
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Have you ever used Viktor on Lery's? Thats why no one plays them. Also coupled with the fact that you cant switch between them freely to try and discourage camping which they failed to do anyway
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Dying Light.
Used to be a perk that encouraged tunneling the obsession, now it's a F tier perk that gives someone Botany Knowledge.
Buff it too much and you get very strong slow down builds when you combo it with Thana, Pop, Ruin, Surge etc
It it's current state it barley does anything and arguably helps the survivor more than the killer
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It's a cool perk but unfortunately it's a very weak one imo. It relies on survivors being bad and not being able to hit skill checks. Considering how many use DS and hit that skill check all the time then it kinda becomes at best a do nothing perk and at worst a perk that helps survivors do gens faster.
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Wraith or Huntress every other answer is wrong
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@Pulsar said:
NOED: 1% speed boost per gen done.
Haunted Grounds: Every totem broken gives +10 seconds of Exposed when the final gen pop.
Devour Hope: 5 unhooks when you are 28m away gives you a permanent 3% speed boost.
I like them but i think the devour one is a little too weak.
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Imagine losing to a killer who stands in one spot
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4 man swf all caludette's that decided to send me to yamoka's and play hide n seek
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@LeChristmas said:
Dunno why they cry so much about Franklin's it's countered so easily when it comes to keys just drop the key in a hiding spot can't hit it out of your hands if it's not there to begin with.
Because the survivors literally don't want the killer to do anything
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@XayahXRakanFTW said:
I love getting a purple medkit from a chest and losing it right after getting hit with franklins demise and losing it within a minute of getting it. It's annoying too when you bring a purple item and just when the game starts you get found first, get smacked and drop your item like at least put a cooldown on the perk.
It's a situational at best and useless at worst perk. Slapping a cooldown on it would make it even worse. Yeah probably does suck to drop your cool stuff but you know you can always just go back and pick it, insane outplay i know
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1894410#Comment_1894410
This honestly seems like a you problem. You shouldn't be chasing a survivor for 5 gens. If they are that good, you should leave them and go chase someone else.
Obviously if the survivor runs the killer for 5 gens its a pretty bad out play. The point im making is that saying the killer is stronger in a 1v1 because he has the ability to kill the survivor is really dumb. Does the survivor being able to evade the killer make him stronger in the 1v1? The act of being the cat in a cat and mouse game doesn't directly translate into being stronger or in an advantageous position
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@Wesker09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1894820#Comment_1894820
Most survivors want to be chases not sit and hold m1 on gens and totems all game
Longer game time will encourage more chases. Having to do dull totems extends game times. If you assume equal skill, killers, especially low tier ones do not have enough time to chase, down and hook 12 times in a game alternating the person hooked. That's why tactics like camping/patrolling, tunneling, and slugging are used to save time or reduce the amount of time needed to hook someone. Now there will always be people who will face camp or tunnel out of spite, but most killers also enjoy the chase. Having gens fly when all you want to do is chase often leads to these time saving tactics. Yet when a secondary objective becomes more prominent, like the current Ruin/Undying meta or whenever NOED goes up in use, survivors will often complain that they don't like it.
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@[Deleted User] said:
i'll give you my thought, i think undying deserved to stay as it is now. it reduced the generator speeds to an acceptable level and provided an optional secondary objective for survivors. also had a direct counter.
survivors complain about how boring gens are and then will whine for nerfs the second a secondary objective they complain. Perks, maps, legit just knowing where totem spawns are. There's a lot of counters but they might need to give up a precious second chance perk to do that
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@BabyCameron10 said:
If they need nerf SWF, those players will leave. If they don’t do anything to SWF, killers leave. I honestly would not want to be in the Devs shoes when having to decide what to do in a situation like this but I hope at least something will be done about it.
I have said this before but they should give Solo survivors Kindred basekit without the killers aura reading and give that aura reading over to Camaraderie (Steve’s Perk). That way players could make an unhook safely and get more time to decide what the play is if the killer is nearby. Thoughts?
Buff solo survivors and then buff killers.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1894410#Comment_1894410
If you are getting run for 5 gens it's definitely not the games fault.
I just don't see the point you're making. In a game of cat and mouse the cat is stronger because they can catch the mouse and the opposite isn't true?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/1894380#Comment_1894380
That’s fair. I think those ridiculous tiles that exist need to be looked at and weaker killers need to be buffed. But you do see what I mean about Spirit? I think all she needs to do is give feedback to the survivors about what she’s doing but should still be able to control the chase as long as the player playing is good. Honestly, there’s so many broken things in this game both sides have I have no idea how long it will take to balance all of it.
At their current pace probably never.
@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1894395#Comment_1894395
Right but at the end of the day they can still kill the person and the survivor can't do the same. So, killers are objectively stronger than survivors in the 1v1
Yeah but a survivor can run a killer for 5 gens and a killer cant do that so survivor is stronger. Like (????)
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1894380#Comment_1894380
Every killer in the game has an upper hand in a 1v1 setting because they can kill the survivor.
I don't think low tier killers like legion, pig and clown really have the upper hand on maps that string strong tiles into more strong tiles. Thompson house and Ormond can still string half the map into each other with loops.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/1894344#Comment_1894344
Oh I agree with that. The killer should be the power role and they should have control of the chase. Spirit is my main, I love her to death and I love that she ignores loops and can actually manage games consistently. The problem is that the counters she has is just blindly guessing which negates the survivors’ skill. Spirit needs to have the ability to end chases quickly, but survivors also need to feel that they aren’t completely helpless.
I guess i see it through a killer lense but i've never really had a problem with playing against spirit. Yeah it can suck sometimes but i see the game as a 4v1 instead of a 1v1 four times. If the killer doesn't have the upper hand in the chase what do they have. And with how bad most of the cast of killers are and how stupidly strong some tiles and maps are the killer doesn't really have the upper hand in the 1v1. If they don't have that what do they have?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/1894158#Comment_1894158
There’s the whataboutism. I am aware that there are a lot of busted things survivors can use. Did I ever say there wasn’t? You need to learn to have empathy towards the other side and to understand that survivors have to go through BS and killers have to go through BS.
It's a kind of hard to have sympathy to the other side when the game is a 4v1 and the 4 are complaining there are killers that they can't beat in the 1v1.
Even more so when the devs cater to the survivor side a lot more that the killer side
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1892731#Comment_1892731
Yes and even after being nerfed, Ruin and Pop are still incredibly powerful. I certainly don't think they should be nerfed anymore than they already have and I honestly think Pop's nerfs are questionable but I digress.
I can't say for certain on Undying but I do feel they're over doing the nerf on it. We'll have to see how it functions with Devour Hope and possible future Hex perks in its new form before we can say too much on whether Undying has gone from great to unusable.
But yeah, I get where you're coming from. If it's any consolation I DO hope more things get looked at on survivors. I can't wait for the key rework either like that can't come soon enough and DS needs some serious looking at because in its current state it's silly.
New ruin is a poorly thought out design. Devs said its suppose to be stronger later but it's a hex perk that tells everyone in the match it exists as soon as they let go of a gen. Considering how bad totem spots are its gonna get cleansed before it matters. The fact you needed undying to make it do its job shows how poorly thought it is. Pop is still Pop but you can notice the 15 seconds on Trapper and Hag especially.
Meanwhile survivors in the past year had what, toolbox nerfs, map nerfs that they kinda went back on with breakable walls, and thats really it.
Meanwhile on top of the ruin nerf, pop gets nerfed, undying is gonna get nerfed, freddy is gonna get nerfed, moris got gutted and billy got nerfed.
I mean yeah there were some minor things like the LF buff and some small quality of life things for legion, wraith and trapper as well as the minor clown buff coming up. But these are so minor in the big picture that they don't really matter. It would be like me saying that the Sabo rework and the Fixated buffs are massive difference makers for survivors.
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@TheClownIsKing said:
You’re talking about a perk that can 100% guarantee 5 hits throughout the match (unless the killer is terrible).
Of course the requirements will be strict for something that absolutely guarantees a hit on a survivor.
I feel like you might be over estimating how strong of a perk it is
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@CashelP14 said:
So your creating a discussion just to cause the community to argue with each other.
Ok lad.
Well i did pose a question several times in the thread which i guess you did not read. Main post is just to grab attention. With the pop nerf, and the slated Freddy and undying nerfs, why would survivors want NOED nerfed. What do survivors want killers to have?
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@Todgeweiht said:
This is the reason I don't visit the forums anymore. Its still a ######### shitfest. Instead of focusing on the real problem of the game, bad management, you go and blame the other side.
I am very aware that BHVR is to blame but if you bad mouth them at all on here you'll get sent a official warning
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/1892883#Comment_1892883
That's the conclusion I came to, and I'm not really seeing any arguments that say otherwise tbh. The only counter is to be not only a swf, but a good one (unless the killer is bad, then even a swf with survivors who play badly can outplay then), but we've already seen according to the devs statistics that the majority of survivors play in solo queue.
Even when using Unbreakable and DS pub games are often times impossible to win. Meanwhile if I use undying and ruin on a freddy I'm going to win at least 3 out of 4 of my matches with ease. Hell, even before I used undying and ruin I was using pop, oppression, and surveillance, and still won 3 out of 4 of my games. Undying and ruin just made me sweat a lot less.
It's just overwhelming, and it's like I have to study for some class to get better at survivor whereas it's typically more simple not only in relativity but in general to compete in red rank pub games as killer while being mediocre and winning most of your matches.
https://forum.deadbydaylight.com/en/discussion/comment/1892946#Comment_1892946
https://forum.deadbydaylight.com/en/discussion/comment/1892972#Comment_1892972
I'd disagree on that, reaction times are very important on both sides. I also do use windows of opportunity regularly but it's only a little help, and not a lot. And I'm sorry but it's not nearly as easy as you make it out to be. Also, those survivor content creators are narrating their own specific chase. They are on a particular side of the map, in a particular jungle gym, with a particular map RNG and particular perks, as well as against a particular killer. You can't just copy and paste and become good at looping when there are so many variables.
I also watch DBD streamers regularly, both killer and survivor. Pretty much every day
https://forum.deadbydaylight.com/en/discussion/comment/1893036#Comment_1893036
There's no disagreement about what I meant. I explained what I meant and how what I said meant a particular meaning. Neither of you two have a space to contest that, but you do have a space in continuing being the smoothbrain you are and contributing to my thread and giving it more attention than it already has. You're mostly good for nothing, but at least are dumb enough to coincidentally be good for something. Keep it up, chump
Feel free to insert whatever second cheesy comeback you've got but unfortunately a clown can entertain themselves and there's no assistance on my part needed to do that for you, so this exchange ends here. Feel free to stick around though as you already have been.
https://forum.deadbydaylight.com/en/discussion/comment/1893084#Comment_1893084
No need to apologise for the wall of text, and thank you for responding (as well as the lot of everyone else).
I do notice details, but it's really just weird that I can't seem to wrap my brain around what the killer is doing. Personally I play in a particular way as killer and the survivors I see don't really play any different, therefore it's easy to know what they're doing, even if I don't personally do them myself. My issue isn't about winning or anything; some of my favourite games actually I lost, but it either was unique and/or I had a good chase. Like the most scary game I had was maybe a month ago. I was giving Object of Obsession a try and was kind of liking it since I wanted to get better at chase so I thought why not make a perk where I'm going to be the centre of the killer's attention. But it was on Midwich, against a Scratch Mirror Myers with Huntress Lullaby. Extremely difficult game, and somehow I managed to be the last one alive. Other favourite games were against some good nurses that I manage to loop around a bit. I died, but the chases were fun (one reason why I get excited going against nurses).
There's also "creating" loops as well, and I've been trying to do that recently but it's really meh. Like if there are two pallets near each other, I will pre drop, circle around them a few times, then go to the other to do the same thing and kind of create a faux jungle gym. But it's all really variable depending on the killer, and there are plenty of killers I suck going against. It also could be that maybe I'm underrating how I play. It didn't strike me until now that it would've made more sense to show what I actually play like, not for critiques (although much appreciated) but for context as to what I'm saying. I only have one that's viable to upload (i tried uploading the other which shows more of a chase but it's on The Game and the video is dark as #########, almost black, when downstairs).
https://www.youtube.com/watch?v=v5g7-wpKUCg
I was playing with a streamer and her friends here. We weren't on comms. Chase happens at about 8:54
Holy ######### your cringe. You can't even present your argument properly,, get called out on it, have a zero iq comeback, get called out again and just ignore it. If this is what survivors mains are like im not surprised they need the devs to cater to them
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1892969#Comment_1892969
I'm not interested in a SWF beating a random killer. My complaints are randoms never win. Watch any popular killer streamer for proof - they literally never ever lose.
"These people with several thousands of hours beating rando's is proof that killer is op"
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/1889431#Comment_1889431
When I play killer, I don't really have trouble keeping track of perks. There are only a handful that are used anyway and the lot are irrelevant, so it's never been like a struggle to keep track of them for me. I also see less variety in playstyles of survivors compared to killers, because it's basically to be looped or to not be looped (stealth). And the former only changes based on the quality of how you looped. In pub games it's even more consistent because of how dysfunctional the organisation is, so I never really have a problem.
That's also a point I was saying to others. Like watching survivor streamers commentate what they're doing in chase, it's pretty impossible to learn from that because it's all variable. Map RNG on top of pallet RNG on top of killer RNG on top of the RNG of the quality of the player behind the killer. On top of the fact that the areas you saw that streamer loop, even if you're on the same map, you may be in a totally different area, or particularly a dead zone. Nothing is the same. Unless your last sentence was referring to bloodlust, I don't disagree with what you're saying. But my point is that it's much more rewarding and successful (being able to win games) being a mediocre killer than as a mediocre survivor. And I can also apply that to being a team of four mediocre survivors versus a mediocre killer. Your DS and unbreakable won't mean much to, say, a tinkerer, surveillance, undying, and ruin freddy or spirit that's mediocre in terms of skill.
https://forum.deadbydaylight.com/en/discussion/comment/1889432#Comment_1889432
If I really wanted to, I can just stealth out a game and be more successful, but I find that boring. I find fun in survivor in being chased at least for a decent bit. Just hiding and doing generators is boring, and becomes frustrating when you get downed so easily if the killer finds you.
Pacing is something I do, but it's all variable. As survivor I find it much harder to predict what someone is trying to do as killer typically other than very obvious ones, like killers walking through a pallet while chasing a survivor around a loop even if there was another entrance way that made more sense to go through.
Custom games can be fun, but I only pretty much play with the people who introduced me to the game. Tried playing with some people in the DBD discord and some were nice but I'm a pretty shy person as well so it's not so easy for me to make friends in this game
https://forum.deadbydaylight.com/en/discussion/comment/1889666#Comment_1889666
Yikes, the incredulity from you is obnoxious. Gonna be a no from me in continuing this conversation, but since I was asked and I'm also interested, I'll throw up screenshots from steam achievements
https://i.imgur.com/59rgLSl.png
That was before the most recent rank reset like a week or two ago, am rank 4 in survivor and 3 in killer since I haven't been playing as much. Rank 1 survivor was much more difficult to achieve than rank 1 killer. Almost gave up on trying to do it but luckily had some farming matches when I was rank 2.
https://forum.deadbydaylight.com/en/discussion/comment/1891835#Comment_1891835
I have a similar experience. When I play killer it's normally really chill, and if I anticipate some sort of toxicity I can just disable comments. You can say the same for playing survivor, but survivors can't really do the same sort of in-game toxicity as killers can. Like there's nothing a survivor can do that ruins the killer's game that's equivalent to facecamping for example.
It's also rare for me to go against rude survivors, but it's very common to go against extremely rude killers, either in game and/or in end game chat. I also don't experience SWFs even that often, let alone really good ones. It's mostly pub games which are easy to win.
I can play DBD for hours if I'm with friends but after a few games of solo queue I'm done and I've had enough. I'm not surprised the really good survivors seclude themselves to SWFs because solo queue is just too much to deal with and is almost designed for you to fail.
https://forum.deadbydaylight.com/en/discussion/comment/1891896#Comment_1891896
I understand that, and I've heard that comment as well. It's just that, from what I've noticed, it's much easier to be successful at winning as killer than as survivor in pub games (exception would be a good swf, since swf doesn't automatically equal being good). Like I have probably less than 100 hours in killer but it was significantly easier for me to get rank 1 in killer than in survivor, and I struggled immensely to get rank 1 and it was so frustrating that I vow to never intentionally commit to doing it again. Whereas I can get it anytime with little to no sweat while playing killer if I so chose.
For me, the fun of survivor, other than playing with friends, is the chases. I like knowing that I did decent in a chase. Like sometimes I'm being chased and I run out of resources and I just die, and that's ok, but many times I know I could have done better.
https://forum.deadbydaylight.com/en/discussion/comment/1892298#Comment_1892298
The survivor tricks I don't find easy to emulate at all, since I think to have a better understanding of it is to be very experienced as both a survivor and killer. For me when I play killer I'm not experienced in that, neither survivor, but I find it MUCH easier to apply those tricks I find survivor content creates doing when I play killer as opposed to when I play survivor. Like if LOS at a gym is broken, the survivor is likely to kind of linger around until they see me coming, or go the other way. When I play survivor this isn't really helpful because it's just a variety of things you can do as killer and it's only coincidentally that it works out, and often times I fail at it. As killer it just "clicks" more if that makes sense. Also another thing I have difficulty with is grasping the perspective of a killer when playing survivor, like in third person. That's perhaps one reason why I couldn't 360 well. Whereas when i'm playing killer it's so much easier to imagine what I look like or would look like on their screen.
I do notice some patterns, like what you said about a huntress. But her hatchet hitbox is questionable, and I've had too many questionable hits with her hatchets. In situations like that I will often just walk through a pallet if I hear her raise her hatchet, and I will pre drop it when I have a chance to loop around it. Similar situation for Executioner. Deathslinger on the other hand...I truly believe doesn't really have a counter. Unlike a Huntress, there is no sound notification as to when he's about to shoot you, and his fake is identical to when he's actually about to shoot you. On top of that, trying to look back and forth constantly makes me prone to running into objects as I'm trying to both look at where I'm going and what a Deathslinger is doing. I try to just break LOS and crouch sometimes or go near objects but there's no interaction between a survivor and a Slinger. His only counter I find is to don't let him get near you, which is pretty boring.
I use Windows all the time and it's one of my favourite perks, and but it doesn't help enough to alleviate the problem, especially against certain killers like a Deathslinger.
https://forum.deadbydaylight.com/en/discussion/comment/1892366#Comment_1892366
It doesn't seem as easy as you claim. I think if it was that easy the survivors you go against, especially in red rank, wouldn't be so easy to beat at the very minimum 3 out of 4 times.
https://forum.deadbydaylight.com/en/discussion/comment/1892379#Comment_1892379
He came into the thread not wanting to contribute to the actual topic, misrepresented what I said, and put words in my mouth, hence he got ignored. Overall he wanted to be a waste of space, much like you, but you seem like enough of a lapdog to want to stick around to give my thread more views and attention. Enjoy your stay, muppet.
https://forum.deadbydaylight.com/en/discussion/comment/1892412#Comment_1892412
If you find the topic uninteresting you can always leave it. The point wasn't about my feeling good about my skills, it's that I don't, that's the point. Not really a set standard as it's variable, but I basically defined it I believe in my OP as going down with little to no fight, or very quickly. 30 seconds on a basic M1 killer from healthy to hooked is not very good in my books.
https://forum.deadbydaylight.com/en/discussion/comment/1892438#Comment_1892438
I find immersion boring though. The only killers I feel like I need to do that on are Oni in demon mode or deathslinger because of how uncounterable they can be/their snowball effect with their power.
I can sympathise with those killer mains because it's a lot more difficult IME to apply what you see as killer when playing survivor than the inverse. When I started actively playing killer I kind of unconsciously absorbed the mind games I saw with killers I versued and so I never really "sucked" at that point, I was able to hold my ground on average. I still go against good survivors when I play killer but as I was saying before, i think it also is very dependent on an understanding of the perspective of your opponent. When I play killer it's easy to imagine what I look like on their screen, but much harder to imagine precisely what it looks like on a killer's screen when I'm playing survivor. Stuff seems more zoomed in and in your face because of the first person camera playing killer.
https://forum.deadbydaylight.com/en/discussion/comment/1892727#Comment_1892727
https://forum.deadbydaylight.com/en/discussion/comment/1892746#Comment_1892746
I only agree survivor is easier if you're in a swf, particularly one with at least some good players. In solo queue, it most definitely is not easier, so I cannot agree with that. And specifically I am talking about looping as survivor. You can say it's easier if you have stealthy survivors sure.
I think to get good at looping, definitely more skill is needed. Playing killer you are not required in any instance to play other killers. There are many people who have the majority of their overall playtime in the game in one or two killers for example, and not relatively evenly distributed between all 23. You can specialise when you play killer and the practice is linear, but this is not so for survivor. To be a good survivor particularly at looping, you need to know very intimately the nuances and counters to all 23 killers or at least the majority of the popular ones. When playing killer the game isn't going to punish you in emblems for only playing one killer or tell you that you're not doing enough. The game mandates you play against different killers as survivor, but you are not required to play different killers in the slightest
@GodDamn_Angela I also think your example is poor. You're making assumptions (I'd bet that for a long time their games were a worse experience while learning her than your games learning to play Survivor) and you seemed to have picked the hardest killer for some weird ass reason. I'm actually confused how you thought that was a good point -- "I bet X is like this because I said so even though I actually have no way to objectively say X person had a worse time learning than Y person." I don't tend to say this but that point was very ######### to read. Not going to bother to argue with your hypotheticals considering the quality of that argument, but feel free to linger around the thread to adds views or to give your final comeback or whatever.
"you disagree with me therefore you're a muppet"
"lapdog"
Man just cringe posting out here. He did not misrepresent you btw but i guess your reading comprehension is probably a little too low to get that
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@ukenicky said:
Most of those perks are not inherently problematic. Unbreakable is a problem because it gets paired with DS and creates a combination where the Survivor can get up either way and yeah that's not right. DS needs looking at for sure but many of the other perks listed are not even remotely on the same level of bs as DS.
Both sides deserve to have decently strong perks they just shouldn't be powerful to the point that they're broken (And yet DS has existed in its problematic state for as long as it is) and when I hear killer mains list off all these survivor perks that they think should be nerfed I have to laugh because most of them aren't broken they just help counter slugging, camping and tunneling. Oh and then there's the group who thinks exhaustion perks should be nerfed to the point that they're unusable which I don't understand or agree with. Bottom line: survivors have some strong perks that they can work towards collecting and using and imho they're not broken except for DS. Unbreakable could maybe use a small nerf but I'll leave that up to BHVR
Killers have strong perks as well and nobody ever talks about them. I'm sure I'll be told how wrong I am but whatever, here's some incredibly strong killer perks (Imo) that I think are great and don't need nerfed either:
Pop Goes the Weasel
Even with its nerf it's still amazing this perk is nuts
Infectious Fright
Insane snowball perk that is just devastating on certain killers
Save the Best for Last
Literally every M1 killer can benefit from this and it gives you a growing advantage
Corrupt Intervention
Great for setup killers but if you know how to capitalize on its effects you can potentially seize control of the match with early downs; survivors literally go right to the gens that aren't blocked which makes it easy to find them
And I think there's a LOT of Killer perks that could use some buffing or reworking to be better because they're borderline unusable and niche.
Tldr: I'd rather more weak perks get buffed or reworked so that they're more usable on both sides and problem perks be toned down or reworked so they're not silly
The thing is while yes killers have strong perks a lot of them get get looked at. In the past year alone
Ruin: Nerfed
Undying: Slated to be nerfed
Pop: Nerfed
A lot of the survivors on here always seem to put a very heavy focus on the 1v1. "Well survivors need strong perks too, if killers can have Pop and STBFL shouldn't survivors get DS and Dead Hard?" And while that sounds good it's not looking into the bigger picture
This a 4v1 game. I'm sorry but f you really think that any killer perk is as strong as 4 of any of the bets survivor perk then i really don't think we are playing the same game,
This all be said though i am happy that a lot of the pretty weak/niche perks for survivors are getting buffed like fixated and the pebble. I'll have fun trying them out but i really don't think my killer matches will change at all.
Ruin/Undying is a very strong combo, i won't disagree. But it's not like you can't play around it. Maps, Small game, Detective's hunch, these are all direct counters to Ruin/Undying and i saw them in less that 1% of my games since Ruin/Undying meta. Instead of adapting and sacrificing one perk slot out of 16 to stop this, survivors take to the forums and complain and 4 months later slated for a nerf.
It's because 2nd chance perks for survivors are and will always be the best perks. The longer you can keep a killer off of you as a survivor the more time to can do gens and the easier the game is. So much so that so many survivors have the build basically permanently locked in. There were easy counters to stop this "oppressive" combo but most survivors were so unwilling to even give up one slot. Just one. Out of 16. One perk slot to get rid of two killer perks.
And after all this there are still threads about how NOED should be nerfed or how Franklins demise should be nerfed. Like i'm honestly curious what do survivors want killers to have, is it ever okay for a killer to kill a survivor in their eyes?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1892614#Comment_1892614
The same way you need 2 perk slots for DS+ UNB, yes. Since if you only have it can be countered.
I am still waiting for the list of killer second chance perks. And yes DS/Unbreak is a two perk combo but there's also 4 survivors that can bring that combo and you don't know when a survivor has you just have to assume. You know when a killer has ruin
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1892504#Comment_1892504
Considering you're mad about the undying nerf, you should realize that it gave you multiple changes on your hex perks
Alright so Undying gave you other chances on other perks so you need two perks slots minimum for it. What else?
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@horrortale_sans said:
https://forum.deadbydaylight.com/en/discussion/comment/1864356#Comment_1864356
three perks to counter one
"Erm, DS isn't as strong as a three perk combo so it's okay"
Don;t forget these people always forget that there are 16 survivor perks in a match
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1892488#Comment_1892488
Actually no one asked for the POP nerf but go ahead. Like killers don't have second chance perks too.
Alright i want to hear all the second chance killer perks.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1892440#Comment_1892440
Or use one of the other 10+ slowdown perks you can use. Done
Or survivor mains could easily give up one of their second chance perks to counter something instead of getting it nerfed after 4 months.
They also just nerfed Pop too because why not
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1892328#Comment_1892328
Sure, if I can get kindred base kit, which is necessary in solo q, I'll bring all the small games and detectives hunch you want
Kindred, Small game and two other perks. There this one survivor has countered the "oppressive" Ruin/Undying.