Thusly_Boned
Thusly_Boned
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I think Legion still sucks. Better for sure, but the same fundamental problem is there. And beyond that, I'd still have Sadako ahead of Myers, Pig, Trapper, Freddy, Clown, Ghostface and possibly even Trickster.
That's not a ringing endorsement of Sadako; there are just a lot of weak killers in DBD.
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It's fine now, after the last nerf. It's kind of annoying, but if it wasn't, that would mean it wasn't doing much.
It was a whole situation for a while there, though.
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Rank =/= MMR.
And if being max MMR across the board is something that matters to you, you have my sympathies.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2901753#Comment_2901753
Show me someone getting value from Shadowstep....I'll wait
As a killer, I have lost several survivors at a group of tiles because of Shadow Step. Not a regular occurrence, but it happens. Not strong, but not worthless.
Like most of the other boons, its utility depends a lot on placement.
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@Hi_Im_Chucky said:
Twins. She is the most unused killer (I think) and technically not weak, but little lethal Victor can’t hook survivors so….you gotta waddle Charlotte over. Basically because she takes too much time to hook regularly and gen speed is too fast, she tends to slug or camp, something her kit does very well.
They nerfed her to the ground and say they plan on looking her over again some day.
Point is, she is unused, unloved, and sounds like what your looking for~
I think Twins falls into the "strong, but not much fun" category. Not necessarily underrated, just underused as their most effective strats aren't popular. I would also put Artist in this category.
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Currently? Sadako for sure. Not super strong, but not nearly as bad as many are making her out to be.
Trapper is also not as bad as his reputation, and I find the trap mindgames to be really fun sometimes. I only play him in small doses, though.
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Wraith. Can't say exactly why, but I always crap the bed against him.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2901849#Comment_2901849
Thinking about the boon spots on the top of rpd library and in the back of the bottom of the temple of purgation. Two extremely powerful out of the way spots that affect massive portions of the map and would take ~20 seconds to reach and come back from as a killer even if you were already nearby
Im not for snuffing a boon once and the user can no longer place it but im all for if I go out of my way to snuff a totem especially in those spots that totem should be gone
Yeah, there are a number of these spots, and having to continuously snuff them can eat huge amounts of time.
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@bjorksnas said:
While I don't think killers should be able to permanently destroy boons from one totem snuff action I do think they should be able to destroy the totem if it has a boon on it. Reducing the max amount of times you might need to stomp on a boon from infinite to 5 seems like a reasonable change in a game where creating a side objective for survivors was nerfed a few months ago with hex undying was nerfed.
I like this idea; being able to break the bones is what I mean when I say "permanently snuff". It's such a pain when a surv team has a totem in a really strategically advantageous spot and can just keep re-blessing it. Being able to just break the totem would be the fairest solution.
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Yeah, Legion is still not strong, and will never really be so long as his power is tied to survivors staying in a herd. Their power is fundamentally weak. They have an exciting new paint job and some shiny new rims, but the engine is still crap.
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I don't think I've ever run one of Ace's perks, even when using Ace himself. They're awful.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2901576#Comment_2901576
The other boons are not fine. They're absolutely horrible. It's not fair to say CoH needs a nerf without also saying the other boons need a major buff.
As someone earlier said, the only way having boons infinitely re-lightable be a fair mechanic is if they are weak, which is why CoH is a problem.
You want the other boons buffed? Fine, but then let the killer permanently snuff them. Or let killers re-light their hexes.
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Corrupt intervention can buy you time early on. Pain Resonance/Dead Man's Switch is a hot combo right now, and for good reason. Call of Brine and/or Pop is deadly, and if you don't mind taking another slot, pairing them with Tinkerer can be really nasty (if you want to be a real jerk add Dragon's Grip). You can essentially fully reset a nearly finished gen.
A lot depends on the mobility of the killer you're using. If you have mobility using preventatives like Corrupt/Hex: Ruin + Undying might be the best route, but instant regression like the combo above would be best utilized by a high mobility killer. You're likely not going to get to a nearly finished gen in time if you're Nemesis, Myers, Huntress, etc.
And as mentioned, info perks like Surveillance and Discordance can really help.
If you're low mobility I would say Corrupt Intervention is absolutely necessary in many cases (large maps).
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2901649#Comment_2901649
Mm. I wonder if they've all clustered around a specific MMR.
I think there is something to this, not just with Sadako, but in general. Obvs we don't know our MMR, but if someone forced me to guess, I'd say I play surv around upper-mid (not high) MMR, and I see a ton of Sadakos. When I am fortunate enough to have good run of escapes, I start seeing a lot less, but then start seeing tons of Nurses, who tbh I usually don't see much of generally. But that makes sense, given the viability of certain killers at certain levels.
I think Sadako is fun to play up to a point, but also might be challenging for noob killers, so it might make sense to see her more in the middle.
@dugman said:
Keep in mind there’s 27 killers so on average a specific killer only pops up only 1 in 27 matches. Obviously some are more popular than that and some less but that’s the average so it’s not surprising if after the initial rush Sadako shows up only 4% of the time.
It's not going to be a 1 in 27 chance really, though, since certain killers are played at a much higher rate. The other day I faced six consecutive Huntresses. Kind of unusual to have them bunched up like that, but is reflective of what the use rates say and not a completely freak occurrence. I almost never see Twins, Freddy, or Hag (especially).
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Only until people start staring and pointing, don't want to end up in the crazy bucket
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@SpEz said:
I was thinking of going for prestige 3 on killers such as demo and pyramid head as they are licensed killer with limited cosmetics. Is it worth going for prestige 3 just for the bloody cosmetic? Is going for prestige 3 even worth it in general ?
Nope, not imo. Not even close. With the current state of the grind all those BP would be much better spend on perks and add ons.
At the very least, I would wait until we see whatever grind reduction measures BHVR is working on before I spent a single bloodpoint on prestiging anything.
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I've played against at least three certifiable noob squads today. Like "brand new to the game" types. I had one in the early morning hours who I am pretty sure might have been in their first hour or two based on their perk/character combos. Probably not a great experience for anyone involved.
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Yeah, pretty often. Usually due to awful matchmaking, and the team is obviously really green.
If I dominate a good team because I just played especially well, I won't show mercy, but if I feel like they were just completely overmatched, I'll lay off more often than not.
Funny thing is, sometimes they are so new they don't realize they've been spared. If I'm feeling really nice, I'll play just enough that it doesn't feel totally like pity.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2900532#Comment_2900532
It's literally not meant to prevent tunneling. It's only meant to be a discouragement.
Yeah people who want a preventative for tunneling will be left wanting until DBD dies. Can't be done, and least without completely breaking the game. Determined tunnelers are gonna tunnel no matter what you put in their way.
And the perk is fine.
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The primary job of the killer is to kill the survivors, not to facilitate them running around loops all game. I won't outright camp and I avoid tunneling, but if I can get you dead with a minimum of playing ring around the tiles, you can bet I will, and I don't feel the least bit conflicted about that.
Imo, the chase is a part of the game insofar as it is necessary to complete the objectives (from either side). It is not a necessary feature of every match. It's fun for stretches, but gets tedious and repetitive quickly. I enjoy pursuit, but I would never want to spend the entire match doing it (in either role).
And I am sure has heck not going to throw a game so a surv can get their cardio in.
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Hell no, scratched mirror Myers is the closest thing to an actual horror experience this game has.
Of course, the player needs to actually know what they are doing (I am not a SM Myers practitioner), but it's one of my favorite builds to go against.
Removing it would be a crime.
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I'll do it sometimes to take a hit, or if there are other survs still in the open map, in case a body block or save is needed. But if the other survs are already out, or at the gates with me, I'll leave immediately.
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So can we rename survivors to runners, then? Just so we're managing expectations properly.
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@Barbarossa2020 said:
Just stick with pc.
I bought a ps4 and Red dead redemption 2, just because it was launched as console only, a year or so later it was ported to pc.
To say games are going to be console only is just a lie. Always go pc.
Really depends on the game, I think (lots of games I prefer on console), but I wish I had gone PC first with this game.
I actually bought DBD on sale on PSN for my kid, but I ended up being the one playing it constantly. At like 1800 hours I bought it for PC and love playing it on PC, but have sadly largely set it aside because the prospect of trying to get my Steam account to where my PS account is at was just too depressing.
Not the money but the time. Soooo many hours.
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@Volcz said:
Depends on the game. I think people are fully in their right to D/C if they want to, they know the penalty. I'm not someone who does D/C but dying on hook to get me out of the game faster is definitely something I've done. Mainly because of my teammates, nothing to do with the killer.
I want good teammates who know what to do. I just had a match against Pig and I got on a gen immediately. Claudette sneaks up and blows the gen immediately upon getting on it, killer is there in 10 seconds, finds the Claudette and downs her in the next 15. Then she has Kindred so I see what my other teammates are doing. The David is crouching in some shrubs (who gets found and downed in 15 seconds as well) and then we got the 3rd teammate just slow walking on the Tractor. I realize what type of team I got and I let them all die. I can forgive the slow start but when Kindred shows what my teammates are doing (and what they're doing is pointless, a waste of time) I don't really feel motivated to stick it out or stay. I figured I'd die too anyways once I saw all that. Somehow though, I got lucky with the gates on opposite sides and timed it well, was able to open a gate and get out (she closed hatch).
Context matters.
Yeah, it can be frustrating, but the truth is that unless you are god tier, there will be games where you are the weak link who is frustrating your teammates. It will happen, with matchmaking as it is. Not a pleasant reality, but reality.
And I guess at the end of the day, if you can't appeal to a player's sense of consideration to their fellow gamers, ask how much time is anyone really saving by DCing? By the time you fully leave the match and sit out the penalty, the match you left would be nearly over, and at least you'd have some BP to show for it if you had stayed.
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I would say both, since your experience with each will inform the other, and will make you better.
But it depends on what you're looking for. Killer is more intense/stressful as you are the 1 in the 4v1, there will essentially be no downtime. And you will be on the receiving end of more BM as killer, so be ready for that.
And as alluded to above, at younger ranks, killer is easier (it's essentially chase/hit/hook at newbie ranks), but quickly becomes less so as you rank up.
Surv will have more downtime and diffused responsibility, but as such so much will depend on your team, and playing solo can be really frustrating, especially at lower ranks where players generally have less (or no) game sense. But despite what some might say, this will get better as you rank up and play (usually) with similarly experienced players.
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@Joemoe said:
I just wanted to ask if you guys can make a way to make range killers like Trickster, Huntress, Nemesis, Artist, Pyramid Head, Demogorgon (Shred), Doctor (Shock Therapy), Twins, Clown, Plague, and Deathslinger a bit easier on Switch. It's difficult to land shots no matter how low the sensitivity is. It snaps left and right which makes others and I feel a bit robbed plus that's a huge chunk of the roster that others and I have issues with. I'm not asking for anything crazy but just a little bit of help would work. I just wanna play with some range killers and have fun. Thank you
I play primarily on PS5, which has pretty nice controllers, but the support for controllers (generally) in game is definitely lacking.
I don't have issues with most of the killers you mentioned, but hitting longer range shots with Huntress, Artist, and Trickster takes another layer of concentration, for sure. Not impossible, but not nearly as smooth as with a mouse.
Some of it just inherent, too; a controller is something supported solely by your hands and subject to motion generated by other hand movements, so it will never be as stable and precise as PC peripherals sitting on a flat surface. Not much to be done for that, unfortunately.
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High MMR is hot and sweaty, and not in the fun way.
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I think it's a mixed bag; not showing them will reduce confusion and might make people a little less sweaty (I would guess that many people like having their grade shown simply because they love external validation and even though it doesn't mean much, it's still something to show off).
On the other hand, I would predict people would play a little less without that shiny emblem to shoot for. There are the points rewards, sure, but lets be honest - the BP reward for double iri I's are still not amazing. A lot of people want other to see those emblems.
And I am not really convinced the grade emblems mean nothing; it's not a tight 1:1 correlation, but playtime is generally correlated to skill. The more you do something, the better you will be at it, generally speaking. Following that thread a little bit, I would not be opposed to being able to see other's devotion level.
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@Sepex said:
Freddy. Played against one for the first time in months. Very woah.
I still see the occasional Freddy, but man, when I started playing DBD it was Freddy central, kind of like Huntress is now.
I almost never see Hag or Twins. Same for Clown.
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Yeah, once a win/escape seems like a lost cause I will just go into points scavenging mode (breaking bones, opening chests, working on gens, etc.), drawing things out as much as I can so I can get points and maybe a chance at the hatch.
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@Salvador578 said:
In my opinion, The Cannibal has to be the worst designed due to the fact they didn't take into the account the fact that he can just face-camp and have a guaranteed kill unless someone wants to do a trade or The Cannibal player simply isn't that bright all things considered. I think The Onyro is a pleasant switch-up in the killer pool, because it's the first non-anti-loop killer we've gotten in nearly 3 years (The last was Ghostface)
Yeah, the Cannibal's main problem is that it just screams at the player to camp. On the rare occasion I do use him, I have to fight the urge to do that, simply because it's the path of least resistance, especially against altruistic teams. That said, you don't have to play that way, and he can be decently effective used otherwise.
There's nothing wrong with the Onryo that can't be helped with simple tweaks.
Again, when I think of "bad" design, I think of killers with fundamental problems, like Legion. Their power is completely dependent on being able to string together hits in a short time, with no lethality. Even with the recent buff, it's a tall order to string together the necessary hits, and the counterplay remains the same: split up, and you neuter their power. And even halfway decent survs will immediately spit up at the beginning of a match anyway, so pretty much every game with them is an uphill battle.
Twins demand that you slug, good luck if you don't.
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@danielmaster87 said:
I don't believe that mainers are in the minority. I mained killer for like a year before ever giving survivor a second glance, and it made me super oblivious to the other side's problems. And that's the problem with people who never play the other side, and I'm talking mostly about survivor mains ngl, because they have these super biased and out-there takes, and because there's so many of them they validate each other without actually having intellectual discussion to support their views. A killer says something like, "I don't think hatch should give free escapes", and you'll hear "REEEE! It's not a free escape, and it actually favors killers! Stop expecting 4k all the time, baby killer who can't even kill everyone!" But there's no substance to a single one of their points. Sometimes what you say does have to be simple, cut and dry, but there's an overabundance of that which, 99% of the time, can't be supported with a scenario or example.
Yeah, unfortunately I think there are a lot of mains. I think the easiest identifier of a "main" is that their complain about other mains. People tend to assume that other people operate similarly to themselves, and project. So I think there's a good probability that the vast majority of people whining about one type of main or the other are mains themselves.
And similarly to you, I played killer almost exclusively for a long while; like my first 800 hours was all killer. Since then, I'd say I've played more surv by a 2:1, and settled somewhere at 50/50 overall.
But your casual player is probably going to be more likely to play both sides, as that requires learning two sets of mechanics, which is an investment of time. And casual players probably make up the majority.
So yeah, I'd bet most players play one side disproportionally more than the other.
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@MikaelaWantsYourBoon said:
Except DS and BT, they can nuke survivor meta. I don't mind.
Those perks needed for have chance win, sad but true.
For me it's just BT, which is the only surv meta perk I ever run (but to be fair, I run it almost every time). It is often the only hope you have of saving against a camper/tunneler.
Take the rest, I don't care.
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I like Midwich on both sides. One of my favorite maps, actually. But some killers are a lot easier to play there, for sure. Those long hallways can be a barrel for shooting fish. But for other killers it can really suck. And good luck getting the exit gates open if you're the last surv alive.
And I have played like 99.999% solo queue (I've played like 4 games with a team, total, ever) and hit iri grade/rank most months. And I am not that good. Well, I'm okay, but not some god.
But that push from iri IV to iri I can be a slog.
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@kate_best_girl said:
Title. I'd love a Myers rework/overhaul since he's so weak but also needs changes (Stuff like 99ing) but those shouldn't be changed while he's in his current state. So personally I'd want him up next but Im fine with whoever is next tbh. So devs can we have a sneak at whos next for big changes?
I agree Myers would be a good choice, especially since his map got such a fantastic upgrade.
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@CashelP14 said:
Hex: Don't Blue Bone Me
Hex: Blue Boned would be a great variation of that.
I have a ton of ideas, 90% of which I could not post here.
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Twins, Legion, Pig.
People say the Onryo, but she could be fixed with tweaks. The above killers designs are fundamentally flawed, and would need total reworks to be truly fixed.
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Not even a tutorial necessarily (though that would be nice), just a sandbox mode where you can just get a feel for their power and develop a little muscle memory before going against live teams.
Even at 2K hours, there are still a few killers I have barely touched because I don't want to deal with getting a feel for them in live matches. And it's gonna be hard to learn much when you're getting rinsed in like 5 minutes.
As a survivor, it's always obvious when you are going against someone new to that killer, and I feel bad for them, especially if they are getting BM'ed/bullied by teammates.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2893438#Comment_2893438
The killer only picks the nearest hook, unless they have basement / scourge hook build.
The only "strategy" killers are employing is tunnel out survivors fast by not letting them heal after being unhooked and making the rescuer take a trade.
Spoken like someone who doesn't play much killer.
I avoid tunneling and camping as a practice, but I will absolutely carry a surv to a further hook if it's near gens I want to pressure, especially later in the game and the survs haven't been spreading their gen work out. If I can pressure a potential 3-4 gen group and a hook at the same time, I will go out of my way to do so. You'd be throwing if you didn't.
I will sometimes carry a surv further to a hook in a dead zone, if the team has shown themselves to be hook bombers, so I can get in as many hits as I can when they come.
I will also carry to a further hook in the EGC (to allow myself more time to deal with body blockers/get multiple hits in if they are unhooked).
One thing too; If the killer has a good idea you are running a slippery meat/luck build, that may be giving them incentive to remain near you. If I see a bunch of luck offerings, I might go a little bit out of my way to make sure survs go to struggle, if I can without throwing.
And again, hardcore tunnelers are gonna tunnel regardless of any of this. If the hookee moves, they'll just move to them. Unless you don't let them see where the new location is, which would be absolutely busted, and will never happen.
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When a survivor DCs, I feel a bit bad for those who remain, but I still want to play. Most of the time I'll back off a bit, if the DC came early.
But really it just make me really irritated with the surv who DC'ed, because at that point the match kind of becomes a farce (unless he DC is late). And the "you have to go easy after a DC" meta just fuels the problem, as people will feel less conflicted about DCing.
I think the best thing for it might be for killers to just go full bore regardless, to increase the pressure from other survs not to DC.
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@Moxie said:
Everyone is asking for voice chat... I really don't understand why.
Sure, some people would use it as intended. Others would spam racist obscenities or just simply play troll "Benny Hill" music at max volume.
They just need "Doing gens" indicators and stuff so a Solo and SWF aren't running to a hook rescue at the same time. Simple.
Yeah, in game chat is a big no for me. People are going to be nasty, and I don't want to hear it. If people turn it off or mute others, people are going to be nasty to them for not using it.
I think the activity icons BHVR have floated will be enough, and I am pretty fond of the idea. I don't want my experience ruined by having to listen to foulmouthed squeakers in proximity chat.
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Solo queue is bad, but nowhere near unplayable; there are some rough stretches, but I would guess my aggregate escape rate is probably like 45-50%. And I am not a god tier surv by any means. I think if they add in the upgrades they've been floating, it'll be fine.
If you're coming from comms, I could see how it would seem really brutal, but I sure as heck don't think the comms/SWF experience should be the baseline here.
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I have such a frustrating relationship with this game; I really want to play other games, and half the time I am playing DBD I am only partially even paying attention, but I still play every damned day.
I don't hate DBD, I just feel like a prisoner to it sometimes. Of course this is something that happens to me with online games, since I can't "complete" them, I'm not sure how to break it off. Which is obvs a me problem.
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Each killer is viable - to a point. Only a handful (well, a couple) of them don't have a viability ceiling in terms of the experience of the opponent team.
There are a handful of players out there with thousands and thousands of hours who can sweat a few more into viability a high levels, sure, but the game shouldn't be balanced around them. If you're still 4King all the time with the Clown, GF, Pig, etc., rest assured you're not really at the top of MMR.
The reality is that for the vast majority of players, you've paid for 27 killers, but if you aspire to play at the highest level (especially now with MMR), you only really have 3-5 options.
It kinda sucks, and is one of the things that keeps me from wanting to push my killer MMR up (but mostly the insufferable sweatiness up there).
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Tunneling: Finding one surv, chasing/downing/hooking them, then chasing them immediately off hook, downing and hooking them, repeating until dead. All to the total exclusion of other survs, only hitting them to get to the target of your tunnel. The minute you break off of them to focus on another surv for any amount of time, the tunnel is over.
Of course, people will define this differently, from something like my narrow definition to "You didn't immediately run to the other side of the map and ignore me for five minutes, you're tunneling!".
Since there is no common definition, just play however you want, people will find some justification to make their failure your fault regardless.
And turn off chat.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2886112#Comment_2886112
Hackers, lag switchers, to name a couple. Generally speaking though it's lame.
Okay, a game busting hacker is a legit reason
Or any obvious hacker, really. Or a bot killer
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@Satelit said:
It takes a lot of willpower to face the 5th Nurse with Pain Resonance+Dead Man's Switch and I don't blame anyone for DCing.
Maybe, but that's not a fair position to put the other three survs (and the killer) in. Maybe it's their first game of the day, or their first nurse. It's a funny thing when people like to blame others for not considering their experience, but then go out an DC, which is just blatant disregard for everyone else in the match.
Everyone who sits in queue and load into a match deserves a fair shot.
Sure they could DC as well, but at that point it wouldn't really be their decision anymore, at least not completely. They can play on in futility and likely lose, or DC. Either outcome was essentially forced on them by the teammate who DC'ed.
If you just can't bear the prospect of facing that fifth nurse, turn the game off and/or play something else.
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There is no guaranteed loss, even in solo queue. That's a line people sell themselves on to justify screwing their team.
And secondly, losing is okay, which seems to be a tough concept for some people to wrap their minds around.
Losing against a really tough opponent is how you learn and get better. For me, the biggest payoff is winning against stacked odds, which is why I always play it out.
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The correct answer is there is no good reason excusable reason to (intentionally) DC. You queued up, play the game. If that means getting wrecked, so be it.