StibbityStabbity
StibbityStabbity
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@Crypticghoul said:
Really seems like he should either get buffed to 115% speed or have a single ricochet baseline. As it stands now, he's looking like he'll unfortunately be like Trapper where you need an addon just to make him feel playable (trick blades). And since it's purple, I'm expecting almost nobody to have it because getting purples you want is harder than getting iridescent addons.
Trick Blades got nerfed. They get an extra ricochet, but they no longer do double damage, and instead give a BP bonus. They literally turned his best add-on into the meme add-on.
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I would say:
"For every different Survivor you put on a hook before the gates are powered, you get 1 token. Once the exit gates are powered, all Survivors are Exposed. Every normal hit on an Exposed Survivor removes a token. When all tokens are used, the Survivors are no longer Exposed."
This would make the max Exposed hits 4, require the Killer to work for it, and give them time and leniency at the end to use those hits as they wish.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2020669#Comment_2020669
You're pretty smart. They should make you a community manager or something. That response was perfect
I criticize the game too much for that. Thanks though!
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I agree she needs more reliable counterplay, so long as it doesn't nerf her into the ground. Any kind of sound cue that she is close while phased so the Survivor can quickly react while not giving up her attack angle, her husk glowing or having an animation when she uses her power, whatever. Just one thing to let someone know it's time to dump their drawers.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2022797#Comment_2022797
Alternatively they could make it so you can use any clock to wake up/remove the stacking penalty from other survivors waking you up?
Making it easier to wake up might go a long way in making him a bit more balanced but maybe that's not what he needs.
That would still give him free power up, though it would make the options for dealing with it a lot more manageable for Survivors. It's kind of an even trade off, so it's be worth considering. A few Freddy mains could weigh in with opinions on which they'd prefer.
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Personally, I'd like to see the sleep timer removed so he is required to hit a Survivor to put them to sleep. I think that single change would fix him up really well. Everything else can stay, do a normal pass on his add-ons, but make him work a bit for his power. It'd be a small but substantial change to his play style that I believe most people would be fine with.
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I generally don't like it, but I had one where I killed the streamer and they went on to compliment the match and generally respond in a wholesome manner. So they aren't all bad.
I've had others that spend the whole match trash talking everything. I have a buddy that watches it for me to tell me what they're saying. No gameplay info, just on the lookout for toxic personalities I can dumpster for their audience.
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The Legion is Legion. Legion Legion Legion.
Legion.
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Make moris work as they do now, but only needs one hook against someone holding a key.
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Sooo, you want to completely nerf it into oblivion?
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I LIKE IT
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Kinda strong. It would need a limited number or special prerequisite.
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@The_Nightmare69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2020962#Comment_2020962
Yes exactly
I believe that's what I was complaining about when I posted this argument it just seems unfair /#########-ton of luck for them to find a key in a chest open the hatch, and avoiding the 3-gen against a Demogorgon.
To be fair playing the 3-gen against a demo can be frustration. but still I just feel cheated out of the 4K because they were all injured and death on hook.
That's pretty much the entire story behind keys these days.
I'm personally not a fan of any mechanic that ends the trial early and abruptly. It completely ignores late-game plays.
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Fixed it for you
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2020887#Comment_2020887
Damn before I could edit. No I misread what he was saying, what he just described was impossible, yeah lol.
All good 👍️
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2020877#Comment_2020877
Not bugged, he is talking about a game he played prior to the EGC update 2.7.0 some time ago
Just seems like an odd thing to bring up with the current mechanics, then.
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@saltmineinaction said:
https://forum.deadbydaylight.com/en/discussion/comment/2020856#Comment_2020856
No. The hatch can be opened with a key at any time when the hatch is spawned. Happened to me when 2 gens were still needed to be done, and then we all escaped through the hatch (with 4 people as pre-made team for achievement)
As soon as the hatch spawns, you can open it with a key, no matter how many gens still need to be done. But as soon as it open-end then closed, the remaining gens are suddenly gone and the exit gates are powered.
The hatch can only spawn if there is one more Generator done than there are remaining Survivors. With 4 Survivors alive, it will only spawn when 5 gens are done. 4 gens with 3 Survivors, so on and so on.
If they got all 4 out of the hatch with 2 gens left, you got a severely bugged match.
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@The_Nightmare69 said:
So I have some trouble with the hatch. And the hatch when it's opened by a key in particular.
What I want to know is, why the gates open after I close the hatch?
So I just had a team doing 3 gens and then finding the hatch I managed to scare them off and close the hatch. but then the gates opened I understand that it wouldn't be fair to the last survivor if there was no hatch and that the hatch is their last chance. But they already used their trump card. They tried they failed. They shouldn't be rewarded by getting an easy exit after that. I think it would be fair if the hatch just closed and they have to get back on the gens.
Too bad for the last survivor but they had their chance and it got denied
Do you think this a fair option too?
They don't OPEN, they get powered. Get what you mean, though.
So, the hatch is designed to basically stop the match from stalling forever. Instead of hiding for 3+ hours, the Survivor can go get the hatch escape, or the Killer can stomp it in the nuts. That activates the EGC as a timer to make sure the game comes to an end and doesn't end up with the Survivor trying to hide for the aforementioned 3+ hours. It also gives the Survivor the obvious chance to open the gate, since they need SOMETHING to do during the timer other than twiddle their thumbs or just run to you for a hook. The timer ends with them dying, so the other option is to risk a gate escape.
In the past, before the EGC, this was a bit of an issue. I particularly remember playing ages ago against a Huntress that COULD NOT hit me, but she got everyone else down. I swear that match went on for 45 minutes. If that happened now, she could have just gone for hatch and forced my hand.
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I see you played Legion too :C
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@RepostRiposte said:
https://forum.deadbydaylight.com/en/discussion/comment/2020633#Comment_2020633
Well yeah cause most people think of this game as Mario Party.
The amount of players who spend more than 50 hours on this game is probably like 0.1% of everyone who buys it.
Nobody is practicing DbD day-in day-out so they can participate in the Uber Super Champion's League World Tournament. The average player is just not very invested. There's no grinding for Diamond in DbD.
Comparatively to most of the playerbase I'm pretty confident you or I or anyone else on this forum with more than 500 hours would look like a god.
And I also think you're way overselling the skill of streamers. How often do you see Otzdarva or OhTofu or whoever get into a private game with the best of the best survivors? Almost never? They mostly play in pubs with completely uncoordinated randoms.
How often do you see Otzdarva or OhTofu or whoever get into a private game with the best of the best survivors?
Otz was in the Hexy tournament, and has been in several before IIRC. Whether or not those tourney Survivors are "the best of the best" is entirely beyond me (how would you even quantify that?). I honestly don't know if that even means anything, but it's more than many other streamers.
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@DemoHarrington said:
https://forum.deadbydaylight.com/en/discussion/comment/2020679#Comment_2020679
Hes a fun killer to be against tbf . First match ever versing him was quite fun .he seems strong too . Don’ know why nobody plays him :(
The learning curve for him can be pretty rough. He's not Nurse tier, but he's not far behind.
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@kesLV said:
calling someone bad is bannable or im missing something? :/
They told the Killer to do something fatally harmful to themself, which is expressly reportable.
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While this is accurate, I kind of enjoy having a different objective than "tickle a machine for 80 seconds, repeat, don't let your butt go numb".
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TO BE FAIR
It's not anyones job as the player to assure the fun of their opponents. It's the games job to provide the fun.
Furthermore, some peoples idea of fun is sweating so hard they need to stack sandbags around their computer to stop the rest of their room from getting flooded. Fun is subjective.
This game doesn't have a casual and ranked mode to separate the try-hards from the fun... hards (nailed it), so it's always a matter of chance what version of "fun" you will be subjected to match to match.
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@OniWantsYourMacaroni said:
Real talk,
Do people really get THAT annoyed at people trying to unhook themself before getting rescued?
Even to the point that some would let them die on hook?
I don't get it.There are so MANY other things to get angry at than this.
Well, ya.
Imagine they hopped off a gen, ran across the map, dodged their way around the Killer, risked running into the basement where they are likely to take a hit on the way out, just for the person to blow their hook phase in your face that you were trying to help them preserve.
Imagine you are at some kids birthday party in a backyard. Kids everywhere. They are the Killers in this scenario. You are asked by someone to go inside, grab the birthday cake cuz the birthday boy/girl is ready for cake, and bring it out without dropping it. It's on a tiny little platter that is easy to drop. So you go in, grab it, and carefully bring it out, dodging kids running left and right. You're doing your absolute best to not drop it. You finally get it over to the table after several close calls, and the birthday kid looks at it for a moment before slapping it out of your hand to the ground. Splatters everywhere. He didn't want the cake anymore.
It's like that. Throw the kid in the pool, pinch brown on the table, and get into a high speed chase with the cops, cuz you got better things to do with your life than help some brat that doesn't appreciate you.
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I wouldn't say "unfair" as much as "unfun". On both sides. All is fair in love and war, and I love you <3
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Easy to learn, lifetime to master.
It's basically Othello. With more bugs and less toxicity.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2020497#Comment_2020497
>The point of the thread is that telling people that they should have run a specific build against a specific Killer or perk is stupid, because you can't plan for what you don't know
Like I said, if you're having troubles against certain killer, run a perk that hard counters him.
>Nobody is asking for 100% safety here. Nobody is asking for nerfs. Nobody is complaining that something is too hard. Not here anyways. In other threads, probably,
Aren't survivors complaining how deathslinger is OP because sometimes survivors can't do things that 100% ensure they don't get shot or how people cry about spirit because all counterplay against her isn't all-reliable?
And I was replying to the comment in that thread which was exactly about people wanting counterplays for everything.
Oh, didn't know you were referring to something else. My bad.
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Ya, big loss of points, Pukie-Pie has enough problems as is with emblems. 2K max is a total wash for her.
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@Tsulan said:
Nea
This
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2020411#Comment_2020411
Nah, nah, they don't want JUST to "be able to counter anything the game can throw at you in any situation", they want something, they can do with minimal effort that will 100% counter "anything the game can throw at you in any situation." without any chance from killer to counter attack. That's why these people hate spirit so much, they have to put effort that may or may not pay off and that is why games where there's no such thing as "something simple you do and which will give you 100% safety" are genuinely scary even when replayed.
Uh, what?
Nobody is asking for 100% safety here. Nobody is asking for nerfs. Nobody is complaining that something is too hard. Not here anyways. In other threads, probably,
The point of the thread is that telling people that they should have run a specific build against a specific Killer or perk is stupid, because you can't plan for what you don't know. It's like telling someone "You should have carried a bottle of milk with you" when they encounter a crying baby on a bus. I'm all for kicking the baby, that's gameplay. I'm not all for telling people to just randomly know the future, because you can't.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2020443#Comment_2020443
If you'd been here as long as I have, you'd know that most people don't respond well when you call their skill into question. They also expect a counter to be a 100% win guarantee, even though that's ridiculous. They don't want to run perks to cover their weaknesses and they don't want to admit that maybe they're just not as good as they think and need to learn how to play better. They just want a way to win every time, without lifting a finger.
Well, those people are dinguses.
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@Orion said:
Almost everything in the game has a gameplay counter. Some are easier to do, others not so much. When you lack the skill to counter something with gameplay alone, or if you're unwilling to learn, that's when you slot in perks, add-ons, or items.
So when people say "use perk X to counter killer Y", they're skipping over the gameplay counters that you (most likely) know about, yet can't (or don't want to) use. For example, stealth, which is "boring" according to some players, yet serves as a gameplay counter to a lot of survivor grievances (Spirit, Nurse, and more).
Now, should everything have a gameplay counter? It's a tough question to answer, IMO:
- If everything has a gameplay counter, it essentially means that anything and everything you use provides little to no advantage. No matter what you use, on either side, the other side can just do something that nullifies what you have. Every character effectively becomes a jack-of-all-trades, with no strengths or weaknesses; just a generic blob that's great at everything.
- On the other hand, some things are so powerful that they probably should have some kind of gameplay mitigation, so players aren't forced to run certain builds just to play the game.
Ya, see, my issue is telling people "use perk X to counter killer Y" because that advice serves no purpose or function after the fact. Telling someone to run something very specific against a very specific Killer or perk is bad advice, as they don't know if they will be up against that Killer or perk. Telling them the gameplay counters, not perk counters, is MUCH better and will actually service the Survivor FAR better than "Oh well you should have just run THIS perk or had THIS item on you".
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@Seraphor said:
But they are a valid counter, they're just not the only or absolute counter. They're a situational counter that comes at a price of neglecting other counters for other killers.
I think we're starting to connect here. I can feel it. It's flooding over me like the warm light of day...
Yes, you are right. You are absolutely right. Which is why when people tell Survivors to ALWAYS run those specific counters for those specific Killers, it's not good advice because:
In the event they are not up against that Killer, those counters may not serve them any purpose. It would be like telling someone to always run an anti-Trapper build even though their next game might be against Blight.
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@Seraphor said:
"how do you know exactly which Killer you will be up against?"
You. Don't.
That's the game.
Honestly it seems like you don't know what game you're playing.
You're expecting too much if you're expecting to be able to counter anything the game can throw at you in any situation.
I KNOW that you can't tell which Killer you will face before the trial starts.
MY POINT is that telling people to run specific perks or builds against specific Killers is USELESS because THEY CAN'T PLAN FOR IT. My issue is with people that TELL SURVIVORS TO RUN SPECIFIC BUILDS AGAINST SPECIFIC KILLERS WHEN THEY CAN'T KNOW WHO THEY WILL BE UP AGAINST.
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@Profezia said:
It is, because some perks are hard counters for killers - small game for trapper, iron will for spirit and nurse (can't hear - much harder to find), calm spirit for doctor.
Claiming that these perks aren't counters because you don't know for sure which killer you are facing is just incompetence
Tell me, how do you know exactly which Killer you will be up against?
What is your normal Survivor build?
How do you plan your perks against a specific Killer before the trial begins?
Do these perks counter those Killers? Yes. Is it worthwhile to tell people "You should have just run those perks against that Killer" when they didn't know which Killer they would be facing?
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@AsherFrost said:
Sounds like the issue is more delivery than the information being offered. I get that. I think it comes from the person offering the "advice" feeling like they have to defend their favorite killer from an ever-present nerf threat. To be fair to them, part of that may come from the tone of the OPs,
I've seen those threads, usually they have a super-helpful title like "Nerf killer x" and the body of the first post won't be "hey, this killer always beats me, any suggestions on how to fix that" but more "this is op, and this isn't fun and this should be changed" which immediately triggers a defensive reaction from those that play that killer and would rather they not be significantly changed in ways that may stop them being as fun to play. So instead of responding with "well, in the future when you know you're up against killer x, you can try these tactics" they go with "nu uh, perk A totally counters killer x, just bring it and you would have won." Then you see that, it grinds your gears, and we end up here. I could be way off, but I don't feel like I am.
Nailed it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2020334#Comment_2020334
There are counters, yes, but using basic ######### like "don't get hit", "just hook survivors" isn't a counter.
I'm so glad you get where I'm coming from with this. You're using a different example, but it's of the same sort of problem. Thumbs up friendo.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2020325#Comment_2020325
You could run Detectives Hunch, Inner Strength and Head On for a decent all-rounded locker-based build that will see you through nearly every match. You've always be getting use out of Detectives because you will always need totems, and you'll be regularly using lockers to heal so that Head On will be a viable defence.
Again, this isn't a "you should run these perks or YOU have made the mistake" its one of many, many possible builds.
Again, making an all-rounder build isn't the issue here.
The issue is specifically when the "solution" to a presented problem is "Run a very specific build against this very specific problem, even though you don't know you will have that problem".
Think of this thread like a PSA. A public service announcement. It's not to tell people NOT to come up with good all-rounder builds that can be used in different scenarios. It's to tell people that suggesting VERY SPECIFIC builds against VERY SPECIFIC Killers/Survivors Perks isn't viable.
Someone else made a post that sums it up nicely:
@apathyinc said:
Yesterday I randomly equipped Hex: The Third Seal. I went into the match and it ended up being a SWF with Object of Obsession. Oddly enough, that Third Seal hex made the game a lot easier and I was able to get a win.
Anyway, now I realize they don't need to nerf Object of Obsession since I can just use Third Seal to counter it all the time.
The next time you go against OoO before it's nerfed, just remember that SOMEONE will tell you that you should have run Third Seal, regardless of the Killer you play, regardless of what your build is designed to do, regardless of whether or not it will be useful in any other trial. You should have just known what you were up against, and built against it, even though that isn't possible.
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@Seraphor said:
I'm assuming you believe that comment somehow discredits any disagreement you have about said killer. For example you say "Spirit is OP and has to be nerfed" someone says "just run Iron Will" and you feel that's some kind of fallacy and that justifies you in thinking "Spirit is OP and must be nerfed"?
Spirit has plenty of counterplay without Iron Will. It just takes a different approach to most killers. You have to stay hidden, you have to avoid getting/remaining injured, for which you probably need good teamwork. On a one-to-one level, you can crouch, change direction at the right moment, and try to outplay her mindgames, just like any mindgames, it's like a game of rock-paper-scissors, it's not foolproof, but it's not one-sided either.
I play Spirit. I don't smash out every match I play. I even have decent headphones and I still don't find it that easy to locate survivors purely on sounds, I need some other cue as well, usually scratch marks. So as well as Iron Will, you also have things like Lightweight, Fixated, Poised, Dance with Me, etc. included in your options of perks, which again, can be valid against many different killers.
There's never going to be a one-size-fits-all perk build, and there shouldn't be. Sometimes you have to accept that your chosen build is weak in a particular scenario.
Builds being weak in a specific scenario is fine. I understand that entirely. My issue is when people act like "WELL YOU SHOULD HAVE KNOWN YOUR BUILD WOULD BE BAD FOR THAT PARTICULAR TRIAL." When people basically toss out the idea that a player should have specifically prepared for a specific scenario that they don't encounter every game, and devote multiple perks and specific items and addons to it. Yes, you can make a build that specifically counters Spirit, Hag, Trapper, Michael Jackson very well, but those builds would be far less useful against other Killers. So when people make these oddball build suggestions against specific Killers, Survivor perks, whatever, it makes me go "HOW WERE THEY SUPPOSED TO KNOW THAT?!"
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@AsherFrost said:
I always took it as them recommending, however inartly, that you carry some perks in your loadout going forward to assist in those situations should they crop up. A few are more useful generally in others, of course, but I can't think of a perk that is only effective against a single killer.
Well, I've seen people say "Run No Mither against Spirit for noise reduction". That one in particular made me jerk my head so hard I need several rounds of physical therapy. I've seen people say you should bring Detectives Hunch to counter Undying and Ruin, which sounds solid enough until they run that in matches where it does absolutely nothing for them. Bring maps to counter Trapper, run OoO to counter Hag and Trapper, bring Flashlights to counter Hag, the list kinda goes on.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2020248#Comment_2020248
Don't get hit is the same as saying just hook survivors. It removes any of the complex variables of the game.
Also, completely ######### over solo survivors, because the weakest role really needed that. I definitely know where the baby Kate has decided to throw down every single pallet and definitely know where the only resource left on the map is.
Don't get hit isn't counterplay, like just hook survivors isn't a counter to rushing gens. Just don't get downed wasn't a counter to moris like just kill survivors isn't a counter to keys.
"WELL IF THEY BROUGHT A MORI THEN YOU SHOULD HAVE BROUGHT A KEY"
Even when used sarcastically, I feel like that argument made me lose brain cells. BRB, Imma tickle a bear for Instagram likes.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2020290#Comment_2020290
Right... so your complaint is against a specific comment someone made. Did that require an entire thread?
I edited my post to include that particular concern. Long story short, it's not one comment. It's kinda rampant.
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@Seraphor said:
Except that Iron Will is a valid choice of a perk no matter who the killer is, and Flashlights have their use no matter who the killer is.
Everything has strengths and weaknesses, some things are good against certain builds/characters, and weak against others, that's just the way this game works. That's the whole point of having four perks out of countless options, you're create a specific build for a specific situation, there is never going to be a one-size-fits-all, despite the fact that every half-decent survivor runs DS, BT and UB.
I understand that Iron Will is actually universally decent. That's not a problem.
My problem is people that say "Oh, you were up against (INSERT THING), should have brought (INSERT THING)". It's a useless counter-argument that does nothing except say "You should have made your loadout based on information you didn't have."
Edit: If that kind of counter-argument was rare, I wouldn't bring it up, but I see it used ALL THE TIME. It's like everyone somehow things players just KNOW what they are up against at all times. It's a crappy counter-argument to an issue.
Furthermore, just saying, the games base mechanics are designed around the Killer and the Survivor not having perks. If something is an issue when neither party has perks, then it needs to be adjusted. If Killers or Survivors are designed around the idea of specific perks being in play, that is a major problem.
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@bm33 said:
For bring flashlight against Hag all I could think is - Brings flashlight against Hag, Hag equips Franklin's. 😂
Ya, and the Survivors don't KNOW they are going up against Hag in the first place.
@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/2020257#Comment_2020257
You could just make your survivor build a bunch of perks that hard counter things you don't like. You could just always run Iron Will and Calm Spirit just in case of spirits/doctors/infectious...
You can't predict the killer/perks you'll play against, but you can make your build against the ones you hate more.
It would be almost impossible to make a build like that because countering specific Killers efficiently with perks would take multiple perks. After trying to build against two Killers, you'd run out of perks, and likely still have an incomplete build for just the two of them (WE CAN MAKE IT IF WE TRRRRYYYYYY). A general purpose build is always going to be the superior choice. Furthermore, while I cannot list specific examples, I wouldn't be surprised if building against certain Killers and running said build against different Killers turned out to be counter-intuitive. Again, general purpose builds that are based around synergy and commonplace application are the most reasonable.
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pretty good
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High tier, not OP. Great design, great mechanics, requires a bit of know-how to go up against, but comes with counterplay. Good stuff.
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@PanicSquid said:
I mean, those are options. The other option is to play reactively to the perks in play.
Don't get hit against spirit. Do ANYTHING to prevent a hit, or you could just default run Iron Will. Iron Will is actually a good perk for all killers, it helps with mind games.
Infectious fright means don't group up, and actively avoid being in the killers Terror Radius. Or you can run calm spirit by default. Calm Spirit is a bit under-rated, but I wouldn't call it a great perk.
Hag traps you can just crouch walk over, or you could set them off when the Hag is otherwise distracted.
Those are totally valid suggestions for those scenarios. Those sorts of valid suggestions are not the issue.
The issue is people saying "WELL RUN THIS PERK" or "BRING THIS ITEM" when someone has a problem with a Killer. It's like they're telling them to predict the future and make builds against specific Killers. Cuz ya, that's a totally reasonable expectation.
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Honestly, no.
Double honestly, I think they are pretty pleased with the design. Trickster is just on the verge of being viable, but falls barely short. I would not be surprised if this was the new direction for Killers going forward. Fun idea, fun concept, but not strong enough to be a legitimate threat.
Also, given some of the over-the-top reactions, I triple honestly wouldn't even be surprised if they upped the amount of kunai it takes to get an injury, reduced his ammo count, put more spread on his throws, etc. Despite how weak and underwhelming Trickster was in PTB, the amount of "NO COUNTERPLAY" feedback was nuts. People were acting like he was Deathslinger on crack. One of the biggest threads on the PTB Feedback forum is complaining about a lack of counterplay and how abusive and oppressive he is. My guess is they saw a Kpop commercial at a gas station and thought it was Trickster gameplay. The other one is someone calling him Huntress with 60 hatchets, though we don't talk about that one.
Crowd Control will probably eat a nerf, even though it's not that great and can be removed a la "do bones". It's not bad by any means, but it's not some meta changing thing either.
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@Francesco044 said:
Dead hard it's the most used exhaustion perk, and it's pretty strong too, it can help you recover from your mistakes just pressing the "E" key and it could give you an huge advantage depending on the situation, I would like to adjust this perk like respawn did with wraith's tactical (like they said it shouldn't be an escape jail free card)....
So when you press E, you start an extra animation of 0.4-0.5 seconds and you get a little slowed down, after that animation you do the usual "sprint foward" that dead hard does but you get a little bit of extra distance.
In this way you can't just press E whenever you need, you have actually to think and calculate if it's necessary and the killers can stop waiting 10 seconds near a injured survivor because they fear they press E at the same time he press M1.
Tell me what do you think in the comments and suggest some changes if you want to!
It's honestly more than what is really needed. It also kind of penalizes players that actually try to use it for dodging an incoming hit up close, while not doing much about players using it from range to gain a bit more distance to connect loops.
IMO, the easiest fix would involve making Dead Hard activate a timed buff on the Survivor, where any incoming hit on them drops the damage but gives them a speed boost. It would REQUIRE the Killer hitting them to get the speed boost, and it would REQUIRE the Survivor to time DH to specifically deny a hit. Without the Killers attack, it simply wouldn't do anything and just go on cooldown after the half second buff wears off.



