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SteelDragon

SteelDragon

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SteelDragon
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  • @Almo said:

    What usually happens with SWF is that they get super-altruistic and refuse to leave the match unless they can get everyone out. Only at very high ranks and with SWFs that play together a lot is there much of a benefit in terms of escape rate.

    That does not mean we don't want to do some things to make the solo experience better. As someone else pointed out, that's the reason for the Kindred buff.

    Perhaps escape rate isn't the right metric, as SWFs can be more annoying to play against even if they don't necessarily escape.

    don't forget the SWF that is playing jokes and such or not super sweaty, just look at the "sand bag with friends" that otz did with 3 others

  • @DuckApproved said:

    Freddy-

    Freddy has no counter-play for any of his powers. You cannot interact with any of his powers in order to give Survivors a way to counter his abilities. When Freddy uses his dream snares he has no cool down or slowdown when putting them down. This almost always guarantees a free hit or down when trying to loop him. Also if you choose o disable the snares he gets a notification and can put them down again immediately. Then with his Dream Pallets, survivors can put them down, although similar to his snares he can put them back up almost immediately. While as a survivor you can remember where real pallets are, this is a unrealistic expectation for an entire team to do. Ways to provide counter play for survivors would be to give a cool down on his abilities for 20 seconds for each use. Also for his teleport make to so he has to commit to teleporting it and can't cancel it, giving survivors more options for counter-play. Another option for counter-play would be taking out the timer for the dream state and make Freddy have to manually put survivors into it. This would give survivors ways to counter his Swing Chains add-ons. Also a small quality of life change would be when survivors are put into the dream state and miss skill checks to wake themselves up, Freddy doesn't gain a notification, this would give survivor play styles more options for counter-play while still punishing them for failing.

    Ghostface-

    Ghostface and his Night Shroud ability is one of the best stealth abilities in the game, with no down sides. He has power creeped almost every other stealth killer in the game. He also has no down side when being broken out of his ability. Also with the broken reveal mechanic with his power when he leans around a corner makes him uncounterable. Ways to give survivors a counter to his power would be to make the reveal mechanic actually work when a survivor looks at him. Also since he has no warning before he strikes unlike Wraith they should either give Ghostface a warning sound or something before he attacks or give him 110% movement speed. Also another quality of life change would to give his addons that give his power a faster recharge rate a slight nerf.

    Untitled Image


  • @Freudentrauma said:

    https://forum.deadbydaylight.com/en/discussion/comment/864060#Comment_864060

    I literally had game where I could watch both gate by just turning around. And the spot from which I watched was exactly where the hatch spawned. That's basicly an Instawin with zero chance.

    @Topic:

    I disagree, the game isn't biased against killers or even survivors. It's just a not good good-game. Sometimes devs nail it and sometimes they don't. And to be honest that in a genre which basicly nobody has mastered yet (asymmetrical gameplay). But DbD is quite close to some degree. That's something we sometimes forget about it.

    that is just bad luck, also like it is bad luck that some infinite loops are made when certain windows are open, bad luck for killers.

  • he is the only killer where you will do better not using his power than using his power (the stalking portion)

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/863921#Comment_863921

    It should be killer favored, don't get me wrong, but I think you're missing the part where I said the survivor should never have a 0% chance to escape.

    Like I said, if I'm going to have a 0% chance to escape because of the Exit Gate spawns — why have an EGC? Minus well have the Entity sacrifice me once the killer closes the hatch. 🤷‍♂️🤔

    you dont have a 0% chance, there is many tricks you can do. like waiting by the doors when the hatch is closed

    powering up to the first E (right before 1 light powers up) to overall reduce the time it would take to open the door, or power up till 1 light on one door then do the power up strat I just said. use a key is also a option. the survivor is NEVER at a 0% chance to escape. you got so many strategies you don't realize or ignore that it is funny. plus sometimes on some maps the exit gates are on the opposite sides of the map, the demo gorgans map, the game, lery, etc

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/862931#Comment_862931

    SWF is one thing, but...

    The EGC is extremely biased towards the killers unless you get some decent Exit Gate spawns where the survivor has a fair chance.

    the EGC SHOULD BE killer favored

    you had the chance to do 5 gens, FAILED

    you had the chance to find the hatch, FAILED

    you had a chance to open the exit gates, FAILED

    3 strikes you are out buckaroo

  • @Dozekis said:

    I originally started playing the game due to its licenced killers 2 years ago, not so much because I migrated from the online playing community on PS4.

    I say that to say I play exclusively as a killer particularly licenced killer and I can't help but notice the biased in the games design and overall community in regards to catering to the survivor playing experience as opposed to killer.

    Why is there a double standard in unsportsman like behavior among killers and not survivors ?How is is tunneling not ok but Looping and gen rushing is perfectly acceptable and expected every session ? I have survivors trolling me at they end of my session because of the type of perks I have. So apparently there's an unofficial rule that says NOED is cheating but its perfectly acceptable to gen rush and loop through multiple sessions. And the higher in rank you go the more its a crutch that survivors use to go up in ranks

    I can't help but notice there's a weird entitlement that's been created in the community among the Survivors.

    Apparently if I don't play to the standards of the survivors that basically allows them to a Better chance at surviving then I'll be trolled at he end of he session the majority of the time. If i am not far enough away from a survivor by the time someone one gets them down I'll be trolled at the end if the session

    And why is it so ridiculously difficult to rank up as a killer? I play as killer and my roommate plays as survivor. I've been playing the game longer then him and the means in which he ranks up compared to my killer rank is ridiculous and he's not even a gamer.

    Why is the game design and even communal altitudes biased towers killers as opposed to survivors .

    if you think the game balance is biased towards killers, they are nerfing spirit even though she does not need it and this is what DBD used to be

    https://www.youtube.com/watch?v=Q1fkX3H84SE&t=


  • @Sign_Spinner said:

    If devs get rid of god loops then instadowns should be their next target.

    hmm one requires RNG sometimes to get, others are always there and only requires you to RUN IN A CIRCLE and can be used multiple times by multiple people on top of the many 2nd chances the game gives survivors, the other has specific circumstances that the killer needs to do that is counterable and are usually time limited. yeah...…. sounds about right

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/862408#Comment_862408

    It's really not that coordinated as you'd think lol. You're basically saying every swf is rank 1 coordinated group when in reality most aren't this coordinated. None of my friends are when we play and we've all played for hundreds of hours.

    how does the killer know that before going into the game? that is your group of friends what about others? and even if some don't the possibility it easily there, it is not like saying that stuff is hard but the information it gives is valuable. it is not hard to be co-ordinated with SWF comms at all

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/862369#Comment_862369

    quit saying taking away perks is a suitable "fix". It's really not most cases swf isn't too overpowered. Sure you know where people are and the killer. Aside from that you get little to nothing else. Taking away perks is basically saying screw you for playing with friends. The best fix they have talked about is bringing solo as close as balanced to swf as possible and adjusting killers from there.

    https://forum.deadbydaylight.com/en/discussion/106749/peanits-about-the-swf

    Also the rank rework is on their roadmap. It's either after cursed legacy or the chapter after it.

    wrong, you gain so much information from 4 man SWF "im getting the save keep working on gens" "my gen here is x%" "I got DS so unhook me infront of the killer" "hex totem is here" "he is chasing me work on gens" "this pallet is gone so don't loop there" "im working on this gen don't come here" there is SO MUCH information that SWF comms give you it gives the survivors a HEAVY advantage

  • @caz_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/848670#Comment_848670

    you dont get it right? they nerf all the time useful perks thats the point.

    BL was my main perk and just because of the stagger reduction, DH is not working

    Lithe and SB is most of the time useless.

    but yeah.. biased people will not get this.

    i can imagine what would happen if BBQ gets nerfed, everyone would cry and say "devs are survivor sided" blablabla.

    you can counter BBQ, unlike balanced. also BBQ doesn't create heavy imbalance that is infinites on Haddonfield and other places like that just because of the perk. don't compare 2 totally different things. they either change balanced landing to address the infinites it created OR change all the loops/maps that balanced landing broke and never make loops like that again for future map creation. they chose the easier choice

  • BBQ is easily countered by just going into a locker for a few seconds or just going one way during the BBQ aura read then backtrack. BBQ is mainly used for the double BP and helps to give reason to not camp. when you get to green ranks/purple ranks ruin is not that big of a deal to survivors because it is usually found within 30 seconds without small game, you will learn the spawns and where totems can be. its not hard to find on 95% of the maps, (there is even some totem spots that are completely out in the open, everyone knows the one im talking about)

  • @Speshul_Kitten said:

    They’re very underwhelming, both Survivor and Killer, with the Exception of Nemesis, which can possibly make a stealthier build. I’m looking at them from a high rank perspective, and to be honest, they look like they’re better off as offerings than as actual perks. Maybe even ultra rare offerings for killer and survivor.

    the killer perks are god awful to AT BEST NICHE while there is 1 horrible survivor perk and 1 REALLY GOOD SWF perk and 1 overall good perk for the higher ranks, for lower ranks it wont be that good

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/850773#Comment_850773

    Idk man i watched a streamer win 4+ games with Oni and 3k-4k with only 2 gens done each game. he used infectious fright which on Oni is just insta down after insta down. He can also use his power a lot more loosely than billy and still get downs. He can also flick the insta down which makes hitting survivors with his power WAY more easier than billy. Just because he cant use it anytime he wants does not make him worse when its so easy to get it.

    it is the PTB, rank means nothing on there red ranks play with yellow ranks, people want to see the new killer and see what he does rather than do gens and escape. if they wanted to just do gens and escape they would play regular DBD, that way they keep the BP they earn. so him 4king is NOTHING special on the PTB. and those insta downs is time limited, billy can do the EXACT SAME THING but with no time limit on his insta downs. and in early game his power will not be easy to get before gens start popping. in red ranks 1 M1 when you are not a stealth killer can be VERY difficult. and a single M1 will not give you your power. so you got to M1 then farm the survivor you are chasing for your power. lots of time wasted

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/850770#Comment_850770

    Nemesis is awesome on every killer that can use enduring because of the 50 seconds of oblivious, aside from simply having brought back the old Legion. It takes less than 2 m1 hits on survivors to completely farm a charge of Blood Fury, and that is completely ignoring blood dropped on the ground and vaults. The Oni also gets the ability passively, so if you are the biggest potato ever or play against the best loopers DBD has ever seen, you will still get the power a little over 3 minutes later. Now, while it is true that you can't hook while in Blood Fury, what difference does that even make? Run Infectious and snowball, or just wait the remaining time patrolling gens or doing literally anything. Slug, Wait, Idc.

    And also, Dark Devotion with Nemesis is STRONG. You get 30 seconds of no Red Stain, No Borrowed, No TR and survivors lose any way of preparing against you, so I'd say that is a pretty powerful effect for 2 perks (you can still use 2 regression, 2 detection or whatever).

    And finally, the killer the Oni is basically the best killer all around dbd has ever seen. He can detect survivors very easily while still offering regression (good survivors will stop to heal, since they would just keep feeding the killer his power).

    And I forgot to say he can MultiDown

    if you play red ranks you know how much a single M1 is. plus he has no map traversal outside of his power when it is charged. 3 minutes in a game is 3-4 gens done if they are not idiots when it comes to doing them. with nemesis + dark devotion ONLY the obsession is oblivious. they can STILL SEE YOU and THEY emit the terror radius. you still have a red stain to the other 3 survivors. and this no terror radius for YOU is WHILE you are in a chase more than likely. so Barrowed will not be a issue. so for 30 seconds you JUST DONT HAVE A TERROR RADIUS for the other 3 survivors. he can multi down but so can billy, leather face, myers. etc his power DOES HAVE A TIME LIMIT LIKE T3 MYERS. he has the same slug/snowball potential as a billy/myers/leatherface I would rank them with Billy having the best and Oni under him SINCE BILLY DOES NOT HAVE A TIMER FOR HIS 1 SHOT. with myers and leatherface underneath him. any killer can multi down. his detection ONLY WORKS if they are INJURED. and even then you would probably hear them unless they are running iron will so that detection is meaningless outside of iron will users and they have to be hurt. and no he is FAR FAR FAR from the best killer overall in DBD. he is a M1 killer until he hurts a survivor and farms blood. that can TAKE A VERY LONG TIME.

  • @Judgement said:

    I can’t access my computer at the moment to access the PTB, and none of the patch notes or news posts seem to show what the perks are. Can someone show me what all the new perks are, as well as the Oni’s add-ons please?

    @SteelDragon said:

    All this information has come from seeing the new perks and looking at some gameplay of the new killer and since it is the PTB some of this CAN change and there might be SOME things we don't know about the new killers power till more testing is done

    New Killer Perks

    (the perks might not be word for word but I will be saying what they do, no weird misunderstanding due to BHVR's weird descriptions)

    Blood Echo- When hooking a survivor ALL OTHER INJURED survivors are affected by the hemorrhage effect until healed and exhausted for 45 seconds

    Zanshin tactics - Pallet and vault locations are highlighted for you within 24 meters of you, when you hurt a survivor this becomes disabled for 30 seconds. basically killers version of windows of opportunity

    Nemesis - If a survivor BLINDS OR STUNS YOU (locker AND pallet stuns count, nothing about decisive is said in the perk description) that survivor becomes the new obsession and is oblivious for 60 seconds and their aura is revealed to you for 4 seconds.

    New Survivor Perks

    Any Means Necessary- when standing at a DROPPED pallet, channel for 3 seconds to pick it back up and reset it, 120 second cooldown per pickup. when you start channeling the killer DOES get a notification from what I have seen in gameplay

    Lucky Break- When you are injured, for 180 seconds you leave no blood. can only be activated 1 time during the trail and it activates when you first get hit.

    Breakout - When you are within 6 meters of a CARRIED survivor, you gain a 7% haste effect AND the survivor being carried has a increase wiggle bar speed of 20%.

    New Killer Power

    He has to collect Blood that is left behind by injured survivors (or any survivor that is bleeding) to charge up his power. he can see the blood through wall (not sure the range) so his power has baseline aura reading/detection.

    When he hits a survivor he gets a LARGE chunk of his blood meter filled up

    His 2 special abilities are ONLY AVAILABLE WHEN BLOOD RAGE METER IS FILLED UP (the reason why you are collecting blood and stuff) his Blood rage IS TEMPORARY, think T3 Michael myers time probably

    Demon Dash - Discount hillbilly chainsaw, think of it where if billy had to get gas before he can use his ability. This version is a little slower than hillbilly during the running part. the charge up and recovery after ending are a little faster. you will 1 hit down survivors with this. you don't stun when you run into objects but turning is still slow.

    Demon Strike - Increased range lunge in the direction you are facing after charging up a M1 attack while in Blood Rage for a 1 hit down. im not sure HOW much increased range, im thinking maybe demogorgans lunge range but It 1 hit downs

    EDIT: When you pick up a DOWNED survivor while your blood frenzy is active you LOSE about half of the power gauge and IMMEDIATLY exit your power, what is left over after that chunk is lost you will keep as progress towards powering up your next blood frenzy, think of Judith tombstone myers like with how after you mori you immediately tier out of T3

    My thoughts: SWF just got MASSIVELY BUFFED with the breakout perk. so that will be fun. Any Means necessary is also a big SWF buff to basically recycle pallets. so if you are a killer who will not break the pallet to go for a hit instead is going to get punished more than likely. and lucky break is just bad except against this killer probably. breakout is gonna make body blocking SO much more common and annoying now. since you will swing to get a hit you know you would of gotten but because of the 7% haste you will miss, all the while the person wiggling will wiggle 20% faster

    The killers perks are garbage, utterly useless. the person who becomes your obsession you will leave alone more than likely because MOST obsession perks are about leaving the obsession alone and ignoring them. and the ones that do require you to hook/hit them are not that good. WHY give windows of opportunity to the killer? THIS MAKES NO SENSE AT ALL. IT IS NOT USEFUL IN ANYWAY. this might get the award for MOST USELESS KILLER PERK EVER. Blood echo is bad to. since it doesn't do anything against healthy survivors. just get heals after you have been hit if you lost the killer and you will be fine.

    The new killers power is horrible. you are a M1 killer until you have your blood rage charged and when you DO use it survivors can just play safe, sort of like going against a myers, except you don't need to hide to not give him stalk you just have to loop him and not get hit. at least if the myers was not getting hits he could still get stalk for his T3. he will be strong WHILE in blood rage, due to a discount billy chainsaw ability and 1 hit downs with his Strike attack. ALSO when he is using M2 to absorb fallen blood, he moves SLOWER. so if you are in a chase constantly collecting blood. you are making yourself slower. This killer will be similar to Michael myers in my opinion. that with his fully powered up state he will have MASSIVE snowball potential but other than that. he will be QUITE weak and bad

    in my post I have all the new perks and the oni ability. only thing is I didn't do addons

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/850695#Comment_850695

    Dude being able to down multiple survivors with one attack, and have a better charge/dash than billy, and have an extended lunge that insta downs imo makes him better than billy. Hell it only takes 2 hits on a healthy survivor to get the power and finding blood piles that easily gets him to at least a 3rd of his power are in fact easy to find. he even breaks pallets faster than billy i dont understand how he can be worse when its just so much easier to snowball with him.

    billy moves faster, he doesn't need to farm survivors for his power to be used. and the extended lunge is basically still billy. don't forget when he picks up a downed survivor he instantly loses his power and needs to re-farm. he has no mobility OUTSIDE of when he is in his power and when he is doing the dash he is slower than a billy using his chainsaw

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/850679#Comment_850679

    Nemesis is a pretty powerful perk, and The Killer is very good. Also, it is quite dumb to call him a Billy that needs gas. It is more like a billy that doesn't bump into anything, can instadown survivors with m1, can track survivors really easily because he has Bloodhound by default and can insta break pallets. All of those traits combined sure seem like a C tier pal

    you forget that form is TEMPORARY, you lose it when you pick up a downed survivor. you then need to farm for it from INJURED survivors and hitting survivors AS A M1 KILLER and you have NO mobility until you have that form yes. C tier and Nemesis is only useful for perks that INVOLVE HOOKING your obsession or hitting him. or with PWYF losing chase with him. which those perks only do is

    increase exit game open time

    reduce terror radius WHILE in chase

    there is rancor but to get that effect you got to let the power gates get powered up

    no nemesis is horrible unless you pair it with PWYF then it becomes a DECENT perk

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/850695#Comment_850695

    He’s mostly billy but has built in tracking and his power is easier to use when it’s active from what I saw. He’s either billy tier or better upon first impressions.

    tracking ONLY if they are injured, which unless they have iron will you will hear them anyway and he is not at billy tier, much lower. BILLY does NOT need to farm survivors to use his chainsaw unlike oni

  • @Pokerface303 said:

    This isn't a post about if I think The Oni should or shouldn't get nerfed, but IF he dose end up getting nerfed please don't nerf the flick and dash movement. It's been a while since we have gotten a killer this much fun and almost all of that is because of the flick and strafing you are able to do in the dash. If your going to nerf something maybe make coming out of dash longer or increase the charge up time of his demon strike. Whatever you do bhvr just don't take away the flick. Again.

    he wont be nerfed, in his current state he is a MUCH weaker billy, think of if billy had to get gas for his chainsaw from the survivors. that is the oni in a nutshell. C tier at best

  • @MightyDwight said:

    Or...Or..hear me out...

    Just assume Leatherface is nearby and don't blindly run in for a save? I mean..just use your eyes and brain and think ahead. Free food = trap.

    Or yell for nerfs/deletes. That works too..

    "yell for nerfs/deletes. that works to...." yep just look at spirit

  • @DepressedClownMain said:

    Awesome PTB, I have great expectations in this next chapter. Thanks for the effort

    killer perks are pretty trash tier - niche tier (I mean windows of opportunity for the killer as a perk....) and a killer that is basically Billy if he had to get gas for his chainsaw from the survivors like killer. until he injured a survivor and farms blood he is a M1 killer with no mobility. so he will be around C tier, no higher more than likely. and survivors get 1 amazing SWF perk, a Good perk in general to recycle pallets in a way and 1 bad perk that is garbage

  • @OMagic_ManO said:

    Breakout will not even be as bad as you think it is, it's overrated rn, Killer's perks are good but could have a little more, Nemesis and Blood Echo are good.

    it will be a great SWF perk, the killers perks are garbage for the most part, it is windows of Opp for killer (most useless perk ever now for killers) nemesis will be HORRIBLE for most obsession perks other than PWYF and Remember me, other than that useless. and Blood Echo will be NICHE at BEST but overall not very useful or good. think current surge

  • @Quol said:

    The killer is pretty cool but im not excited for any of the perks. Most interesting one is Blood Echo, i would assume its a good way to counter exhaustion perks. Any Means Necessary would be a cool perk if the cooldown was 60 sec not 120.

    the killer will be weak though for sure, he has no power till you charge it up after injuring a survivor AT THE MINIMUM, (no other way for survivors to start dropping blood to collect) at least with Michael you can stalk them without needing to hit them for your T3

  • @thesuicidefox said:

    I think using these together would be counter productive. If you have DL you DO NOT want to chase the obsession. You anyone but the obsession.

    However, I see Nemesis working well with Remember Me, Furtive Chase, PWYF, and Rancor. First 3 are all easy stacks. Rancor would be really evil because you could in theory mori all 4 super easy.

    only mori them when the exit gates are powered tho…..

  • you get tokens from dying light by hooking NON OBSESSION SURVIVORS. the obsession gets bonus to healing and unhooking speed and is NOT effected by the slowdown of dying light. THE MOST STACKS YOU CAN GET without killing survivors is 6 stacks. after that any more stacks also results in a dead survivor. Nemesis is VERY bad perk to run with dying light, because if you are chasing a non-obsession and they pallet stun you. they are now the obsession, so if you down them you wont get any stacks from hooking them. it is a VERY BAD perk combo

  • @Marcus said:

    Bloody Echo might be interesting on Plague. And because survivors usually don't cleanse, they are usually broken and if they try to body block you when they are broken, then they are going to get rekt. So Plague soft counter Breakout LOL.

    bloody echo will only be useful on the plague for the 45 second exhaustion, since the extra bleeding doesn't matter except for Oni or spirit using the addon where she can see blood

  • @MonsterInMyMind said:

    Blood echo+Thana new anti heal meta bois.

    it will just make the survivors want to heal more.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/850216#Comment_850216

    Not every survivor you chase will stun you - unless you utterly suck ass as a killer.

    I see this actually working well with stealth killers who are good at getting the first hit in and are able to juggle. They'll be free to kill or switch their obsession as needed.

    And thinking about it, Blood Echo has some potential on Legion or Plague as those killer's typically have multiple survivors wounded most of the game.

    no, because if you don't respect pallet (which you shouldn't) you will get stunned often

  • @FrenziedRoach said:

    If Breakout becomes meta, we have ways of dealing with this.

    • Iron Grip
    • Agitation
    • Mad Grit

    So pick your poison

    Actually, Nemesis can put a canceled obsession perk back into play if that's your thing (kinda like how DS will do that already). I can see it seeing some use along side something like Dying Light to keep the slowdown in play as long as possible.

    But hey, if you like slugging and are into Meme builds - Nemesis, Knock Out, Dark Devotion.

    picking nemesis into dying light is horrible, remember if they even PALLET STUN YOU the person you chase becomes your obsession

  • @ChezAndQuakers said:

    Is he Spirit’s dad? Is it just a random guy? What does he do? I just got out of school and have only seen trailers and would want to know if he’s good or not. Also what are the perks for the survivor and killer?

    I made a post of all the new stuff, new survivor perks, killer perks and what the new killers power is and what it does

    https://forum.deadbydaylight.com/en/discussion/105601/onis-abilities-and-new-perks-survivors-to-w-thoughts-on-them/p1?new=1

  • dont give them a reason to camp a hook, if they know survivors are near for a quick unhook/ is chasing a survior near the hook THEY WILL STAY NEAR THE HOOK. do gens to pull him away from the hook


    most of my games where there is a "camper" it is mainly because my idiotic teammates WONT LEAVE THE HOOK AREA. giving him VERY good reason to camp the hook

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/842223#Comment_842223

    Theres multiple factors that play into that, for example if all 3 people dc. Hatch spawns in front of the killer, and you shouldn't have to rely on keys to escape and the doors spawned next to each other

    out of my ENTIRE DBD life, I have NEVER seen that happen, that is a scenario that is like capturing lightning in a bottle and the EGC SHOULD NOT be designed around that scenario. using that scenario is very STUPID

  • @Mikey4Hire said:

    When the hatch gets closed for the last survivor and the doors are close to each other, the survivor legit has no chance of escaping without a key. They need to let the survivor actually have a chance of escaping instead of giving the killer a free kill every hatch closing because the doors spawned right next to each other.

    yeah you still havea chance, did you know there is a secret way to get the door open faster? just open it till the first e in escape, that is before the 1st light is on, then you wait till the killer checks that door then goes to the other one and you now can open that door quicker. survivors already have way to many second chances, they don't need another you already had the chance to find the hatch and failed that, you had the chance to do gens and escape that way, failed it. making the doors open easier when you are the last one alive IS NOT NEEDED

  • and scott will still deny the many strategies there are for outplaying spirit, smh

  • @Nobsyde said:

    Finally someone takes the time to actually prove (or better, debunk ;)?) those alleged telltale of Spirit phasing.

    It was so annoying to read those comments "I just look at her hair lol!!" - and me not noticing anything in game.

    EDIT: @ScottJund, can you show us a clip of basic skin Spirit phasing at normal distance? Are her shards obvious in that case?

    if they were obvious that would defeat the entire purpose of her power

  • people don't like using their brain against a killer, that is why the 2 killers you need to use your brain against them, nurse and spirit, are getting/have been nerfed. they would rather have brainless games of running in circles then throwing a pallet, run to next pallet, rinse and repeat with all M1 killers

  • @Groxiverde said:

    Some ragequitter survivors told me: "Enjoy playing spirit while you can, I can't wait for the nerf". And I laughed SO HARD I mean in those games I didn't vaulted a single window and I didn't used the bodyblock mechanic to know where the survivors were... With the nerf I would've done literally the same in those 3 games!

    When the nerf drops, survivors will continue complaining about spirit until the devs nerf her once again, I have no doubts about it.

    EDIT: I played 1 more game and 2 survivors DCed and the other 2 committed suicide on first hook.

    survivors will cry about wraith. survivors cry about ANYTHING that kills them, to them the killer is

    A. supposed to be the bully victim you throw pallets on their head, blind them, point at them, etc

    B. supposed to escort you out the exit gates and give you a nice pet on the head

    People would rather Cry and DC rather than learn the counterplay to spirit and PLAY THE GAME WITH A BRAIN OTHER THAN LOOPING IN CIRCLES to counter most of the roster of killers

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/840373#Comment_840373

    Let's completely take emblems out of this, since as you've mentioned, it varies from killer to killer.

    I would hesitate to say that killers should only be balanced around four really good survivors, though. Unless you're comparing average to average, it's a little unfair to expect an average side (whichever that happens to be) to still win against a person/people who are really good. That, to me, would say that there's a huge balance problem if someone who's okay at the game can beat someone who's great at it. It would be like giving me a fair shot at beating someone who's top 500 in Overwatch- I shouldn't, I'm nowhere near as good as them. They should be compared to other top 500 people.

    since you chose overwatch as an example, I have seen videos where a single top 500 is vs a full 6 man but the solo top500 is buffed but vs say, 6 silvers or 6 golds. if it was 1 buffed up top 500 vs a full top 500 team, the full top 500 team should win as long as the 1 top 500 isn't just one shotting ofc. im only using Overwatch as an example since you used it. the game should be balanced to where even if it is a 4man SWF on comms squad, the killer should have better than a sliver of a chance to win other than using a mori and just 1 hook then kill, and end up not pipping because of it, or try to play with hooking and killing, but gens go to fast and all escape and you still de pip

    it's a lose-lose situation

  • @Peanits said:

    I know this isn't a very serious thread, but let's try to turn this into something constructive. How many average kills do you think something should get per match before you consider it to be overperforming? We can talk specifically about red ranks if you prefer.

    hard to tell due to how the medal system works with different killers, like for plague, you get crap chaser since no one cleanses, so you need a 4k to pip with her nearly every game. first I would re-design the killer rank up system before anymore talk of "overperforming killers" plus killers balance should be measured up to 4 man STRONG red rank survivors. just shy of 4 man red rank SWF. that way SWF is still a challenge but it is not a mountain climbing like challenge that is near impossible for most killers.

  • yep I touched red ranks 1 time


    now when I get to rank 5 I derank down to rank 12, I put up a good utube series on with DBD in the background and chain leaves

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/837627#Comment_837627

    That I can wholeheartedly agree. They made some odd choices that, I dont think will affect her too much, but at least she will still work how she does now just in a more balanced way

    I think she is balanced as is tbh, but if they are having to nerf her then at least it is only this

  • at least they didn't do her like they did legion, they could of done MUCH WORSE. if spirit does need to get nerfed (which I don't think she does) then at least it is only this

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/837277#Comment_837277

    Yes, but gen times are balanced around having a team of 4 survivors, not 1. Have you ever tried doing 3 gens when your team is down to two survivors? It usually doesn't end well. There's a reason the hatch exists when there's only one survivor left. The faster you can end chases, the more hooks you can get. And the more hooks you get, the easier it becomes to get more hooks and kill the survivors.

    And again, the only thing we're measuring here is chase times. Everything else is irrelevant.

    yes balanced around 4 people doing gens and 1 killer applying pressure, not 3 people on gens and a killer being pre-occupied with the 4th to not apply gen pressure

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/837277#Comment_837277

    What is everyone kobe'ing off their own hook? How is getting someone off a hook only affecting one person at a time?

    my examples are of 1 person being chased 3 people doing a gen, if 1 person is hooked that is still 3 people doing stuff, then -1 for the person doing the unhooking. the time to unhook a survivor and heal them is next to nothing compared to the time it takes for a killer to find a new survivor and down them UNLESS that survivor does some MAJOR mistakes

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/836874#Comment_836874

    Bear in mind that there are plenty of variables that work against the survivors, too. Like the snowball effect: The more hooks and kills you get, the easier it becomes to kill the remaining survivors. Every time you hook a survivor, that survivor is out of commission and can't work on gens until another survivor stops working on gens to go and unhook them. Then both survivors have to waste time healing before they can get back to work, buying a huge amount of time for the killer to search for and chase survivors. And if you successfully sacrifice a survivor, that's one less survivor to work on gens, heal other survivors, or go for unhooks.

    In addition, since the killer receives a noise notification when a survivor is unhooked, the killer knows exactly where to look for survivors after a survivor is unhooked.

    Another key variable is mobility: The more mobile a killer is, the faster they can patrol gens, find survivors and start chases. And the Spirit is one of the most mobile killers in the game.

    So, for the sake of simplicity, he cut out all of the normal variables that affect killers and survivors throughout a normal game, and just focused on chase times, because chase times are one of the most important factors for a killer's viability at high ranks. If the only purpose of his experiment was to find the average chase time for Spirit, then his data isn't invalid if both players were trying their hardest in the test.

    cutting them out makes no sense since things like people unhooking and getting to other gens only effects 1 survivor at a time, where the pickup process and hooking process allows more time for 3 other people to do gens

  • rank 12 atm and I have been escaping most games with anywhere from just me to up to 4 people escaping, sounds like a YOU problem

  • @Speshul_Kitten said:

    Spirit is like all there is at red ranks, besides that sometimes it’s Ghostface. Even Billy is rare.

    I feel bad for console survivors who are gonna have a fun time waiting an hour to play a 10 minute game. As if the queue’s aren’t bad enough already.

    10minutes? that is being generous, with how quick gens can go I would say more likely a 5 min game

  • in your video critiquing Tru3's examples of how to counter spirit, at the end you did a KYF with a friend of yours multiple times, and you said his average chase was 30 seconds. a scenario that will never happen of a 1v1 and dis-regarding the part of FINDING the survivor to. then adding the time to pick up and take them to a hook. all this is important time for the killer that you never included in your "data"

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/836751#Comment_836751

    You're right, someone might have Unbreakable. You're just showing my point that you can't boil the game down to 80 seconds a gen x < 12 hook time, etc. There are too many variables. Also when you slug you are trading hook progress for slower generator progress. Its not a loss of time.

    it easily can be a loss of time, for you. if you don't find a new person to slug/down quickly and actually down them.

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