SweetTerror
SweetTerror
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- SweetTerror
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@Entinaty said:
https://forum.deadbydaylight.com/en/discussion/comment/2704011#Comment_2704011
Honestly in the right hands both are very powerful but lets make sure we get the entire situation out there before so it can be fairly judged.
COH takes 15 seconds to bless a dull totem and about double that for a Hex Totem. Medkits were already considered by most to be the most useful and beneficial item in the game and healing was already a strong counter to most killer's pressure. COH catapulted that into the stratosphere the way that it currently is now. In some cases killers can no longer hit and run which was a good strategy to not only build pressure but to also allow the Killer to break off of unfavorable chases. Now with COH that is no longer possible as it allows a safety net where the Survivor can heal within seconds.
Devour Hope on the other hand, is very different as even though it is powerful and can inflict a permanent Exposed status on Survivors it can only be done after it gains 3 or more tokens. That is very different from COH in a number of ways. You have to chase, down, hook and be at least 24 meters away from the hook to even gain 1 token. This process in and of itself can take several minutes unless the killer can snowball multiple downs and hooks while being 24 meters away from any hooked Survivor long enough in that situation to get a token. Also, it can be broken before getting any real value out of it as it is lit up at the beginning of the game therefore making it easier for it to be destroyed. Even Ruin: Undying, which protects this perk somewhat, isn't strong enough to protect in a meta where Survivors are actually "doing bones" (the irony) and unless you have a map with decent spawns (Midwich, Lerys, some swamp maps) then the majority of the time it will be found eventually before the Mori aspect even becomes a threat.
NOED on the other hand, is somewhat situational and can't really be gauged as well since it only activates after the Survivors power all five generators. In other words, it only activates in most cases when the Survivors are in a position to win the entire game and acts as one last hurdle to go against. It may get some kills unfairly but in most cases it can only be used effectively is to have a build that is made around the end game, such as NOED, Undying, and No Way Out or the other Survivors are making stupid altruistic plays.
Overall I find it truly ironic that the overall Totem mechanic, which was brought in by a Killer, is getting more mileage with a Survivor perk that is honestly more useful in more situations than any other Hex perk in existence right now. In my opinion it should be brought down to size a bit without taking a total hammer to it because the only alternative would be to bring Hex perks to the same standard to actually have an even playing field but that already happened once with old Ruin: Undying and we all know what happened to it.
It is truly hilarious that bones are proving to be more beneficial for survivors than killers. Hexes were implemented as something to help aid killers, but it's such high risk high reward that many players like myself don't use them. The first time ruin was cleansed 15 seconds into a match for me I stopped using it, and now because of boons survivors are seeking out totems more than ever now which means hexes are getting cleansed incredibly quickly.
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@Tubby_Squirrel said:
I think it should take longer to light them each time they're snuffed. Say 4 seconds or so longer each time. So 16 seconds to light it, if the killer snuffs it out, it should take you 20 seconds to light it again. If they snuff it again it should take you 24 seconds to light it a third time. and so on.
I think that's perfectly reasonable. There needs to be something. Either tokens, a cooldown, longer relit times, etc. Unfortunately you can't just single out one boon by itself, so if one boom were to receive a nerf, then they would all have to receive it, and I see that being a tough pill to swallow for the devs/survivor mains.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2703657#Comment_2703657
I think maybe the devs either underestimated how easy it is for survivors to run to a Circle of Healing spot to healing or overestimated how easy it is for killers to snuff that Boon out to keep it in check.
I used to think that maybe it could be changed so that you could only see your own boon, but that would be made null and void if you're playing in a SWF.
Personally I don't think the devs fully took into consideration just how much more effective boon perks can be when utilized in a well coordinated SWF. Killers are already at a huge disadvantage against SWF anyway since no perk can adequately counter survivors being fed so much information, and now if used properly, survivor teams can have map wide increased healing speeds and hidden scratch marks/auras. It's crazy.
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@CashelP14 said:
I think a 60 second cooldown isn't really enough. Bearing in mind they can be up for a very long time before being found. Since boon totems have made matches last longer, 60 seconds feels like nothing.
CoH either way needs a nerf.
I agree, which is why I think 60 seconds should be the bare minimum.
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@dugman said:
I think it’s important to distinguish “Boons” from “Circle of Healing”. Circle of Healing is the specific perk that the broad consensus holds as being overpowered. The other two Boons are much less popular and don’t get nearly as many complaints.
So if the devs slow Circle of Healing down enough that should address what’s described in this post. They may not even have to do anything at all with the other two Boons.
I think that's fair. The increase speed from circle of healing that you get when added with medkits and other survivors can be done insanely quick, which is why I think there needs to be a cool down.
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Having the snowman in this winter event was a fun idea, but I agree it wasn't explored thoroughly. It definitely affects some killers powers, plus there's nothing for the Killers to interact with. Personally I think it would be hysterical watching a snowman come around the corner and Bubba busts out of it with his chainsaw! LOL The winter event encourages survivors to have fun, but killers still have to play as sweaty as ever.
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@ImBrakingBike said:
Whatever they decide to do I hope we get some good jumpscares with this killer (:
Yeah I really want something unique. The only thing that concerns me is that they had something really unique with Freddy, and then they completely abandoned it for something similar to what we have with other killers. Hopefully whatever they come up with here they don't change.
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@glitchboi said:
She would have 7 pools that slow survivors down, and a bunch of wells to teleport to. Oh and a crazy add-on that turns her pools into fake pallets.
Man I would hate to see stationary wells all over a map. That would definitely not be thinking outside the box, however at the same time it wouldn't surprise me. 😕
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@dugman said:
I’m thinking something to do with marking or cursing survivors so something bad happens. One idea I like is survivors who watch her for too long become cursed with Hindered or Exposed, so she’d be a killer that you actively want to avoid looking at which I think would make for a pretty tense ability for survivors. Imagine trying to keep an eye out for her and running away from her but also trying not to have her in your field of view.
She also could have televisions on the maps (in the places Jigsaw boxes might appear for example) which she can teleport through.
I really like that idea! Kind of like a reverse ghostface where you don't want to be looking at the Killer! The only downside about that is survivor mains would complain about her being too op since she would destroy survivors in loops since they can't look at her.
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Killer is more fun as it's more interactive, but yeah lately it's a sweatfest. Sadly you just have to accept the fact that you'll be lucky if you get more than one kill. I've had matches where I'm lucky to get more than three hooks. It's not balanced fairly, and we just need to accept it for what it is. But I would definitely run noed and hex pentimento. If they cleanse totems you can take advantage of the slowdown, and if they don't then you get noed.
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I would play him more often if he didn't break his own chains. In my opinion that is one buff that he desperately needs. His chains break far too easily against the environment as it is.
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@SOULWARRIOR71K said:
I solo main Freddy at what I believe is a relatively high level and can tell you a few reasons why you probably don't see him more.
- His addons are pretty much garbage. Outside of Red Paint Brush, Masterpiece and occasionally black box, they are way too weak now.
- Unless you are using Red Paint Brush, he has no anti-loop at the beginning of the game (nor does he have his teleport unless you use a specific well timed trick to get it faster).
- The impact of waking up lasts way too long. 90 seconds of dream world immunity again renders your anti-loop powerless for extended periods of time.
No offense to the originally poster but I don't understand these kinds of threads. Survivors complain to get a killer nerfed. Said killer gets nerfed and then people say "why don't we see x killer anymore?". The answer is simple, because the killer got nerfed to the point where they are no longer interesting to use (which is really what I believe a lot of survivors actually want to happen - for the killer to not be played anymore lol).
Yeah playing Killer is so much more fun than survivor, as it's far more interactive. However the downside is that thanks to all of the nerfs that Killers have received, it is becoming an absolute sweatfest. I have had games where I'm lucky to get more than two or three hooks, and that's fun for no one.
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Yeah the nerf to Killers has grown rampant, and the one that was given to Victor is pretty damn painful. It's why so many people don't play Twins anymore.
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I think Myers was in line to get reworked soon, considering his base kit is really outdated.
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@lemonsway said:
That would be Fun but it would never work out. SWF's on comms would know immediatly that you're the killer because they'll know who is and isn't a snowman and where they are. Then you as a snowman killer need to be in the right place at the right time, which is really hard to do since Maps are enormous and there's manny routes to everywhere. It's just impractical for killers to be able to turn into snowmen and accomplish anything.
If a SWF wants to play that sweaty, then really there's nothing you could do about it, snowman or not. And really it's not that hard to determine where survivors are going to be. Almost every map has a middle generator, which is usually the most contested generator.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2691705#Comment_2691705
Maybe try to contract Amazon Prime about it, it might me a issue on their end and they either didnt unlocked the code yet or gave you a invalid one.
I found out that you have to literally put in the dashes. I edited the post to reflect that. It's nuts considering most codes don't work that way.
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Killer: STBFL, BBQ, Enduring. I like reducing chases as much as possible.
Survivor: Iron will, Windows, and Borrowed time.
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It did not work. I included all letters and digits, even the ones that were cut off, and it just keeps telling me the code is not valid. I'm at a loss because I don't know what to do.
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Yeah spawning locations for everything is ridiculous in this game. Totems shouldn't be spawning next to survivor's objectives, and survivors shouldn't be spawning next to gens or totems either. The first time that Ruin was cleansed within 15 seconds for me was the last time that I used it, and I haven't used a hex regularly since.
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Sadly I'm not by my PS5 right now, but I'll let you know if it does! But sure enough the last two characters were cut off, which blows my mind because how are we supposed to know that???
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@GentlemanFridge said:
I read that the code gets cut off on the amazon page. Make sure you copy the entire thing.
Wow you're right. I didn't realize that. I'll have to try it again. Thank you!
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Just like the General, Freddy was my main too, and personally I don't understand those that are saying that he was barely nerfed because I couldn't disagree more. Every single one of his slow down add-ons were removed, the number of dream snares and pallets he can use were reduced, when putting down a snare his speed was decreased, his teleporting speeds were decreased, and now all alarm clocks gives survivors invulnerability from falling asleep if they get hit.
The sad truth is, is that there's nothing unique to Freddy anymore. Think about it, the dream world is what gives him his power and the only thing he's capable of doing is throwing down a snare or a pallet. That's pretty pathetic. OG Freddy was so much more interesting than this abomination.
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@CashelP14 said:
Enter it in dbd store. If your entering it in the ps or xbox store then that's wrong.
You're talking about in the game right? I tried doing it multiple times with the dashes and without the dashes and it wouldn't take. I don't know what I'm doing wrong.
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Right now it's been the Artist for me because that's all I see anymore, but to be fair it's not hard to see why. She has great map pressure if played well, and she's one of the better anti-looping killers. But like I said it's all I'm seeing as of late.
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@VikingDragonXii said:
Here's the thing VHS and Propnight both play extremely differently from DbD. VHS isnt even the same concept as DbD.
Will they give some competition.....yes they will but not in the way as anyone thinks. As for the Texas Chainsaw Massacre game......my hopes not that high because how buggy and broken F13 was.
It will take a game EXACTLY like DbD to bring it down.
You don't need a game that literally copies DBD to a T to shake things up. Any asymmetrical game that could pull away the DBD audience will be looked upon as competition. The licenses will always bring people back to DBD, but if there's more fun gameplay to be had elsewhere, then that's where the gamers are going to be.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/299346/finally-some-competition
I'm really glad to see some more competition - as much as I love (and hate) this game sometimes, it does feel like someone needs to light a fire under the devs especially regarding balance and variety.
F13 was...eh. Just so, so janky.
Sadly a lot of the jank came from the fact that they weren't able to implement any new content that would bring about new changes, all they could do was iron out what was already there. But the thing that I appreciated more than anything, was the fact that survivors had more than one objective. They had more than one way to escape, but Jason was also a serious threat, and could easily destroy the survivors if they weren't careful. But I also love the fact that there was single-player content too if you didn't prefer to play with random people, which is something DBD sorely needs.
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@Superyoshiegg said:
They're not Ranks anymore, they're called Grades. They no longer affect your matchmaking, they are now just an indicator of how much you have played that month.
Your matchmaking is affected by a hidden MMR value now.
While true, you have to play a lot and consistently to pip up to iridescent. It's not an indication of skill, but it does indicate that someone has accrued a lot of experience in a short amount of time. In other words, expect them to be at least somewhat decent.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2687748#Comment_2687748
This is the list of the unlocks:
Thank you for the information, but do they plan on incorporating any more? Cosmetics for only four killers and three survivors is pretty small.
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I'm assuming cosmetic unlocks only apply to non licensed killers?
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Personally I don't buy them for killers since I can't see it when I play. That's just too much money to spend on something that I can only look at within the queue screen.
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@GeneralV said:
That is a very bad Freddy build tho...
From one Freddy lover to another, I agree, but it makes you wonder was this a player who was messing around and having a hard time, or was this a newer player? This is an expected build that newer players are going to have until they pay for characters that have better perks. Sadly this was a prime example of just how DBD has become pay to win.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2684567#Comment_2684567
I wanted ONE thing out of MMR: give me easy matches for killers I don't play and are difficult to use (like Blight), so that I can take the time to learn their powers. That was expressly called out as one of the main goals for MMR, and the primary rationales for killer-specific MMR. And then, they stripped it away because "oh well, you know the basics of the game so you don't need new players."
Yeah. If I want to run around and M1 without my power, I can do that. That's not the point. The point was to give me games where I could practice the power without getting juked at every tile every time. It's miserable trying to learn a new killer power and the new MMR system specifically does not help (despite being promised that it would.)
Infuriating.
Same. I was always hesitant to play a new killer with the old matchmaking system, and for good reason. The first time I ever played Ghostface I got stomped horribly, which is why I really wish this game had a proper bot mode for practicing with killers. Sadly SBMM is no better. A while back I played a match with Doctor, someone I hardly ever play, and I literally got just one hook because it was that sweaty of a match. I now feel less incentivized to touch killer than ever before, which completely goes against what SBMM was supposed to be all about.
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@GoshJosh said:
Definitely doesn’t have to do with him playing a M1 killer with some not very great perks. Right?
Ironically, I just finished watching Scott Jund’s video about grades vs. MMR. Pretty accurate.
Which makes you wonder the pain new players must feel.
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@Brimp said:
Yeah thanks to "skill" (escape) based matchmaking!
Yeah we all felt this Killer's pain. Every single survivor waited at the gate and allowed the killer to hit them as they fell out to escape. If you notice they also didn't have any meta perks either compared to everything we were equipped with. Crazy.
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Nemesis is far from op. If he's using his tentacle, not only does it give survivors a third health state, but it also gives them a speed boost upon infection which does zero damage. Well coordinated survivor teams take advantage of this like you wouldn't imagine!
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One word: DDOS. The fact that they were more concerned with the press than their own player base first speaks volumes.
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@Veinslay said:
Corrupt Intervention is such an overrated perk. Against good survivors, they just get on the gens that aren't blocked as soon as you start your chase and they get 2+ gens done anyways during the time that Corrupt is active! 3-genning is absolutely useless now because of Circle of Healing. It's in every single game now. You can't win the war of attrition. You commit to the chase and they finish the gen. If you stay on the gens, they just heal in 4 seconds. Balance changes need to be made to rectify these issues in regards to survivor spawns and preventing killer snowball. Every perk now is designed to stop the killer from having any chance of capitalizing on survivor mistakes. When the survivors don't make many mistakes at all, 2 hook games are the norm. No one is going to keep playing killer with that result every game
That was literally my experience with Pyramid Head when I last played. Two matches back to back with less than three hooks because the teams were that coordinated and good at looping. Needless to say I stopped playing after that and haven't played killer since.
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@jesterkind said:
The first step towards fixing all of this game's problems is going to have to be fixing survivor spawns. They shouldn't spawn fully spread out, they shouldn't spawn as close to generators as they do now, they shouldn't spawn on top of totems... once that's fixed, caution should be taken to not make generators take too long, but I could see some further changes to nerf repair speed increases like toolboxes and perks.
The fact that totems spawn right next to generators is the sole reason I don't use Hexes. The first time ruin was cleansed 15 seconds into a match was the last time that I used it.
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As others have said, if you straight up face camp then that's a sign of no skill, but getting a survivor down that's already injured makes things a whole lot easier for the Killer, and with the state the game is in Killers need every advantage they can get. Lately a plethora of killers have received nerfs, plus survivors have so many advantages at their disposal that Killers just can't compete with (SWF being chief among them).
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Smart survivors, especially if they're playing together, will destroy Legion players. Legion is the only character whose power cannot down survivors, and what's worse is that his Killer instinct is made completely null and void so long as survivors keep their distance from one another. With SBMM now active I imagine it's made playing Legion at high MMR a chore.
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In the now infamous QA stream where they revealed that SBMM is nothing more than kills and escapes, they did say that they are looking into expanding bot usage. The fact that such a mode doesn't exist in almost 6 years is kind of crazy, because it would be a perfect way to practice. The fact that you have to get stomped repeatedly while you play against other people does not make for a quality training tool.
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Kudos good sir, for I know that was no easy task. Like you I find it hard to continue going on. Playing killer is just not fun anymore. Between the constant nerfs, SBMM, hacking, and the toxic behavior, it's a tall order for anyone to endear. Having a carefree attitude can only take you so far. If this game should ever one day be fortunate enough to have its own bot mode, then I'll be perfectly happy never playing against real people ever again.
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With circle of healing now becoming all too common, I'm seriously contemplating running nurses calling on all my builds. There hasn't been one match that I've played (survivor or killer) where there hasn't been a boon perk.
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Your post made me laugh. Thanks I needed that! Sadly this is the nature of Dead by Daylight. The nature of SBMM is to suck new players into thinking that the game is something that it's not. Once you start climbing ranks it becomes an absolute sweaty mess. The game can be an absolute blast to play, but you have to have some thick skin. You will come across toxic actions, toxic statements, and matches where you get absolutely destroyed. If you can make it past that, then more power to you.
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I always give props to SWF teams that play the game the way it was meant to be played. Dead by Daylight was not designed with voice chat, and the amount of communication that survivors are fed at all times just makes playing killer an absolute chore. It's one of the reasons why I avoid stealth killers at all cost, because there's zero chance of surprising survivors when they always know that you're coming.
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Freddy, Twins, Spirit, Deathslinger, Pinhead,... It kind of goes without saying that the devs are on a roll when it comes to killer nerfs, so it's only a matter of time before the Artist gets hers.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/2675643#Comment_2675643
Very much agree. Maybe one day we'll get bots in KYF since they do have them as part of the tutorial. One can only hope.
In the Q&A they said they were looking more into using bots, but what that may be is anyone's guess. Frankly it's astounding that the free mobile game has had such a mode for quite some time, and yet Dead by Daylight proper hasn't had one in almost 6 years.
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@ohheyitsbobcat said:
Downloaded it since it was free
Decided to play a single killer match for fun
Waited over 10 minutes with crossplay on, likely due to new person MMR
Got bored so I went and played Immortals
I'm actually pretty happy about it though since now I can do a KYF with myself to test random stuff and I don't need to bug anyone to help. I can also try some killers like Nurse and Huntress and feel the differences out.
That sucks because there should be a bots mode that allows you to practice. As it is you have to get a kyf going, otherwise you'll be getting stomped repeatedly while you practice, which is fun for no one.
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I nabbed it for free as part of PlayStation Plus, and it's been free for quite a while on Xbox game pass, but honestly there's zero incentive to download it again considering there's still no cross progression.
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SWF ruins stealth killers for me. There's nothing a killer can do to counter being fed so much information.