TWiXT
TWiXT
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I generally won't intentionally tunnel, usually if that happens it's because the unhooked person ran into me while their rescuer split off in the other direction, and it becomes a crime of opportunity. However, If I chase a survivor to a hooked person, or likewise any survivor is stupid enough to unhook their ally right in front of me... Imma Punish them for it.
In that sadly fairly common scenario, I'll knock them both down if I can manage it, starting with the rescued person. If the rescuer has BT, then that's fine, I'll smack the unhooked and send them on their way to go mend while I case down the rescuer, If not, Then I'll attempt the double down leaving the rescued on the floor while trying to take down the rescuer. That way, another survivor has to leave a gen to come pick up the downed survivor before I get the other, or I'll end up hooking them both.
Likewise I'm generally not one for camping either, It's not an effective strategy in the higher ranks since everyone knows that if they see a camper, they just do all the gens and sacrifice their teammate. However, there are some exceptions:
I'm not sure if OP would be surprised at how often I hook a survivor, only to turn around and see all 3 of their teammates circling or sneaking around the hook. As long as they're not doing their objectives and are being too altruistic, Imma punish them for that too. Of course there's also the golden rule: Once the gates are powered... "Anything Goes".
Realistically When the gates power up the only objective left to the killer is securing kills since they no longer have any generators to defend. If guarding a hooked survivor brings their teammates to you, and thus increases your chances of getting more downs/hooks, then do it. I'd prefer not to, but taking advantage of survivors altruism is typically beneficial in the end game. It's also really difficult to feel any sympathy or mercy for survivors when they never hold back on any of their builds or strategies. I mean Why should the killer ever hold back if they won't?
When it comes to this "End game Camping" scenario, the killers only hope is that the survivors will have spent all of their "2nd chances", otherwise it's a guaranteed loss, and both sides know it. I never begrudge a survivor for beating the odds in that scenario with a well used DS, Unbreakable, Soulguard etc., or any combo of "2nd chances" after the gates are powered as that's all part of the game, and likely also part of the survivors strategy. I just don't like it when they get all butt hurt if it miraculously fails, if it ends up costing them 1 or more teammates, or if it all happened during the endgame wherein it was the only option I had left to try and secure a kill.
Overall Camping and Tunneling only result in an advantage when certain circumstances align, otherwise they aren't good strategies to rely on since focusing on them all game will take away a killers pressure on gens, and typically result in a loss. However, in those circumstances, where an advantage can be gained due to the teams foolishness, or arrogance... Imma take it, and I'm not going to feel bad about it, no matter how much they whine afterwards.
This is an Asymmetrical game with a plethora of options and "2nd chances" for the survivors, so I firmly believe killers should never afford any sympathy for idiots.
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"Boring/Unfun" and "Fun" have changed their meanings on these forums due to the context of the majority of posts that use them. "Boring/Unfun" used to mean that there was something wrong with how the game is played vs whichever side, be it too tedious, repetitive, simple, etc. e.g. holding W against m1 killers with no mobility, constant ducking behind cover against ranged killers, or simple looping at tiles that feature no mind-game potential. Whereas "Fun" used to mean something exciting or challenging enough to get your head in the game and rely on your well earned skills and wits to outplay specific opponents.
Nowadays however, because of the overuse of the terms, their meanings have pulled a 180 and are mostly used by survivor mains when discussing Killers. The updated definitions have become
"Boring/Unfun" = Challenging, Harder to go up against than normal
"Fun" = Easy.
For example: "Spirit is so boring", "Huntresses Hatchets are so Unfun to play around" or "Trickster is the funnest killer by far".
Basically When survivor mains are complaining about a killer being "Boring" these days, Whether they meant to go with the original meaning of the term or not, they're mostly seen as just bitching about the killers mechanics, and crying for nerfs because they either can't or won't listen to anyone's advice for how to take up the challenge. Likewise when they say a killer is "Fun" they genuinely mean it, but only because they have an easy time dealing with them in game, and typically don't have to change their tactics, or need any help, because they're winning most of the games they play against said killer. Not Much "Fun" for the Killer in this case, but Survivor Mains don't really seem to give a damn about that.
It's because of the change in these terms definitions that anytime I see a post claiming something as "Boring/Unfun" or "Fun" I just roll my eyes and don't bother checking it out. Likewise If I ever see the titles of posts about a killer stating that they are "Fun", I make a mental note to avoid playing that killer, because I Live for the challenge of the game, and love to present survivors with one, so I don't want to pick a killer that's practically guaranteed to give the survivors an Easy win.
As a sort of evidence of this change in meanings, Posts are still saying that Trickster, Trapper, Clown and Shape are "Fun", Whereas others whine about how "Boring/Unfun" Freddy, Spirit, Doctor, and Wraith are... So take that as you will.
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I guess I shouldn't post these things at 0-dark 30 in the morning on a Tuesday if I want people to see them. Good to know.
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- You select Trickster.
- You Lvl him up.
- You play him for a few rounds to get used to his mechanic.
- You decide Huntress is better and never pick Trickster again.
/s
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I disagree.
She gets 60-90 seconds (90 with the right add-ons) of corrupt purge to down as many survivors as possible with the usage of that 1 free corrupt fountain. If she's REALLY good, and the survivors don't scatter, she will manage to down and hook at least 2 of them on average, but if she's just decent like most plague players are, she'll likely end up hooking only 1 player before the time runs out. If your team is horrible she'll down all 4 survivors, but there's still a good chance she won't be able to hook all 4 since most of the time someone brings in Unbreakable or Soul Guard while she has an active hex. Either way, as long as everyone refrains from the knee jerk reaction of cleansing en masse once she collects her 1 free fountain, she gets whatever downs she can manage, but is left for the rest of the game as an M1 killer.
Cleansing on the other hand, no matter how "inconvenient" you make it, Supplies her with multiple minutes of being the best ranged killer in the game. So ask yourself, Which would you prefer? 1 minute of ranged pain per match, or Multiple?
The "Don't Cleanse" strategy is still effective, you just have to be patient and wait out her corrupt purge, once that's over with, and as long as no one cleanses until the gates are powered, she becomes an extremely loop-able M1 killer for the remainder of the trial. Sure she can hear and see you better when you're infected, and can down you in 1 hit, but I feel it's better to deal with that for the remainder of the match, than continually gifting her the most powerful ranged attack in the game to use whenever she wants.
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Another Fun Fact about Adrenaline Vial is that If you turn your camera and Lunge, you will immediately break out of the path you are going and lunge in the direction you're looking. It's a fun way to throw off survivors who think they just dodged you only to have you jump right up on them from behind. That's the real trick to using Adrenaline vial effectively, that and planning where you are going to bounce incase you miss the survivor ahead of initiating the rush. It REALLY increases your learning curve with him, but it can come in handy... It's just frustrating as hell to use.
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Now Pair Adrenaline Vial with the Placebo Tablet and you get the "Gamer Stereotype" Build:
An overweight man Relying on his weight loss tablets, energy drink addiction, and "1337 Sk1llZ" to take on the survivors with such an ego he "Never loses except to Hackers!"
It's the hardest time you will ever have playing Blight, and, Just like with the Burger King Myers or Heavy Smoker Nurse builds, if you actually get a kill with it... YOU FREAKING EARNED IT!
Edit: Bonus Points if you also trash talk the survivors when they escape, accuse them of cheating, and exaggerate your "1337 Sk1llZ" when they retort.
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@Beelzeboop said:
That would be a fun buff.
Even better if the dead survivors could take control if they want to earn some extra BP post mortem.
Fun Idea but in practice the Player controlled Zombies would just do everything they can to body block the killer so their buddies could escape the match.
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Meh... It's ok, but honestly I rank up the Mutation so fast without it that I don't really need the extra boost. On the other hand, Making my zombies become "Crack Zombies" by using the Mikhail's Eye, and Depleted Ink Ribbon add-ons makes a huge world of difference. The zombies go from being practically useless to a decent threat for the survivors because increasing their movement speed means they cover more of the map, encounter survivors more often, and typically end up hitting or blocking them at more crucial times frequently.
The Zombie Detection add-ons suck for them because while they definitely go after survivors from a further distance, their base movement rate makes that a moot point since they are so easily avoidable, so honestly, the Movement speed addons end up becoming the greater benefit in comparison.
Overall though, I feel like the Devs basically gave Nemesis the Demogorgon treatment: Too afraid to make him decent-good that they ended up giving him add-ons that only increase the base stats of his power that nobody cares about upon release, and they will eventually have to do an "add-on pass" in the future to make him remotely viable. Which imo, has got to be pissing off Capcom to see one of their most Iconic antagonists reduced to such a pathetic state in another game.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2297100#Comment_2297100
My man uve been thinking about this in the shower or somethin? I like the ideas
Not really, These were the changes I suggested Months ago in my own post for fixing and updating killer perks for the current gaming environment. A lot has changed since then, but not in ways that makes these suggestions any less relevant. I'm glad you like them.
@BronzeHandModel said:
https://forum.deadbydaylight.com/en/discussion/comment/2297100#Comment_2297100
I like how much effort you brought in. With Surge i agree and disagree. No Cooldown would be fair but surge is powerful with ruin or pop. So i think down with basic attack fine.
It's still a hotly debated problem with surge, but most can agree that either the basic attack requirement has to go in order to make the perk more universal to the killer roster, or the Cooldown must go since chasing and downing a survivor already can take anywhere from 20-45 seconds, and that's depends on their health states when the chase began. Overall, I feel both need to go because surge already has 2 requirements for activation: the survivor must be within 32 meters of a gen with progress on it, and you must Down the survivor. Adding the other 2 requirements is just excessive and putting what would otherwise be a decent perk in the "Trash" tier among killer players. Especially when they have more and better options for gen defense.
It takes 6 seconds for a survivor to recover the 8% of progress loss Surge inflicts, less than half that time if they have a toolbox, or co-op repair the gen, so really all surge ever amounts to is a hardly noticeable annoyance for survivors, and something that can potentially save the killer time on kicking gens themselves as long as they're close enough to activate it on 1 or more gens. Even In a small map, or 3 gen situation, Surge is still a woefully underpowered defense perk, but where this gets ridiculous is when you realize that even if both of my suggested changes were made, it would still be underpowered. More useful? Yes, but definitely no where near as powerful or effective as most of the other gen defense perks available.
@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2297100#Comment_2297100
Nice and thorough thanks for taking the time 🤔🙂
I Have been suggesting these changes for a long time, but none of my posts ever picked up for some reason. I always thought that was because of something I said, or nobody liked my ideas. I'm glad you at least kinda like them, and hope this post gets some more attention.
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Not sure if you noticed, but Victor is actually bigger than the hatchets, so just be glad they didn't give him Demo's Shred hitbox size.
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My Suggested changes:
Monstrous Shrine:
Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.
Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat or Deliverance, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.
Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.
Spies From the Shadows:
Overhaul the perk to - The Crows no longer respond to your presence, the yellow auras of any crows within 24/30/36 meters of you are revealed upon being disturbed. Disturbed crows are 100% louder to you within that range.
Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten fields features no Scarecrows, but the crows completely avoid the corn field... wtaf?).
Surge:
Remove the cooldown and the Basic Attack requirement.
Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate Surge at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.
Oppression:
Remove or significantly lower the cooldown.
Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.
Fire Up:
Buff the perk- Increase it from 4% to 5%.
Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.
However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.
Insidious:
Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain back to normal size and brightness in 4 seconds, once this has returned Insidious has a 40 second cooldown.
Explanation - This perk has been a bane on the game upon its release since it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.
As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.
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a crazy amount of new players to the game due to the new chapter release = longer queue times for everyone. While annoying to us, it should be seen as a testament to the success of the game. It'll calm down and get back to more normal timings once enough new players realize that they don't really like playing killer over survivor, and then only the survivor queue times will increase.
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For survivors:
Actual "Charms" like a lucky rabbits foot (not so lucky for the rabbit mind you), Dream Catchers, Horse Shoes, coins, etc.
For killers:
Macabre Trophies and viscera like Intestines, Eyes, Meat, Hearts, Fingers, Scalps, Tattooed cuts of skin, etc.
Basically, where the survivors want luck to carry with them, Killers want human trophies and gore to increase the terror they inspire. Can you honestly say getting put on a hook that has dangling entrails and skin decorating it wouldn't be intimidating? To the killers, that's their twisted version of "charms", And I would love it if both sides got these types of charms to better accentuate their their personalities in the trials.
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@jester20k said:
Their purpose isn't to chase survivors around and do your job for you. They are a minor annoyance, they are rng vault blockers, and every once in awhile you'll get surprise hits or downs out of them. They're fine.
most of what you've said here is correct, but the problem is that, as they currently are... unless you devote 2 add-ons to them they simply suck at their job. The detection range add-ons are a Joke for them since they do nothing for their movement speed upon detecting a survivor, and while the movement speed add-ons do a great deal to make them more viable, they simply don't do enough to make them useful.
They're NOT fine, and more often than not result in being less than an "annoyance" as no one feels any threat from them at all except in specific circumstances. However... once the killer devotes 2 add-ons to make them move at 2m/s (which is half of the survivor speed), suddenly they become something that can be perceived as an actual threat survivors have to work around, albeit still minimally tbh. I'm simply irritated that the killer has to devote so much BP and Add-ons to make something that should be decent in the base kit, well... decent at all.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/259099/im-liking-my-crack-zombies
normal zombie speed is so piss poor you can literally walk to evade them
Pretty much What I'm talking about. Why do we have to sacrifice 2 add-ons in order to make the zombies "decent" when they should be that with only 1 add-on, and just slightly less so without any? they are completely pathetic without any atm, and that doesn't make Nemesis's kit appealing to anyone.
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Survivors now have 2 counters against Franklin's Demise:
1: Built to Last, the Felix perk that restores 50% of charges on an item if it gets depleted. Sure It only works once per trial, and isn't a complete counter, but If you have it equipped and pick up any item that has no charges left, you get 50% of them back, even if the item was depleted by another Teammate or FD. So, in the best case scenario against FD, you'll have your item dropped/drained by FD when there's less than 10% charges left, and then be able to pick it up later to restore the 50% and continue using it. If keys relied on having charges in order to open the hatch, then this would be the right perk to pair with a key in order to ensure FD couldn't prevent your escape.
2: As mentioned by others, FD's biggest and easiest counter is to simply drop the item yourself to prevent it from consuming them. This has always been the counter to FD. See your friends Flashlight get knocked out of their hand by the killer? Run over to the Flashlight while the killer is distracted, Pick it up and drop it again to keep the item safe. Realize the killer Has FD while you have a Key? Hide it in a corner of the map until its needed. You suspect the killer has FD and hear their TR approaching? Drop your item before the chase starts. Basically, FD has always been the easiest perk to counter because of the built in item pickup and dropping mechanics, So even if they changed it due to the Vaccines introduced in the latest chapter, It's not like it couldn't have been countered, but I guess new players wouldn't figure that out immediately and probably flood the forums with complaints about it.
While I will miss being able to potentially take away the survivors favorite toys, especially the most irritating and overpowered ones, this change isn't that big of a deal. However I sincerely do hope that they make it so keys require at least 10% of their remaining charges to open a hatch, so that killers will at least have 1 somewhat decent counter against the less savvy survivors that abuse them. Nothing pisses me off more playing either side than a survivor with a key who does nothing to help the team, and hides out with a key waiting for the hatch to spawn so they can get an unearned free escape. If they required charges, the survivor has to be careful using the keys Aura reading ability, or just forgo using it at all, and the killers will have FD as an option to try and counter them, not that great of an option mind you... but it's better to at least have an option, than having none at all.
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Nemesis OP? no, not really when compared to PH, Huntress, Freddy, Bubba, Spirit etc.
Zombies...? YES, definitely OP as Hell!
They're always where you don't expect, have no TR warning, and can completely shut down a good loop, hook rescue, healing attempt, or tight corridors/doorways/basement stairs. If they couldn't be killed with pallets and blinded with flashlights they'd be unstoppable. As they are right now, I'm highly tempted to just uninstall DbD because of those DAMN DIRTY ZOMBIES!
/s
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Nemesis? no. Zombies...? YES! They're always where you don't expect, have no TR warning, and can completely shut down a good loop, hook rescue, healing attempt, or tight corridors/doorways/basement stairs. If they couldn't be killed with pallets and blinded with flashlights they'd be unstoppable. As they are right now, I'm highly tempted to just uninstall DbD because of those OP as hell Zombies! /s
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2273968#Comment_2273968
Which makes no sense nerfing an entire perk for just 1 specific killer mechanic. A mechanic that is limited to begin with and can be further limited by the killer's add-ons. That to me is the funniest part to me, is that the items were a limited qty anyway lol.
Not to mention FD has the Easiest counter to any perk in the game: see/hear the killer coming? know they have franklins? Drop your item before they can knock it out of your hands. FD won't consume the item this way, so even if they changed the perk due to the vaccines, survivors still had the option to drop or hide the vaccines until needed without having to worry about FD destroying them.
This is just another mark on the bedpost of BHVR's boneheaded decisions. Why am I using the Bedpost analogy? Because every time behavior puts another mark on it, in one way or another the players get #########!
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Originally I was going to complain about the map frequency, because Since I started playing 3 hours ago for about 2 of them, I got RCPD 7x in a row. No offerings or anything, Just all RCPD all the time. This is out of 10 games: 1st game was at Father Cambels chapel, then 7 in a row with RCPD, finally lery's and the Game.
I was so sick of RCPD, mostly because it was just on constant repeat, and everyone playing on it was disconnecting. I figured the DC's were just due to player frustration over getting the same map over and over again, or because they couldn't handle getting used to the new map, but now that I know it was causing crashes, I feel kinda bad for thinking survivors simply couldn't handle it... well, technically they couldn't because it was causing crashes, but y'know what I mean.
I'm taking an hour and a half break, so reading this made me glad that it's supposed to be out of the map rotation for the time being, I hope the devs get it fixed, but mostly I'm praying that when it goes live again it'll have the same frequency chance in the rotation as the rest of the maps. 7x in a row felt excessive.
I will report back if I get it again in the next half hour or so. I'm on Steam.
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They were worried it'd destroy the vaccines, and thus prevent survivors from being able to take 2 hits to get injured instead of 1 when playing against nemesis.
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Franklins Still has the easiest counter ever: simply drop the item yourself to prevent it from getting knocked out of your hands/drained by FD. Even before Removing its ability to destroy items, this counter was such a simple thing to do that even smooth brained survivors could figure it out, and go hide their item in a corner until needed (usually keys). With that, FD was already pretty sad, but now that keys are immune from being countered at all, FD went from a bad perk to a useless perk.
What can I say? I doubt any survivor would Play with Self Care anymore if it was changed to only enhance how fast medkits heal you when healing yourself, instead of giving you the ability to heal yourself at a reduced speed without one.
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Survivors could already counter FD by dropping their items themselves, either to hide it in a corner of the map, before an upcoming chase starts, or even during a chase. This was the EASIEST counter to any Killer perk, but no, they were worried FD would counter the Vaccine mechanic introduced in the chapter, so they took away the only counter killers had to keys, and it didn't even work half the time because survivors either retrieved their item before it got destroyed, or simply employed the counter mentioned above. sigh... despite the devs stating that they are working on a change for keys to make them more balanced, they could've at least allowed us to keep this one perk as a potential counter until they make those changes.
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The nerf to Franklin's Demise was unnecessary, since, once you know the killer has it, all you have to do to completely nullify its effect is simply drop the item yourself either during or before an upcoming chase, and as long as you know where you left it, you'll never lose it to FD's effect. It was the EASIEST counter to a perk ever, but I guess the majority of survivors were too smooth brained to figure this out, so the devs (who have a history of overly coddling the players) took away the only tool killers had that could potentially counter the most overpowered items in the game. It also doesn't matter if it drains charges anymore since survivors can just recharge said items by 50% with Built to Last, which was introduced 2 chapters ago, so for the survivors using it, this is now a hard counter to FD.
Sigh...
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Hex: Burned
A Hex Rooted in achieving power when survivors believe they can elude you with their favorite toys. Any time a Survivor Blinds or Light Burns you, Hex: Burned Gains a token with a maximum of 5. Each token gained Increases your Movement Speed while decreasing your Missed and Successful basic attack recovery speeds by 4% for 6/8/10 seconds After recovering from the blind effect.
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@TheClownIsKing said:
I am appalled and astonished that Hag is still flying under the radar.
There is absolutely nothing fun about, or fair about:
a) not even being able to simply WALK around the trial. WALK!!!!
b) once in a chase it’s basically “screw you” because there is absolutely NOTHING you can do as a survivor if you run anywhere near a phantasm trap. Not even TOUCH the damn thing. Just run near it.
c) the fact that there’s is anywhere from a marginal chance to NO chance to avoid a hit once Hag teleports.
And...
d) her hook camping by proxy BS that means you’re basically dead from your very first hook, unless magically gifted with the most competent teammates in the entire world.
There is absolutely NOTHING BALANCED about a killer whereby the determining chances of success against them is whether someone in the team happens to have the correct item.
I just don’t get it. How?! HOW?!
How has Hag been allowed to remain in the state she is in.
All she provides is a lopsided experience for the killer using her, and misery, frustration and a sense of pointlessness “why even bother trying...” for the survivors.
Please, why aren’t more of the community speaking up about Hag’s very real, very big problems?!
@TheClownIsKing I like you, have supported you for a long time, and appreciate your input for the most part but THIS, of all things, I'm not liking you for. I've respected you as a player who plays both sides, and understands their mechanics, but more and more recently we've been getting posts like this one wherein I find myself wondering if you've even tried playing the killer you are bemoaning at all?
While I admit that setting traps at hooks as Hag doesn't take much effort or strategy, I also counter that IF you are survivors against a hag, you should expect her to do this and approach each hooked survivor as if she's planted one, as well as leave the area for the same reason. Players who don't do this deserve what's coming for them. As for Hag in General She has many counters, even if you don't have a flashlight, but only an experienced Hag player would know these things, and have experienced defeat by survivors exploiting them.
Unfortunately, Your Post Reeks of survivor sided Bias, and that makes me sad. Of all the killers you could have picked on, you pick one of the least played, and Provided no evidence that you even played her to help us understand why you feel she is unbalanced, which only comes across as more banal survivor sided "x killer needs to be nerfed because" ranting that litters these forums.
I know you are better than this my friend. I admit, I've let my own emotions get the better of me in these forums (especially While Drunk, which I'm still working to own up to and apologize for), so please, I'm begging you to at least play her for a week or 2 if you're up for it and at the high ranks... after that, If you still feel sore about her balance then feel free to re-iterate this sentiment, otherwise please come back to us with a less biased assessment.
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If it weren't for da zombies, I would have lost my first match trying out Nemesis:
His tentacle took some getting used to, and we were on Rotten Fields, so the Survivors (all Jill) cruised through the gens very quickly, and by the time I had hooked 4 survivors, there was only 1 gen left and 3/4 of the survivors were contaminated. Funny thing that happened though, I was chasing 1 survivor near a gate, and the 2 other Contaminated and injured survivors came to open that gate... and brought my zombies with them! I took down the survivor I was after, Zombies took down another, and I followed up by taking down the third. Then the sneaky devils basically camped the area while I spent time hooking the 3 downed survivors, And they managed to Contaminate and Injure the last survivor for me as they came in for the rescues. After that it was pretty straight forward and I ended up getting a 4k.
It may have helped that I used the Brown and Yellow Zombie movement speed add-ons, but overall it was a "Zombies For Da WIN!" game that had me rolling with laughter.
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Echo from a post of the future yet to come:
"Played a few matches as Clown, Plague, and Legion, Didn't win a single match... Why am I getting banned?"
You guys can quote me when this happens!
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Lets not forget, the ability to ban anyone who plays Nemesis via an auto-ban voting system! He just doesn't look like he's gonna be a "Fun" killer to play against, so thank god they're giving us a system to eliminate anyone who plays him! Whew, I was REALLY worried for a moment there.
/s
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Echo from a post of the future yet to come:
"Played a few matches as Clown, Plague, and Legion, Didn't win a single match... Why am I getting banned?"
You guys can quote me when this happens!
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I get the impression that it's gonna be as big of a F-up as the first test of the SBM/MMR system, which was a colossal failure. Only this time, it's gonna directly result in nobody wanting to play the Killer role, since doing so for a few games, and playing it well, will get you banned.
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Every time a Killer wins a game, it's another nail in their coffin, at one point the coffin fully nails shut, and the player gets a penalty ban.
You can't convince me that this isn't the way the system will actually be used. BHVR really shot themselves in the foot with this idea. Players should never be given the power to choose who gets banned. Players are spiteful, petty, entitled brats who want to make the game easier for themselves, so while the heart of the idea was in the right place... the actual utility of it will result in becoming the worst incentive to play Killer at all.
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All killers do a Default 10% damage to generator progress when kicking them.
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Claudette:
Can't tell you how many times I've lost a survivor match while playing against this #########!
She promotes selfishness, Stealth based gameplay, screws over her teammates at every whim, is overall unhealthy for the game, and so If anything needs to be deleted/nerfed to the ground... it's her!
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I think you meant the Undetectable Status (not insidious) in your original intention. It's a decent Idea honestly, and would give stealth killers a major advantage towards map pressure. Any killer who triggers the Undetectable status via perk or add-on, or any killer that gains it via their base kit would have a great advantage, but... ShadowBorn was originally intended to affect the killers sight, not their ability in the dark. Originally Shadowborn both affected their FoV and the brightness of the environment, the former was buffed heavily and the latter phased out when the devs decided to get rid of the map brightness affecting offerings. As it is, it's decent, but yeah, still leaves something to be desired.
All I'm saying is that While this is a good idea, It should be reserved for another original perk, and not slapped onto one that already does it's job... even if said job is lackluster. Honestly, if Shadowborn also increased map brightness as it did in the past, it still wouldn't be OP considering how bright maps have become recently.
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For the sake empathy for the OP's ideals... Yeah, I "kinda" feel that same sentiment. It "Somewhat" sucks playing killer and winning if the team you're up against just can't hack it, bail instead of taking up the challenge, and more so when someone nabs the hatch undeserved because of a key or the DC (I'm assuming the last player got the hatch because its 90% in the killers favor if they close it against a non-key bearing player during the endgame on most maps).
On the Other hand though... It's not YOUR fault they had such crappy teammates, Nor is it your fault for performing the duties of the killer you chose, or the very role you picked, which is to be a Merciless killing machine! If they fail, and you succeed because of these circumstances... that's on them, not you!
IDK how many hours OP has played killer, but take it from a Killer Main:
First of All, I follow these "Unwritten Rules":
1 - Play how you want to play and enjoy the game.
2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.
3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.
4 - When the gates are powered... Anything goes!
5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.
6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you open it again. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.
7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follow:
A Game breaking bug rendering you incapable of playing a normal match.
A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics, or bullying/griefing you. (Record if possible, and Report them after leaving the match.
Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstance.
Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.
Don't be a petty DC'er.
8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.
Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.
9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.
10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun!
Second... for me it's pretty simple: I'm a Sadist IRL and having survivors act Toxic or vomit their insecurities all over their keyboards in the post game chat, or DC out of frustration REALLY does it for me. The Idea that I've Genuinely Hurt them IRL by beating them in a game is not only funny as hell, it gives me a feeling of POWER over them that can't be matched. Games like this are my outlet for these Urges and helpfully keep me from expressing them IRL which would be to my detriment.
However I understand that Other, more Normal players definitely don't share my necessity to cause pain in others, and often fall victim to it due to endgame chat vulgarity, Unsportsmanlike DC'ing, or groups of survivors whose only intent is to bully the killer, and gloat about it through their actions if not their words. I may be a Sadist, but that doesn't fully mean I lack comprehension of my fellow Human beings emotional suffering, In fact, I think it makes me more keen to it.
Hence Why I created this list of rules. They are not created in my own self interest, and I Intentionally kept them as Unbiased as possible. So please, whether you follow them or not, you can at least keep them in mind. As for dealing with overall survivor toxic behaviour, all I can say is either you should:
- Embrace it as a sign of weakness like I do.
- Follow the rules I've listed to avoid/understand it as much as possible.
- Stop caring about it and just do you, no matter how much they complain!
Overall choosing to play killer is choosing to play the "power role", and while it's a thankless job... It's only as powerful as you make it, and embrace its meaning! Perseverance is my best advice. Take up the Challenge, Learn from it, Adapt to it, take advantage of their weaknesses, and eventually the survivors tactics/toxicity/unsportsmanlike conduct won't matter anymore because you'll be dominating them and devastating their expectations, as for the survivors that choose to abandon their allies, that's always on them and not you! Survivors often make the fatal flaw in logic by believing the killer player is no better than an A.I. Bot in the game, so go forth to Prove that assumption wrong, and they'll panic. Stop following patterns, or being predictable, and you'll learn new things that make you a MONSTER to face.
As for those who can't Hack it against you... As OP has emphasized, That only means you've defeated them FULLY, and isn't something you should feel bad or ashamed about when playing the killer role. They made their choice to not deal with you, and abandoned their allies; This is not YOUR FAULT in the slightest, and taking advantage of it is only playing to the role you've chosen. BE MERCILESS, and UNSYPATHETIC, because If Survivors NEVER hold back on their builds, or Tactics... why should you? If they can't handle that, then that's not your problem, it's theirs, and all the teammates they willingly throw into the grinder for your ascension. True, it doesn't feel very sportsmanlike to take advantage of this, but overall it results in you facing off against those who are actually willing to take up the challenge of facing you, instead of leaving you to keep facing the weak and unworthy losers you've been up against to this point.
So @TGB , Stop beating yourself up about it. They made their choice and it resulted in your success. None of this is on you, and you shouldn't feel bad about the win, because you at least tried to earn it, where they failed to do so. Hold your head up high if they do this to you, because A win's a Win no matter how you look at it, and a Loss is a Loss no matter how they ######### about it.
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All of Them. The Devs just don't know how to make any killer "Fun" to face.
*Fun = Easy/Bully Target
/s
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My favorite types of builds for killers are the ones that are built around how their powers work, or completely change their gameplay to something survivors aren't expecting. Some Examples:
"Rock & Hard Place" Plague: Dying Light, Thanatophobia, Surge, BBQ & Chili/Surveillance. This build forces survivors to choose which path of pain they are gonna take: Cleanse, and they do gens at the normal speed but give her the best ranged attack in the game, Don't Cleanse, and They suffer with excessively slow gen progression speed by mid-late game. It's built entirely around enhancing her power to become a bane to the survivors no matter which choice they make.
"Ninja" Doc: Monitor & Abuse, Nurses Calling, Pop Goes the Weasel, Whispers + Calm 3 and Calm 2. There are other variations for the last 3 perks but the main combo is M&A + The Calm addons, which increases his TR to 36 Meters when out of a chase and static blast is fully charged, but Decrease it to 12m for 1 minute after using his Static blast, essentially giving him a smaller TR than a EW2 Shape. This is a Highly unexpected way for anyone to play the Doc and throws survivors off every time. It essentially completely changes his gameplay mechanics to focus more on stealth instead of being the omnipresent tormentor he's known to be.
"######### TR?" Legion: Furtive Chase, Dark Devotion, Tinkerer, (Insert your choice Perk here) + Iridescent Button. Your TR Fluctuates so much in size that survivors never have a good idea of where the hell you are, or how close. All they know is that you can be anywhere really, and it's freaking them out!
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@HEXthiCCstix said:
https://forum.deadbydaylight.com/en/discussion/comment/2189307#Comment_2189307
but then why would anyone run stbfl
To me... Crippling Assault is only enhanced by STBFL as that ends up compensating for the loss CA gives you, so I think the real question is Why Wouldn't anyone run STBFL with CA?
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Survivor:
Recompense:
Your grief over your fellow survivors suffering emboldens you to make things right. For every other survivor hooked Recompense gains 1 token, Maximum of 3. While you are hooked all other survivors are granted a 3/4/5% speed boost to repair actions per token. Upon being Rescued all tokens are reset.
Killer:
Crippling Assault:
Causing pain to your victims weighs heavily upon their ability to perform. Up to 1/2/3 survivors injured by you suffer from the Incapacitated Status Effect until healed/healthy. Your successful basic attack recovery time is increased by 50%.
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@Patrick1088 said:
https://forum.deadbydaylight.com/en/discussion/comment/2169548#Comment_2169548
Shocks work on hatches too? I'm not new, but didn't know shocks do that.
I agree. Most doctors aren't great, but the ones that are good are decent. I'm rank 12 now. I have videos of denying hook grabs and pallet vaults. But lately timing has been off and I keep discharging a little too late.
It's honestly really weird... Survivors in Madness 3 can't use Toolboxes, Medkits (for obvious reasons since they can neither heal or repair) or Flashlights, but For some ass-backwards reason can still use keys to open a hatch. Sure they can't use the keys for aura reading, but that's beside the point: If they can't use any other items... Why the ######### can they still use keys to open a hatch?
The ONLY deterrent is that if you Shock a survivor, suddenly... they can't use a Key to open the hatch for 2.5 seconds! Why Madness 3 is not enough is beyond me, but If you chase a survivor with a key to a closed hatch, you CAN stop them from opening it indefinitely just by shocking them every time it cools down. If they are injured before reaching the hatch, this is an instant win since you can shock and down them before the 2.5 seconds are up, but if they are healthy... then your only chance is to keep shocking them until either they run away from the hatch, or you mess up your timing.
Doc is weird this way, because of the inconsistency in his power against keys, but overall, he is literally the only one who can counter a key escape if you time it right. No other killers can do that as far as I know.
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Not at all. Lady D became instantly iconic just from the trailers and demos, but more than that RE8 was released literally last week, so by the time the 5th anniversary of DbD kicks off, She'll still be in everyone's minds, and DbD will act as additional advertising for RE8, which honestly seems like a win/win from either marketing team to me. Lady D has more memes than you can count, and had them MONTHS before the game she's featured in even came out, so While not as much of a hit to everyone's nostalgia like Nemesis, Mr X, The Tyrant, or even Rebecca in her Cheerleader or Nurse outfit (google it!), she's already left a massive impression, and it would be idiotic if Capcom and DbD didn't pair up to ride the wave of her popularity.
My only concern for Lady D, is that... well, there's no other way to say this... I think the DbD survivor community already knows her weakness:
https://kotaku.com/lady-dimitrescu-vs-the-humble-coffee-table-1846873582
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Warped Reality:
Passive: All survivors within 36 meters of you hear noises emanating from objects in the world at random. Noises include: Generator Kicking/popping, Pallet Breaking, Crow Cawing, Survivors injured grunting, Survivor Screaming, Pallet Dropping, Terror radius within 16 meters of the object, Chest opening, Hook Sabotage, and Rats.
Active: Pressing the Activate power Button gives all survivors in your TR the Oblivious and Blindness status effects, Any survivor that looks at you when you activate this power, has their vision distorted for 30 seconds, and increases the frequency of Warped Reality's passive effects. Survivors who successfully escape a chase after looking at you, Hallucinate pallets and open windows where there are none until the duration expires.
Special: Shadow Arms. Pressing the Activate ability button on a survivor affected by Warped Reality's active ability sends a few shadow arms at them inflicting damage if caught. The range is 8 meters, and has a cooldown of 2 seconds. Shadow arms can also be used to damage Generators, and Break Pallets, or if targeting the ground, propel you forward to the their target location.
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@Yords said:
Just get rid of the cooldown and m1 requirement to make it more universal such as infectious fright.
I wholeheartedly agree, Remove the cooldown and the Basic Attack requirement.
We all know why these conditions were given to this perk by the devs: They feared the 3 gen situation would make it too powerful. However, with the time it takes to down a survivor, and the fact that if they are healthy when the chase starts, they can easily get more than 32 meters from a gen before being downed... This fear is entirely unfounded. Even if only the Basic attack requirement was removed, in order to capitalize on a 3 gen situation, you'd still have to down a survivor in proximity to all 3 gens, and with the 8% damage, you only buy yourself 6 seconds with each down, which goes down to 2.5 seconds if they're using toolboxes. These requirements are overkill to the perk, as it doesn't have the potential to stall or prevent survivors from finishing a generator adequately enough when compared to the other gen defense perks available. It doesn't even take a well coordinated team to defeat a 3 gen situation against most killers, especially if they have all 4 players. In Practice, all it does is save you time in kicking nearby gens yourself after downing a survivor, but To go into more detail as to why these changes need to happen:
Honestly this has been hotly debated in the forums since Surge came out, because the fact remains that in order to activate Surge at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they are healthy when the chase starts (between 20-30 seconds on average for a good killer), and the minor 8% damage Surge does, if it activates, is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens (at which point most if not all of them will be dead anyway, so even reaching this potential doesn't mean much). PGTW on the other hand does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor.
While this suggested change won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster (face it, The basic attack requirement didn't work for Infectious Fright, and is sure as hell isn't working for Surge), and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors, but nothing more than that... An "Annoyance". It won't make it any more powerful than any other existing gen defense perks, but at least it will be more useful.
Surge is NOT A PROBLEM, and even with these suggested changes, It still wouldn't be, but at least it would be more appealing to use instead of being considered "Trash Tier" by the majority of the killer players.
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I can't speak for those who VPN in order to access servers in different continents, but for me, It's always been purely for protection. I had the unfortunate experience wherein I defeated a team of survivors only to get threatened in the endgame chat by someone who traced my IP address, knew my location, and said they would swat me. Fortunately they didn't follow up on that threat, but it left me pretty shaken. Seriously, who the hell does that over a loss in an online game?
With my family, and myself at risk due to what is and always has been my hobby at best... I couldn't take that chance anymore. I Subscribed to a VPN and while it does cut my connection speed in half, I feel secure that I can game without the chance that an asshat like that will ever be able to trace my IP anymore.
As for those who use VPN to join servers in different countries, Maybe give them a little slack. Sure they don't have the same reasons I do for using a VPN, but overall, have you ever thought that maybe the reason they do it is less about gaining a game advantage, and more about connecting to a better server with more players than their area currently provides? I know this can be frustrating, but maybe they don't really deserve all the hate you're giving them.
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My eyes are terrible. I have keratoconus in one eye and an astigmatism in the other. What that means is, for me, my depth perception is pretty much fubar, and looking at anything is like looking through a drop of water: Lots of light beams refracting from objects and obscuring my vision. I even have corrective glasses, but they do little against the light beams. When all of the colors are muted, dark, and washed out looking this makes it extremely difficult for me to discern what is an object in DbD vs what is a player. While players obviously move, a Still player is impossible for me to descern from the rest of the environment, making me feel like the T-Rex from Jurassic Park. Fortunately Nvidia Freestyle changed everything, and allows me to adjust the color intensity and saturation for more vivid coloring to give DbD a less washed out look. Just by pressing Alt+F3 and selecting the settings I needed made the game playable for me.
Without it I wouldn't be able to play killer at all since all a survivor would have to do is simply stop moving while against another object and I'd lose them. With Nvidia Freestyle however, survivor clothing and skin is much more easily discernible from the environment and overall looks prettier. While the bright maps like the new Coldwind Farms has issues with the settings I'm currently using, I can always turn it off at the press of a button. I suggest you take a look into it and give it a go to customize your overall DbD experience to what fits best for you. If its allowing me to play killer and at minimum, a decent one, then for the rest of you who have better eyesight, it should do wonders. I hope this is helpful to you.
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Hex: Futility
A Hex rooted in survivors futile attempts to subvert you. Every time a generator is completed, if Hex: Futility is still standing, it Activates and Regenerates any other cleansed Hex totems in the place they were cleansed. If Hex Futility is Cleansed, All survivors suffer a 5/10/15% reduction to all repair, sabotage, healing and Action speeds for 150 seconds.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2162362#Comment_2162362
What is heavy smoker nurse?
This:
https://www.youtube.com/watch?v=pQbRWF0xXuENot sure if its still do-able since her add-on pass though.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2168806#Comment_2168806
The problem i have with comparing doctor to the other killer is that i disagree with your tierlist heavily.
Imo opinion this killer are weaker then doctor and i put them in C/D-tier: Legion, Wraith, Clown, Pig, Myers, Trickster, Trapper (i dont count tombstone, tampered timer or other addons which give a insane buff to the basekit)
From this killer you disagree on trapper, myers, pig and clown.
First some words about doctor: antistealth isnt really the strongest ability against good survivor but it is not useless like you said. Calm spirit is not that common and im 90% sure you still see the notification. But i dont know bc i dont remember when i played against calm spirit with doctor. Lockers are a good counter but it wastes time and depends on guessing when doc will use his blast. And you forget the gamedelaying advantage thus ability has. Snapping out buys you 12 seconds. And they cant finish a gen in your face, finish a heal or heal someone slugged. Sometimes its worth to use a static blast against three survivor you can see bc of the madness increase. In M3 you can use the doctor illusions to find survivor. And then we have all the effects with addons.
Clown: he and doctor have no problem getting hits on unsafe pallets. On some other tiles clown has a slight advantage but he needs to reload for his power. Yellow bottles as map traversal are proven to be a waste. So madness gives doctor more map pressure. Doctor almost never needs to search for survivor, so he loses less time. Doctor starts the first chase faster. So while clown is a slightly better chaser, doctor has a time advantage.
Myers, Pig, (Wraith): i think you overestimate stealth killer against good survivor
Myers: T1 means a bad early game (faster stalk addons are good for this) and T3 is not threatening enough. A better lunge and faster vaulting speed make you not unloopable. The stalk limit on survivor is a problem if you only find a almost fully stalked survivor which makes you a killer without a power.
Pig: her stealth can give you a hit, but its costs you time bc of the reduced movement speed. So you need to know when its worth to use it. Her traps are completely rng, if you are lucky the survivor waste a lot of time or they just remove them in seconds. For the traps you need to down them. But here comes the problem with her chase power: if a survivor drops the pallet her ambush is useless almost every time. A survivor can leave the tile when you start crouching, too. This is mindgameable with a crouch fake, but a dropped pallet is not. So if you struggle with your downs and gens get done, your traps get weaker.
Trapper: he has so many problems. Indoor maps or all reworked maps where grass gets thinner and thinner and you cant hide traps (Low settings make it really easy to spot many traps) Then he needs a bag, so he has only one free addon slot. The traps on the map spawn in really dumb places (on hills, in corners etc) and you waste too much time. Maps (the item) still let you see traps. You can use dead hard against traps. One player can harrass your traps while other do gens. Good players will avoid stepping on grass. Its a power which costs a lot of time and it not always pays of.
I stopped comparing this killers with doctor directly bc it would get repetitive. But i can get more into detail for a specific killer if you want.
Don't get me wrong, Since I main him and Plague (of all things), to me personally he is in the A-B tiers when I play him, I can't help but admire the incredible diversity/freedom he has in all the possible builds you can make for him, all of which completely change his gameplay, and make the Doc the most unpredictable killer in the game. However, the reason I'm ranking him in the C-D Tiers is simply because not many other players realize this, and just play builds that enhance his M1 killer gameplay, just like they do any other standard M1 killer.
His power has a hell of a lot of utility that most people also don't seem to realize. When I saw a vid of a team of survivors doing heal tech at the gate against a doc, and watched the doc player lose miserably because he kept hitting the healing teammates, or When I saw another Wherein a Doc was chasing a survivor with a key to a closed Hatch, and he went for a swing, I just wanted to scream "Shock them you Idiot!" as it would have prevented both escapes. Only a seasoned Doctor player realizes this, but for the majority of Doc players out there, all they care about is his Anti-Stealth, and M1. My position for him on the Tier list was never about how I play him, and how fun I find him... It was simply about his limitations that are advertised in almost every video of his gameplay out there, and how so many players are playing him wrong.
When he first came out, I was probably one of the only players that realized his potential for total map control, and I made my build around that in order to dominate survivors: Old Calm 3 and Order 3 (massive TR and 25% faster madness gain rate within his static field), Old Tinkerer (Used to make his Static Field drive madness up 10% faster), Distressing, Unnerving Presence, and Overcharge.
With this build, Survivors gained a madness level literally every 10-15 seconds on Avg in his static field depending upon his proximity to the survivors, and gave Doc so much control over the map and gen progress. All of that has changed now though, but mostly for the better, and yet, people still don't take advantage of any of this. They call all of his Versatile and unique builds "Meme Builds" and choose to ignore them. That's Why I put him so low on the Tier list. Not because of how I play him, but because of how the majority of players do.