The_Manlet
The_Manlet
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- The_Manlet
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/696607#Comment_696607
I was thinking, Iron Will, Fixated, Small Game and Balanced Landing.
Those are good perks, but I don't see how they synergize with it.
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@FireHazard said:
Fixated is a pretty good perk in the right build.
For me though, I think Surge is my favorite, due to how it can help regression and gen protection builds. Pair Surge with Thrilling Tremors, and that's pretty good tbh...
Which perks would you combine with Fixated? Sprint Burst is the only obvious one I can think of.
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Inner Strength is amazing, especially since I've always been fond of Small Game. Fixated is also nice to have, but I don't think I'll run it in the long term unless they remove the needless restriction that states you need to be healthy to get half of its value.
Can you really "pair" Fixated with Iron Will? They don't exactly complement one another.
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My only problems with the map so far are the lack of value on the upper floor and how it's almost impossible to find any totems.
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He seems reasonably strong from the handful of matches I played against him, but since almost no one is playing him it's hard to judge or get used to him.
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Leatherface is a bad killer but he gives you a perk that literally doubles your bloodpoint gain, cutting the grind in half. The strongest paid DLC killer is Spirit, and Freddy is probably the strongest licensed one. You can unlock non-licensed characters with enough grinding. If you want to go by survivor perks, either Halloween for Decisive Strike or the new Stranger Things DLC.
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Give me more Nancy cosmetics. I prefer the default one to the cash shop one.
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Need more Nancy cosmetics.
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It goes beyond hiding. A lot of people seem to think that they, a healthy survivor can run to the most defensible position on the map, away from any generator and emote at the killer and they'll surely get into a losing chase with them instead of looking for the unhooked survivor. It doesn't work that way. If you want the killer to go for you instead of the one who just got off the hook, you need to make it seem like the killer has a good shot at getting that first hit early. Until he can get at least one hit, a chase is completely worthless.
I think the reason survivors don't think about this sort of thing is that perks like Borrowed Time and Decisive Strike encourage them to play stupidly and have the perks do the work for them. You definitely won't see them running Babysitter, even though it's the perfect anti-tunnel perk.
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His lunge needs a nerf when other players are playing him and a buff when I play him.
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Ruin. The reason Ruin is so good is that it slows generator progress at the most vital time, the very start of the match, when the killer is at their absolute weakest with 4 survivors repairing generators and often multiple on one generator resulting in incredibly fast repair speeds. Ruin can potentially allow you to hook someone before 3 generators pop.
PGTW is more useful in the late game when you only have to manage a few generators and progress is naturally slower because someone could be dead. If you're planning for the late game you could just bring NOED.
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Clown was actually pretty good on release. He was made during a time when chase power was all that really mattered and everything else was a bonus. Now map presence is the most important thing, and being slightly better in a chase (only great at chases with good addons) doesn't cut it anymore.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/677223#Comment_677223
How does one generate map pressure with one of the worst killers in the game, who's notorious for lacking that very thing?
One starting point would be to, when bringing in an addon that lets you instantly down people, not hook someone in the basement and then abandon that side of the map completely. Patrol around it try to get both the hooked and the unhooker in the basement at once and then camp a little harder. Low mobiltiy killers need to be played defensively but Tru3 thinks he can play every killer like they are Nurse.
Edit: He could also bring NOED on slower killers if he finds that he gets genrushed on them. It will surely do more for his Clown than Pop Goes the Weasel ever could.
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I also try to use Iron Will whenever possible. I'm only willing to take it off if I'm doing quick farm runs during a double BP weekend with WGLF. I don't have any killer must-use perks, unless you count BBQ, but I use that for the bloodpoints and would take it off if it didn't give those.
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I'm pretty sure that not only does Miller only have the original film, he only has it in the United States, which is worthless because nobody is going to want to make something that can only be released in one country, even if it is one of the bigger markets.
I think this is going to end with Cunningham controlling the franchise but Miller getting a serious cut of all the profits, and this is being dragged out as long as possible in the hopes that the cut can be as small as possible.
The name Jason Voorhees comes from Miller's screenplay, but everything else about the character he had nothing to do with.
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I'm usually playing Freddy or Spirit. Sometimes I play Myers and then I remember I hate the stalking mechanic. Sometimes Huntress as well.
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@Sackboy123 said:
What about Remake Jason? There has to be a licence that the Originals and the game doesn't have?
It's not the F13 game that is keeping DbD from getting Jason. The entire franchise is basically on hold right now.
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Absolutely zero percent until the lawsuit is completely resolved which could take years. If this game is still going strong five years from now, then it is likely.
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The Thing, though I don't know how you could have it work with SWF existing.
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The grind is so awful that I actually avoided buying the Ghostface for the simple reason that I knew I'd never grind him far enough to actually be able to enjoy using him. If this grind reduction isn't all they're hyping it up to be you can be sure that will happen with the new DLCs as well.
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@Jack11803 said:
Just buff WGLF
We're Gonna Live Forever should have done what Babysitter is going to do.
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@Johnny_XMan said:
Slug, Go for someone else.
It's that simple. Lockers aren't accessible to a survivor 24/7.
On most maps, they really are.
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Heather or James from Silent Hill.
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The reason few people use Rancor is that the survivor is alerted to the fact that the killer has Rancor very early into the match, and knows from that point onward that they had better not be anywhere near the killer when there is only one generator left to go, and that they should leave the gates to other survivors. As a result Rancor is only anything close to a guaranteed kill if the killer is running a host of other endgame tracking perks, and at that point they are letting the others escape just to tunnel one player.
The only killer I ever used Rancor on was Old Freddy, because so long as you didn't put the obsession to sleep, or at least they were awake when any generators were finished, they would never know you have Rancor until the final generator pops at which point it is too late for them.
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The Licensing Nightmare.
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1: The Thing
2: Silent Hill
3: Alien
I think Alien is the most likely, with Silent Hill being impossible.
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Half of me wants The Thing and the other half of me knows it would be really underpowered.
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I want The Thing even though I know it would probably be pretty weak.
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I don't think the devs actually believe this is a good change, and I don't think it is meant to be one. It takes them two years to rework Freddy, two and a half years to fix Decisive Strike .... and they don't have that time to curtail the Legion's cancerous impact on the game. This update is meant to effectively remove Legion from the game just like the Freddy nerf was. That was why they never rolled back the nerfs to Freddy despite acknowledging that Freddy didn't deserve the nerf and that they were wrong to nerf him. They'll leave Legion in a useless state and then completely rework them into a killer that isn't fundamentally misconceived two years later.
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@Speshul_Kitten said:
You were never supposed to use frenzy to down survivors. If that’s how you played them you were playing them wrong, hence the frustration; hence this rant post.
How else are you supposed to down them with 110% movement speed? How often do you down people as Huntress without ever throwing a hatchet?
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I don't care about new content anymore, we already have more than enough killers, perks and maps in the game. At this point everyone has found their main. I'd focus on fixing technical issues first, then reworking killers, perks, maps and even mechanics to make the game more balanced. I'd try to either bring solo survivors up to SWF level or near enough so that the game can be balanced around that, or else I'd find a way to segregate SWF into its own mode so the game can remain balanced for solo survivors and killers. New content creation would be dead last, I'd rely on churning out cosmetics at a faster rate to pay for all this.
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Even if they don't willingly disconnect, there is a massive, almost majority chance that at least one survivor won't even make it into the game. Survivor is basically unplayable right now and has been for some time. I'm surprised the game is still alive.
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Clown's relationship with Kate has ended. Now Jane is his favourite.
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No, but I only find about a quarter of the killers to be fun to play against. I barely play survivor for this reason.
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Wait until sales to buy DLC. You can buy any character that isn't licensed from some other work with iridescent shards which you get for playing matches, win or lose. The Halloween, Nightmare on Elm Street, Saw and Leatherface DLCs are the only ones you can't earn.
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@Kagrenac said:
Addons are usually either useless or overpowered. A lot of them need buffs, massive nerfs or reworks
And at the same time, a lot of killers are useless with their base kit. Clown comes to mind. He needs addons for his power to actually do anything.
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They should either buff solo survivors' information levels to match or nearly match SWF so that they can re-balance the game around SWF without completely screwing over solo survivors, or segregate SWF into its own mode with different balance or incentives for killers to play in that mode. Currently the game favours killers when they are against solo survivors yet still strongly favours SWF.
Considering all the work they've put into buffing perks no one uses instead of making them baseline, the easier solution at this point would be to simply segregate SWF. This would also open new opportunities, such as a killer who disguises himself as a survivor. You can be sure the only reason we don't have a killer like that is because you can't choose to not play against SWF.
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@Poweas said:
Thank god it's a bug
Has it been confirmed to be a bug? I hear only silence.
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They wouldn't purposely leak it in this manner. They'd just leave some text in the game files for people to datamine. This was definitely an accident.
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You probably aren't going to learn the basics if you're getting matched up with 1000+ hour players.
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They seem different, and a lot harder to follow. Not because of faintness, they just feel less accurate. They definitely changed them.
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@nea_cute said:
https://forum.deadbydaylight.com/en/discussion/comment/373539#Comment_373539
1 minute = 60 seconds
1 generator by one single person = 80 seconds
How it is gonna take the entire game?
I meant that it would turn a 1 minute chase into a multi-minute chase because you now have to hit them 4 times. One to get them injured, one to eat the new perk, one hit is denied by them using dead hard to extend the loops, and then the final hit downs them. Now imagine every survivor running this.
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It looks less like the new Decisive Strike and more like a second Dead Hard that can be stacked with the original, allowing you to dodge 2 hits for free making a 1 minute chase take the entire game instead.
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So which killer do we play now?
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The devs would have to playtest a match as killer to identify a problem such as this.
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Just had a game against a rank 3 Hillbilly. I was rank 11, and most of my teammates were around there as well. Fortunately the Hillbilly was awful and ragequit when one generator was left and he had only hooked two people once each.
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1: Hag
2: Legion
3: Trapper
4 and 5: Freddy and Doctor
I hate trap-based killers, so much so that I struggle on the hook when they get me so I can get out of the match as fast as possible. Legion, Doctor and Freddy need no explanation.
This is based on the killer themselves, not necessarily who plays them. Pigs tend to be idiots who just crouch and camp near the hook and then tunnel the survivor with the trap on their head, but there's nothing mechanically unfun against the killer herself, in fact she's one of the more fun ones.
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@Acromio said:
I think I know why: it's not coming, that's why.
I said the same thing about Decisive Strike, and I ended up being wrong. Rancor was what made me think they had dropped any real intention of fixing Decisive Strike.
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Almost every single survivor is running Adrenaline now. Why shouldn't killers pack their own endgame perks?
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The Thing if not for the fact that SWF would completely ruin it.