Steve0333
Steve0333
About
- Username
- Steve0333
- Joined
- Visits
- 965
- Last Active
Comments
-
The logic on the ruin changes doesn't make sense. Ruin was "weak" because it was a hex totem. All hex totems share the same weakness (they can be gone within a minute) so by keeping it a hex they kept its inherent weakness while also making its benefit weaker. They nerfed ruin. They should just admit it instead of acting like the change was to balance it for both sides (which it obviously wasn't otherwise they would have not kept it as a hex.)
-
Imagine having the resident evil mansion as a map or even the police station from resident evil 2.
-
All I know is if I was in charge of a video game and for some wierd reason I wanted to piss off my player base, the thing I would do is look at what the most popular thing on the game is and nerf it. And that's exactly what the devs did. Lol.
Instead of nerfing the things that are popular, they should buff the things that aren't. There was nothing OP about ruin, it was just a good perk in a sea full of trashy perks. Sorry if I run Ruin and not Monsterous Shrine.
-
A lot killers have started to bring ebony moris and survivors are still finishing gens. Played two today. They were camping, tunneling, and playing really dirty probably because they are pissed about the ruin nerf. And they still lose! it just got a lot harder to get 4k against optimal survivors due to the lack of gen pressure at the beginning of games.
-
It greatly favors killers. The main survivor advantage is being able to see the killer at all times with the 3rd person perspective. Interior maps greatly hinder this advantage as survivors cannot see through walls. There is a reason why interior maps have the highest kill rate. They are much more restrictive which disadvantages the survivor much more than it does the killer.
-
Some people main the premium characters. I wish they had more kate stuff. She is pretty much the only survivor I use. Only time I use another survivor is for rift challenges or daily rituals.
-
Its trash. Only slightly better than huntress's lullaby which is a completely worthless hex perk. if survivors don't feel the need to search for a hex totem then it shouldn't be a hex.
-
Hex perks are suppose to be uber strong since they can be gone within seconds. There was no reason to nerf ruin. If anything they needed to buff some of the other hex perks like huntress's lullaby. Like who uses that? It's so worthless. I can see I dont need a sound warning to hit my skill checks. I dont even bother to cleanse that hex. Strong hexes like ruin, devour hope, and noed are good because they give the survivor a second objective. If they nerf all the strong hexes (and there's not that many of then) then they might as well just take totems out of the game. I was hoping the developers would expand on hexes and create even better ones but now it looks like they are just going to nerf them out of the game. Shame.
-
I use add ons with ghostface but then end up not even needing them. I always use the add ons to mark survivors faster without cover but then never mark any. And ghostface's red addons are pretty trash so I never use those. But ghostface is a pretty solid killer without addons. I usually do pretty well with him. I would say majority of addons on killers give only a slight advantage with the exception of a few.
-
If you get to the end game and still have multiple survivors left and the survivor you hang is still not on death hook, then you did poorly and probably deserve to lose. It is suppose to be hard at that point.
-
Spirit is probably the least creepy killer in terms of her voice and looks but in terms of her play she is the most deadliest.
If I had to choose which killer to sleep with, it definitely be spirit. Just saying if I had to choose. She is kinda cute.
-
I love playing solo survivor and someone brings a key. With 1 gen left and three of us alive, the survivor uses the key and two of them escape leaving me alone to die. Fun times.
-
Try tunneling in red ranks. By the time you kill that one survivor you've been chasing all game while ignoring everyone else, all the gens will be done. This is why the higher rank you go, the less tunneling and camping you see. Really good killers don't do it. tunneling is a mark of a bad killer that struggles to get out of green ranks.
-
Plague is mid-tier. I wouldn't even rank her above ghostface.
-
Spirit is the best killer on console. Period. Freddy would rank somewhere around Hag. ( below billy)
Literally everything Freddy can do Spirt can do better. Teleport to gens? Yeah, thanks for huge blood- spurting warning. Doesn't even compare to Spirits ability to gen grab you with prayer beads. And who needs easily avoidable slow downs when you can be Spirit and phase walk right to a survivor without them seeing you?
Spirit is the best. Billy second. Hag and Freddy distant third.
-
That or they think he's an easy potato that they can get out of the game fast. Generally not a smart idea to tunnel a really good survivor because the time it will take to down him 3 times is usually enough for the other survivors to finish all the gens. If you're only putting pressure on one survivor you're not only to get a 4k unless the other survivors are doing nothing the entire time.
-
I don't understand why killers run these end game perks. Rancor especially. I mean you're really about to play a game expecting the obession to survive until the last gen is done just so you can kill him? I for one play to win. I don't want anyone making it to the end game.
-
Rope - ultra rare item
After stunning the killer survivors can use the rope to tie the killer up and he'll stay bound for tens seconds. Survivors can use that time to escape, finish gens or engage in some wholesome non-toxic tea bagging.
-
@Kaiju said:
Is Ruin even necessary anyway? I stop using it like a year ago PGTW is way better
Dying light, thanopobia, PGTW and Ruin. Ultimate gen slow down build. And if you want to get even crazier play as freddy and use his swing chain add on.
-
@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/749194#Comment_749194
Spine chill is a really helpful perk no matter who you face. Same with IW.
All perks can be helpful, the question is to what degree. Some survivors don't need spine chill and would prefer to use a perk that helps them more. I mean this is like saying calm spirit is useful against any killer you face. While true, it's not THAT helpful against any killer but doctor. But at least doctor isn't OP if you're not running calm spirit. Whereas if you're not running spine chill against prayer spirit you're screwed.
-
It's hilarous when spirit mains who never play survivor come on these threads to offer "counters" that don't even work. " just watch the grass bro!" Yeah the grass doesn't move and if you ever played survivor you would know that!
-
Prayer beads needs some kind of negative to go with it. All strong addons do... well all except for prayer beads. The fact that the devs have prayer beads as a purple add on instead of a red add on just goes to show they are a little out of touch with the player base. Spirit even without any add ons is too strong of a killer. But with prayer beads it's what she normally is times two. People don't want to run a perk every game just for that one killer and her op add on. So telling survivors to " just run spine chill bro" is not a solution to the problem.
-
Personally I do a lot better with ghostface than I do with plague. Ghostface for me is a stronger killer. His night shroud is really good for sneaking up on unsuspecting survivors as long as they aren't running spine chill or object of obession and you can insta down them.
Problem I have with plague is her power isn't as convientent since if you want corrupt purge you'll often have to go out of your way to get it. Also she has no stealth. Survivors will know she is coming from a mile away so it's very difficult I find to catch survivors off guard and they'll be off to their favorite loops before you know it.
Some people do really well with plague so it's all a matter of how you play. Personally I like ghostface a lot better.
-
I would rank Freddy as bottom of the top 5 below Spirit, Nurse, Billy and Hag. Tier wise I'd say Spirit and Nurse are SS, billy is S and Hag and Freddy are A. Although I would say Hag is slightly better. Despite the fact that she can be countered by sneaking and flashlights, her teleportation in my opinion works better in chases than Freddy's snares and ends loops much quicker. And if survivors don't tread carefully she will destroy them easily.
-
@n2njauwu said:
https://forum.deadbydaylight.com/en/discussion/comment/720159#Comment_720159
he meants that obssession doesnt care about dying light because they just need to gen speed themselves and they can feel pretty safe because in early killer dont rly wanna target them cuz he wants gain stacks but in late game if he stack enough there is atleast like 1 person dead if it has lot of stacks and if he chase 2nd person dying light has no use since only obssesion work on gen , this perks is higly overrated only because dying light + thano combo
If the killer is avoiding the obession because they are running dying light then they are only hindering themselves. There is no need to avoid the obsession. You don't lose stacks by hanging the obsession unless they die. If you are running dying light it is best to forget you are even running it and just play normally. Most likely you'll get stacks without even trying. It's unlikely that the only survivor you'll find is the obsession.
Dying light is much better now then it was before because before you had to target the obsession and tunnel them until they died. That was actually much more hindering and it encouraged the killer to play toxic.
-
Dying light is a strong perk but you shouldn't avoid going after the obsession. You still want to put pressure on them. If you find them, down them and put them on the hook. If the obsession commits suicide on first hook or dc's then you just slowed the game down a lot by getting rid of one survivor quickly. It's a win/win either way. You just don't want to camp and tunnel the obsession or keep going after them. Dying light isn't a perk for killers that like to tunnel. Just play normally.
The game becomes very easy to manage for the killer once you get down to only two survivors. So as long as you kill one other survivor before the obsession you'll be good. You don't have to kill the obsession last. You probably won't need dying light the whole game. You just need it until the game becomes easy to manage.
-
@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/720125#Comment_720125
Or, just throwing this out there, you run end game perks cause you expect gens to fly by at mach 3. NOED is a very bad perk to run as a noob, because you learn wrong.
Noobs run NOED to not be completely embarrassed and hope to at least get 1 kill. A more experiened player would use a much better perk like dying light or pop goes the weasel knowing they can probably get multiple hooks fairly quickly and slow the game down.
Once you get to playing a lot of red rank killers NOED pretty much becomes a non factor. Most red rank killers don't run it. Very rare.
-
NOED isn't overpowered imo. Mainly noob killers use it. When you play killers in red ranks you don't see NOED that often. You see it a lot in green ranks and some in purple but not so much in red. The two perks the killer almost always has is ruin (pretty much universal regardless of rank) and B&C (It's a strong perk plus you get all those sweet bloodpoints.) The other two perks vary depending mostly on the killer they are playing.
The two type of strongest perks are ones that slow down gen speed (Ruin, Thano, dying light, pop goes the weasel) and perks that help the killer end chases faster if you're not playing Spirit or Nurse (Spirit fury, enduring, brutal strength.)
Perks that help with aura reading and tracking survivors are generally pretty weak since you can find survivors pretty easy just by patrolling gens. They are good for newer players but not so much for experienced ones. Whispers, B&C and nurses calling would be the strongest of these.
End game perks are the ultimate noob perks (NOED, blood warden, remember me). If you run one of these you're essentially admitting that you're not very good and that you're probably going to need help at the end when all the survivors finish the gens and head for the exit gates.
-
the way the pip system is it requires survivors to farm against bad killers. If the killer hasn't downed anyone after three gens you can either finish the rest of the gens and get out quickly but depip, or go play with the killer.
Sometimes people want to try different killers and if it's not a killer they are use to or one that they are trying for the first time they are probably going to do badly. Usually it's pretty obvious when somebody is playing with a killer they aren't use to playing with and in this case maybe you should hold off on the gen rushing just a little bit. Most survivors play super sweaty and competitive even when it becomes obvious that the person playing killer is a noob. Maybe they've gotten use to playing red rank spirits all the time that they can't help it.
But I don't think you should depip. I think an escape should equal at least a black pip. Same with getting a 4k.
-
It my opinion Survivors should only do it when they have bond. It's easy to see if an injured survivor is trying to make it to the exit gate and have it opened in time.
Also if it's just you and one other person leave the moment you get a chance. I've seen games where a survivor could have escaped through the hatch but since the other survivor decided to wait by the gate instead of leaving, the hatch wasn't opened. The chances of you being able to rescue the other survivor even if he were to get caught are slim to none anyway and very risky. Most survivors won't even try it so I don't know why they wait there unless it's to teabag.
-
@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/715710#Comment_715710
I would rather take toxic killers than farmers because then I would have actual chases which is the only real fun for me as survivor.
Not for long. Do you know what a toxic killer is? You get hooked, face camped, tunneled and then mori'd.
-
@[Deleted User] said:
I mean like when i’m killer, if I run BBQ, Distressing, Beast of Prey, maybe ToTH too and play normally, I still score BIG. Farming is completely unnecessary.
It's easy for killers to get BP, much harder for survivors. Killers who let survivors escape during this event are doing it to share the pool of blood points. Even if I don't sacrifice any survivors I can usually earn more points than all of them.
The way I do it is I play normally but I just don't hang a survivor the third time. I just leave them on the ground. I only do this if survivors bring something to the table. If we got 3 or 4 BPS in the pot I'm going to make sure everyone gets a good share of that.
If you want try hard killers my suggestion would be to not bring anything. If you don't bring any BPS the killer is less likely to feel inclined to share.
-
pretty good as killer. I'm bringing BPS to every match. If another survivor brings one, I'll play nice. Although I did get one group of survivors who brought a bunch of cakes and BPS only to play super sweaty. In the end no one barely got anything.
As survivor I haven't got many farmers. Mostly just killers playing normal. Not a lot of camping or tunneling. No one has brought a mori yet thank god.
-
If a survivor brings a map I won't use it since map = ruin gone in 5 seconds. Basically I don't use any hex perks if a survivor has map since there is no point. If two or more survivors bring flashlights I'll use light born. If a survivor brings a key I use franklins.
-
If you have thana and the survivors aren't healing then they are stupid. The common "wisdom" that you shouldn't heal against plague is wrong. Especially if she's using perks like thanaphobia. Not to mention she has an add on that allows her to see the auras of all sick survivors when they vomit. Yeah try winning against that when you don't heal, especially on a map like lerys.
Winning against plague requires patience and common sense. When you heal always go to the fountain that is furthest from any gens. Make her go out of her way if she wants corrupt. When you hear the "dong" lay low for about 60 seconds. That is how you beat plague.
When I play as her, the survivors who don't heal are always the easiest to win against.
-
Escape through a hatch with blank. Killing a survivor with your own hand is really easy. You just need an ivory or ebony. So it doesn't have to be super challenging.
And moris are a dime a dozen. I have so many moris now because the only time I use them is for the daily.
-
Freddy's snares aren't unlimited. Secondly it only works if you are asleep and try the same loop twice. Some survivors want to do the same broken loop over and over again and now you want to whine because a killer has a way to counter it? Give me a break.
-
@HP150 said:
https://forum.deadbydaylight.com/en/discussion/comment/705539#Comment_705539
How is there "no issue here"? I think it's widely agreed among top players that Myer's addons are among the most balanced of the killers, Ultra Rare Addons included. The amount of effort required to even proc the tombstone is "Tremendous" (the game's wording, not mine).
Yes, he doesn't chase people around as long, or hit people as many times, or hook them as many times as you would without the addon. That's the point. It changes the dynamic of the game. The time you would spend chasing and hanging people is spent in other places. The actual chases aren't supposed to feel super interactive for the Survivor; their ability to stealth and break line of sight is.
This is a prime example of how I feel Ultra Rare addons for killers should work; changing how the killer plays (in a favorable way but with downsides) and also the way the survivor plays to a lesser degree. And they should still both be rewarded as such. That's the issue, I've had plenty of games against Tombstone Myers where I've felt rewarded for delaying or outright preventing T3 the entire game, but the same can't be said about the post-game results screen for a "succesful" Tombstone Myers game.
I'm not saying that there is an easy solution but there most definitely is an issue.
A lot of survivors like to teabag at pallets but you really can't do that against myers or if you do you are going to pay especially if he has tombstone or unlimited. That's why I like using tombstone myers sometimes because it really punishes the teabaggers. I use spirit fury and enduring with it. I let them throw a couple pallets down, teabag me a few times, get my power up to where I just need an inch more. Once they get to the third pallet I bring it. Very enjoyable. At least for the killer. Even though I depip and don't get much bloodpoints. Sometimes you just had enough of survivors and need to bring something to relieve the stress of a normal match.
-
People who don't want to make Spirit fair are people who can't get wins with any other killer and are scared of losing the only killer they can rank up with.
The lack of feedback players get from Spirit make her broken. All you have to do to make Spirit fair is have her leave scratch marks. That's it. If she can see player scratch marks while she's in her phase, then survivors should be able to see scratch marks from her. Equal feedback. Balance.
-
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/705547#Comment_705547
Or you could just play slugger Nurse.
Possibly. But you might still black pip in that situation.
The conditions that go with tombstone myers are so strongly at odds with the ranking system that it's hard to recreate with any other killer. You can't just straight up kill the survivors and not injure anyone with any killer but myers. And the power takes so long to get that all gens were done by the time I got the last survivor. So I basically got nothing in any of the categories but the devout. I mean I didn't just depip, I was a couple bars away from even safety pipping despite all four survivors being dead and no one dc'ing.
-
@anarchy753 said:
Tombstone is basically designed to depip you.
It isn't fun or engaging to be killed on the first hit of the game, nor to have the whole team killed in 4 hits which is why it isn't intended to be a highly rewarding playstyle.
Hits, successful chases, hooks and hook stages are all highly valued in the emblem system, and if you play committed to the tombstone, you barely do any of that, and you probably end up with bronze gatekeeper, gold devout, and nothing else.
There is no issue here.
I know that. I mentioned this because some people weren't sure if it was possible.
Perhaps it will help if I link to the post I am mentioning: https://forum.deadbydaylight.com/en/discussion/87113/surviving-and-4ks-should-at-least-give-black-pips
-
The only difference with keys and moris is that the killer can see before the match if someone is bringing a key and he can choose to dodge playing that game (although there is still a small chance a survivor will find a key in a chest.)
I think it would be good if they could somehow implement an option system to where survivors can avoid playing in games where a killer brings an ebony mori. I don't think survivors should be forced to play in a game that unbalanced unless they want to. Some survivors might like the extra challenge but I imagine most just find it annoying and tiresome. Sorta like how I feel when I play Spirit for the fifth time in a row.
-
You can pip as killer if you only kill one survivor, but you pretty much have to hook every other survivor twice. Just saying you don't have to play perfectly as killer to pip. And it's pretty easy to safety pip as killer. At least when I play Freddy I almost always at least safety pip. If you are camping or using moris or instadowns it's going to be a lot harder. If you play them straight it's usually not that hard unless everyone on the team is pretty optimal and you struggle to down anyone.
-
@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/703666#Comment_703666
While I agree, my survivors have...generally not been the best at popping gens alone, especially with both Ruin and Pop on every killer we face, and I generally am the first one found. Thus Prove Thyself with a toolbox, and BNP if I have one. If I get lucky, killer chases someone else and I find someone on a nearby gen and we pop it pretty quickly. If not, well, at least we got more gens done than if I had not run that build.
That might work against lower ranked killers but if the killer is any good that's a terrible strategy. If he finds you together he'll just slug you all right there and then and the match will be over quickly.
-
I stopped running prove thyself because it encourages you to work on the same gen as someone else. You really don't want to do that especially not at the beginning of a match. It's much harder for the killer if all survivors are working on separate gens. While it makes the gen go faster, if the killer comes across you while you're working on it he's now found multiple survivors instead of just one AND he's just stopped both of you from working on a gen. If you got four survivors all working on seperate gens, at least two if not three of those are going to pop if the first person he finds is any good at looping. And of course the scenario you just mentioned will not happen if you're all working separately.
This is why the offering for the killer to have all the survivors start the match separated is the dumbest offering in the game and why nobody ever uses it.
-
@arslaN said:
Yes, they absolutely should activate after 2 hooks. Moris should be just a cool way to kill survivors. I don't get how people still defend them. If there was an ultra rare offerring for survivors that made you do 3 gens instead of 5, would you be okay with that too?
You mean like keys?
-
Well at least everyone got a good share of blood points. When there's 3 or more BPS I'll usually let everyone escape anyway. I'll hook everyone twice and act like I'm playing for real. But if I down someone a third time I'll just leave them to be healed and go look for someone else.
-
It's a strong perk but killers have plenty of strong crap. When I play killer I know a lot of survivors are going to have it. But let's not pretend like killers don't use Ruin every game.
-
Best one I had was when a rank 1 spirit raged quit after all four of us escaped. Probably wasn't use to losing that badly with Spirit. LOL.
Any other killer and I would feel bad for them. Might even send them a message after the game "hey man, gg. No need to give up. I have bad games too. TBH We got a little lucky" or "it wasn't the best map for killer."
But making a Spirit rage quit just makes my day, especially a red rank one because they are so obnoxious.
-
Definite no. No rank seeing.
However they could notifiy the killer of swf because not everyone wants to play against a swf and they shouldn't have to. The way they could do it is each survivor has a colored aura and players who are invited to the match will have the same color as the survivor who invited them. So if you see two survivors in the lobby with the same color aura you know that they are friends.