The_Manlet
The_Manlet
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- The_Manlet
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Because Friday the 13th died.
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The chance of finding all 5 totems in a single match is pretty slim unless you run Small Game, and on certain maps even that won't help. Cleansing all the totems is likely to just move NOED to the worst totem on the map. If you're really concerned about NOED you're better off memorizing all the totem spawns and then running around the map checking each of them once the killer is revealed to have NOED.
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I guess Nancy now. I barely play survivor though, it just isn't fun.
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@Kilmeran said:
@The_Manlet The game needs to dump the Ranks entirely. It's a casual party game, not a competitive game in the sense that a rank ladder fits.
It's was a poor design decision for only having one mode of play. It needs to dump the ranks and simply go with a hidden MMR.
It may be a casual party game, but a casual killer will be literally incapable of catching a survivor with 3000 hours who knows what he is doing.
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The game needs more downranking. The ranking system is such a joke that anyone who plays a lot is forced to play at red ranks regardless of how skilled they are. This means it is no fun for people who aren't experts and it also allows people to brush off obvious balance issues because, "I won at rank 1 once".
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/721175#Comment_721175
Yeah but that isnt a counter exclusively for Spirit is it? Like you stated.
Smh, all these 12 year olds defending Spirit who is obviously the most broken thing in this game so far.
If it isn't exclusively a counter to Spirit, all the better. Means you can run it against any killer and see some use, unlike Calm Spirit which is really only useful against Doctor.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/721164#Comment_721164
Q&Q isnt even a counter.
Iron Will is useless as she can still hear your footsteps and breathing.
Nice try
Quick and Quiet lets you quietly vault a window or pallet, taking you to the other side without them knowing, and then you can just walk behind some cover and wait for them to give up on you because unlike lower tier killers she can actually afford to leave you injured and go off to another generator to injure and hook someone else.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/720870#Comment_720870
Omg, looped till daylight, maybe killers should *gasp* try to mindgame and run chase perks like enduring, spirit fury, bamboozle and save the best for last.
But oh no that's too hard isnt it?
Maybe you should run Iron Will or Quick and Quiet.
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@BBQnDemogorgon said:
Demo is top tier imo. Shuts down loops like a god
This hasn't been my experience. Good survivors can set things up so that Shred is really only good for breaking pallets quickly. They don't even need to dodge the shred, they loop in such a way that you can never get a clear shot for even a second. Too many corners.
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It should be difficult to rank up, because the alternative, and what we've always had since the game launched, is that your rank is merely an indication of how often you've played lately. Even bad players can easily get to rank 1, it just takes longer than usual. This ensures that you will be forced to play against players you cannot handle and will never be able to escape unless keep disconnecting to depip.
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I don't suppose you could post what he looks like without the P1 arms? I don't like the veiny stuff, it looks awful in first person, and I'm wondering what he looks like without it but with the P2 and P3 body and head.
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@Blueberry said:
I'd like one removing the scream when he uses a portal.
Almost all his addons that affect survivors destroying portals are just bad.
This is what the reworked ultra-rare should have done.
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A nerf is a nerf. It doesn't matter how you qualify it, if something is made weaker than it has been nerfed.
"The devs idea of a perfect game includes two dead survivors"
This is funny because it's probably the least probable outcome.
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The game will continue to be imbalanced until the developers acknowledge that Dead by Daylight is two different games: The solo survivor match and the SWF match. Some killers are especially countered by SWF because they rely on the survivors having imperfect information.
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Does prestige even have a large impact on which addons you get?
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Killers don't actually want to run Ruin. It's a highly unreliable perk and defending totems is very unfun. Killers run Ruin because it's the only way most killers on most maps can generate pressure in the early game when there are 4 healthy survivors, 3 working on gens at all times and every pallet is still standing and ready to use.
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I think the only asymmetrical horror game, other than DbD, that didn't crash and burn immediately on release was Friday the 13th. I miss that game. I enjoyed its looping and core gameplay more than DbD, though DbD has more diversity in playstyles on both sides and would always have more longevity due to its DLC model.
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Hide or Die already released and it died almost immediately. Made less of a wave than Last Year, and that game never even released on Steam.
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He's fun but his portals are really underwhelming. So is Shred, but that should change soon. I really like the survivors, the perks and the map as well.
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We need Christine as a killer.
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2K is the rarest outcome. You'll usually either kill everyone (or the last one will get the hatch) or you'll kill one and probably have to camp him at endgame with NOED to do it. Matches where all the generators are done and two die and two escape are quite rare. This is mainly because of anti-tunnel perks and the fact that if they aren't in play and the killer does tunnel, the remaining survivors won't be able to power the remaining gens.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/705471#Comment_705471
I feel like faster vault speed would be so much better. You'd be able to run loops better like BL can make some "loops" better. Also imagine NOT getting hit by wonky hitboxes AFTER you already vaulted a pallet and were away from it.
With how important vaults are to looping, I feel that would make it too powerful and it would be the only exhaustion perk anyone runs.
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I'd rather see Lithe changed so that you can choose which window it will activate at, allowing you to only use it at the good windows where you'd actually get use out of the perk. Even if it had to be nerfed so that the speed boost isn't as great or doesn't last as long, I think it would see more use.
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The core chase mechanics are set up so that the survivors control the game and their skill level determines what the killer has to do, rather than the other way around. This means that high rank will always favour survivors or at least favour them more there than it does at low rank. It also means that against bad survivors, bad killers will almost always win even if they are even worse than the survivors.
Even if you were to buff killers to the point where they always win, survivors would still be in a better spot at high rank than they would at low rank.
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The last original DLC was Demise of the Faithful and it was forgotten almost as soon as it released. Let's not pretend that original DLC is inherently better than licensed stuff. Some of the licensed stuff is great, some is great on a conceptual level and poorly implemented. Some of the original stuff is great, some of it isn't. So long as the content is good I don't care how whether it is licensed, and I'm not seeing any pattern in terms of whether licensed content is more or less likely to be good.
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Good. If it doesn't become meta, that means I can continue using it. I think the most heals I've gotten in one match so far is 4.
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Camping works because unhooking survivors is the only way to make decent bloodpoints, and since survivors are starved for bloodpoints, they all swarm the hook instead of doing generators.
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The primary reason is that his DLC is the most expensive the game has ever had. Other issues such as the fact that everybody already has their main by now are secondary, but do contribute.
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I have no preference for licensed or non-licensed content. It depends on the quality of the characters, their design/gameplay and how much they appeal to me. Demise of the Faithful is original and it does nothing for me. I don't care for either Jane or Plague. Halloween is licensed and it does a lot for me. SAW is licensed and it does nothing for me. Stranger Things is licensed, I don't care about Stranger Things, and it does plenty for me.
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We'll Make It and Botany Knowledge stack, but it doesn't make a huge difference and you'll never feel like the two perks together allowed you to save the day. If We'll Make It doesn't do it, adding Botany Knowlege isn't going to fix things. It's very noticeable on its own when you don't have We'll Make It active however.
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Anyone who streams this game for a living is obviously drowning in bloodpoints.
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They can't even grey out and disable the "switch to killer" button in a survivor lobby, and had to instead disable fast switching between the two roles, and you expect this?
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It shouldn't work if you pull them out of a locker, and it should disable if they get healed. If you have time to get healed before I down you again then it isn't tunneling.
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I find Spirit a hell of a lot harder to play than Nurse. You can't hear anything over the chase music and the sound is often wonky, I'll hear someone right next to me, immediately strike, and they're 10 meters ahead of me as if the sound were delayed. And if I make a wrong read I can't do anything until my power recharges. With Nurse I can just blink 2 seconds later and regain any lost distance.
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Try running We'll Make It. Unless the killer is very close only a moron would refuse that heal. It would be faster than Inner Strength and allow them to keep the heal for an emergency.
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We'll see how good it is when everyone starts running it. There are only five totems. On maps like Hawkins you're lucky if you can even find one.
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That's probably because the way to counter Spirit is to run perks like Lightweight, Iron Will, and fewer get out of jail free perks, and do things that would be suicide against any other killer, such as not heading towards the obvious pallet while she is phasing.
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Hillbilly is inherently fine. Enduring and Spirit Fury are nasty but you can drop the pallet early and he's using two perks for that. BBQ is a meme as there is a locker near almost every generator and it takes time to hook someone. Ruin is not an issue because it's a killer perk (one of four) that almost every killer runs which means the survivors know that if one of their sixteen perks were Small Game they could eliminate Ruin quickly on anything but an indoors map.
Spirit is very fun to go against, and one of the only scary killers. Prayer Beads need to go, sure.
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The game isn't anti-survivor, the "problem" is that it's being increasingly balanced around high rank and most of the playerbase are potatoes. And since the game is controlled by survivors, if the survivors aren't good than the killer doesn't need to be either. Survivors can still loop very effectively and high rank survivors run multiple get-out-of-jail-free perks.
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Small Game. Destroys Trapper and Hag, the two killers I hate playing against the most, and it also lets me deal with hex perks very quickly. And now it synergizes with Inner Strength, my new favourite perk.
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It's a good perk, especially as a training wheels perk to teach you how scratch marks form and how long they stay. It also feels very nice to move 20% faster while walking. Since I run Inner Strength I don't spend a lot of time walking around injured, but I'd still like that uninjured requirement removed before I consider running it for the long haul. Pretty pleased with Nancy's perks. Even the worst one, Better Together, is decent for a solo survivor who doesn't have access to lots of perks.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/698313#Comment_698313
Why is everything called "free" on these forums? It's not free because you need the perk, you need to not be exhausted, you need to already be injured and you need to time it right/hope lag doesn't ######### you over. Not to mention it's usually only good once per trial against a killer that's paying attention.
It doesn't matter if a killer knows you have dead hard. They can't stop you from using to clear a window.
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I think the portals are probably best used by being placed near a generator but not close enough that they can see or hear you emerging from it, and using them to get stealthy hits. You won't get the surveillance but you really don't need it anyway. They also can't destroy the portal until you use it, which means you don't waste time activating portals only for them to be destroyed before you can get any value out of them.
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@PrincessPoop said:
I disagree, balanced landing is much stronger... unless you’re on shelter woods lol
Balanced Landing is downright broken when used properly on certain maps, but if you use it, Shelter Woods is exactly where you're going. Dead Hard is fantastic on all maps at all times.
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It's a free health state in every chase if the survivor knows how to use it. You use it to gain a small boost of speed to clear a pallet or window, keeping a chase going and potentially letting you get a surprise pallet stun that lets you run to the next tile. Or you use it to dodge a hit out in the open if the killer doesn't expect it, but that's a lesser use.
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Yes, it's very toxic behaviour. If you continue to defend your totems there is a serious risk that you could be imprisoned for life, or even executed depending on the country you reside in. In the future, try to avoid the entire quadrant of the map that your hex totems are in. This won't guarantee a lack of reprimands, but it's a good start.
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The reason is that over 90% of Pigs tunnel the first survivor they see and prioritize hunting a player with a trap on their head instead of dealing with survivors who are on generators. And that's when Pig isn't crouching near the hook for a free Insidious camp and tunnel. The devs clearly suffered from this and are doing everything in their power to reduce the number of Pig players so they can enjoy the game.
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I find Trapper to be pretty strong, but I'm a solo survivor who isn't willing to spend the entire match following him around disarming his traps and doing nothing else. So once he has all the good loops trapped, he basically wins.
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I don't know how anyone can think Fixated is better than Inner Strength. Inner Strength is top tier, it's on par with perks like Adrenaline, Dead Hard, Decisive Strike and the like.
Fixated is a solid perk, but it's not meta material.
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@Elk said:
All of Nancy's.😍
Fixated, Light Weight, Quick and Quiet and Iron Will
Inner Strength, Quick and Quiet, Head-on and Dance with me
Better Together, Prove Thyself/Bond, Poised and Dark Sense.
I'm not sure if Fixated and Lightweight are a good combo. It could be great, allowing you to walk when you can afford to and run without fear of scratch marks, or it could be redundant with half the perk's value being letting you see scratch marks that don't stay for long anyway. I'll have to try it out.
As for the second build, it seems solid, but is Dance With Me any good when you don't have Lithe?