Trashmaster
Trashmaster
About
- Username
- Trashmaster
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Comments
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Honestly the only add-on that really needs changing is the awful purple chain, other add-ons at least do something
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There's a good chance that cages will be changed to count as hooks for perks, but overall wouldn't that be a nerf to PH?
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It certainly does look like a bug, though not very harmful?
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@ALostPuppy said:
I don't see them changing Doctor or Bubba anytime soon. Bubba's fine. And I really like playing as and against Doctor, although I would like them to maybe change the numbers on the discipline add-ons. The delay reduction you get from the purple and the green ones is a little ridiculous, and it makes his anti-loop VERY easy to use. He'll you could even make the delay from the yellow one part of his default power, and remove that effect from his discipline add-ons, I think that would be a good compromise.
Discipline is really weak and generally more or less a wasted slot unless you're blind enough to need the illusion stain, they do make a fun combo when used together though
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This would be quite a fantastic feature, I'd love to wait for a moment longer in matchmaking to not go against spirit/freddy 4 times in a row
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1889345#Comment_1889345
Once again, ask for your financial support.
He isn't asking anymore
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Survivor's main objective is to...survive. If you keep sweating your ass off when there's 2 survivors and more than 1 generator left, you probably shouldn't be expecting them to play nice and just come out to be killed
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Toolboxes, use them
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Definitely rotten fields, the map that has no special tiles but does have a painful amount of corn and guaranteed basement in the middle.
It is ugly, boring and encourages going with cancerous basement builds
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Just stop using dead hard, you'll also get better at the game
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1885163#Comment_1885163
That's not true. When Spirit was released, the general consensus was she was on the weak side. Spirit actually received some buffs during her release period.
It wasn't until a little while after that people realized Spirit was a top tier killer.
How ridiculously strong spirit is was already seen in the ptb period, you didn't get anything done and everyone just died.
Back then spirit was completely silent when phasing and you really couldn't play around it, so I guess something has improved
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@SaintDorks said:
Badham is among one of the most balanced maps in the game TBH.
Cause, there are safe pallets but losing them promises no looping..All loops are actually very short and easily avoidable for smart killers.
On top of that the map is balanced size..Not too short not too big..So,both parties have a even chance of winning. The Boiler room is basically a survivor dead zone with only a few safety pallets (usually one) to keep to killer at bay..Beyond that going down there If the Killer chases you is not wise in the slightlest.
I would say Lumpkin lane is more savior sided due to the amount of windows and loops.
If the basement spawns in the boiler room, you can often pretty much expect to be dead when hooked there. It's an absolute deathtrap and 2 of the generators may spawn there as well
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Overheat was certainly a stupid addition, but not because it actually makes billy weaker. You can speed around the map all the time and probably won't hit overheat more than once in a match
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Hope not, twins is an absolute mistake of a killer
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Well probably because it's literally a forest, you do get some basic tiles on the edges but that's just incredibly boring
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Ironically totems in the open are often missed for quite a while because people expect them to be around generators and don't look at the places where they're most visible
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/1882439#Comment_1882439
Just because she was easy to you doesn't mean she's easy for everyone. We really need to drop the "use a headset to easily 4k with Spirit" narrative already because it's kinda silly. Freddy is the ez mode character we should be talking about.
Getting a single kill as Freddy takes quite a bit of effort and most weaknesses of m1 killers apply to him, especially if you're running fake pallets. The general complaint is that Freddy has 4 abilities that are all useful, not that he can't be outplayed.
Spirit you really can't outplay without running a dumb no mither stealth build, the bastard will hear you and get a free hit unless you're just sitting on a pallet and the coin flip of hit validation is on your side
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1882410#Comment_1882410
How? She’s literally terrible. Her stealth is bad and almost requires tracking perks to work. Think that tons of people drop half their build on monitor / whispers to get a stealth hit when wraith / ghostface / Myers just walk up and get it for free.
Her anti loop is bad unless you have video tape and combat straps, in which case it’s still pretty bad.
And her power is totally RNG based and even with 12k of addons the survivor can still just get the hat off in the first try.
Pig is not wraith, and should basically never be played like wraith. And the crouch-mode isn't bad at all, you're still completely removing your terror radius with very low cooldown.
Also if you really need an anti-loop ability to do well as a killer, you just seriously need to get good. Pig's dash is very situational and you probably should be using her size in chases, not the rather clumsy dash that will likely just waste your time.
The hat is there to literally waste time, and damn it is effective when survivors don't luck out with first try removal. Not very lethal that's for sure but while they test their luck you have good time to at least get some people hurt
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Pig itself I'd say is not only solid but actually high-tier, but I do have to agree that hangman's trick is absolute garbage now.
Back when it just respawned hooks really fast it actually had a use, you could stop worrying about having unhookable survivors if you had terrible map generation
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Making surge work on special attacks is just a direct buff for A tier killers while the perk is just as bad for most m1 killers.
So yea the basic attack requirement better stay though the effect could be buffed or the cooldown cut a bit
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The hit registration was never the issue, the servers were and always will be. Obviously hit validation wasn't going to do anything
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No mither and iron will stack. There's your counterplay, have fun!
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I find huntress to be just overall worse with the massive hatchet hitbox and servers being completely unable to handle them. Deathslinger also can't guard hooks 30 meters away or abuse the ######### out of aura reading
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Best - cannibal
Worst (design wise, not by power) - twins
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Equip object instead, you'll be the most hated ######### around but it is a whole lot more powerful than spinechill
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They're just for stats obviously, the amazing mystical data we will never see
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How to stealth like a master while actually being trash: just run bond and always look at the other survivors, they'll more than often reveal the exact location of the killer
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No mither, iron will, resilience + one free choice, dead hard is an obviously strong choice
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@Sonzaishinai said:
They probably have issues with it now breaking kindred's aura limit.
It used to be that it simply did not stack. But now openhanded by base would be greater then kindreds 24m limit so they have to completly rewrite that code
That's my reasoning anyway
As pointed out earlier, the 24m limit doesn't exist so this change would not exactly buff the kindred combo.
It could be related to how open handed interacts with knockout but both knockout and open handed are quite rare perks to see
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1869870#Comment_1869870
That is interesting, and a pretty good point. Here's what their rationale for the buff is:
"Open Handed makes for some interesting builds, but the low values meant that you needed to convince other Survivors to stack it to see any noticeable results. To make this a more appealing choice, we’ll be increasing the aura reading range bonus to 8/12/16m, but limiting you to the effects of one Open Handed at a time to prevent it from getting out of hand."
The current (live game) tier 3 Open Handed value is 8 meters, and it stacks. So, you would be able to achieve what they are proposing here with two players running Open Handed. As-is, if two or more people stack the perk, it would be insane, as you have thoroughly pointed out. So it seems like maybe they feel that 8 meters is too little, but they have now concluded that 16+ meters is too much. For various aura perks, it would result in:
- Bond: 44 meters (+8 per additional OH stack) in the live game, and 52 meters in the proposed rework.
- Kindred: 24 meters (+8 per additional OH stack) in the live game, and 32 meters in the proposed rework.
- Detective's Hunch: 72 meters (+8 per additional OH stack) in the live game, and 80 meters in the proposed rework.
- Windows of Opportunity: 28 meters (+8 per additional OH stack) in the live game, and 36 meters in the proposed rework.
- Plunderer's Instinct: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
- Better Together: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
- Left Behind: 40 meters (+8 per additional OH stack) in the live game, and 48 meters in the proposed rework.
If I had a FIFTY-TWO METER BOND IN EVERY MATCH, along with all the Kindred shenanigans you have described (I run both of these perks), that would be nuts.
Maybe they'll split the difference and go 8/10/12 or something. That would still be really significant.
You can already have 60 METER SURVIVOR AURA READING with just a key while also running a whole set of 4 meta-perks, and you think 52m bond by sacrificing a slot for a buff (that very likely only applies to you) is strong?
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Color blind settings are generally abused in games, and this one wouldn't be an exception. There probably won't ever be colourblind mode in dbd
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It always happens if you have played recently
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I will never understand people equipping stridor on spirit when survivors are all you can hear during haunting, and damn does it make survivors loud
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@Marigoria said:
Nothing annoys me more than going to unhook a survivor and being unable to because there's another one downed under the hook and it makes me heal them instead.
Nothing annoys me more than getting facecamped because some ######### is chilling below the hook
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The clown for sure, those perks are great
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@TheRockstarKnight said:
Fingers crossed they just realized that making it not stack would mean that if two people in solo queue brought it, then it'd be a wasted perk slot for one of them, and that they're holding onto it for a bit until they think of a way to address that.
Well that's basically what the pregame lobby is for. You go and mention things like your key is actually broken, you have deliverance and want to use it and so on...also even with its range doubled open handed is only going to be in very specific builds
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Definitely the hag, twins is close but not actually a very powerful killer compared to the swamp woman
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I'd say the main issue with midwich are that it heavily favours killers with high mobility (which are also already S/A-tier) while killers with base movement speed have to walk to the ######### stairs that are always in the corners.
Additionally the map is extremely boring in design, being a square in a square on top of a square
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I dunno, lately queues have been really fast, near instant actually
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No mither + iron will, run with resilience for maximum genrush power
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@lagosta said:
No mither. Just start the healthy and once injured apply the whole effect of the perk we have currently.
I'd say just make no mither reduce sounds by 100% at all times so you don't have to always run it with iron will
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@Izo_Quartz said:
imo it's a meaningless change, it's not even a buff. Open handed will always be useless as long as you're forced to pair it with another perk. it should have it's own solo use in addition to what it already does, like botany knoledge. botany knoledge is designed to buff other healing perks and items but it's still usefull on its own.
Well it definitely does have space for a secondary effect, but considering how common kindred and bond are in solo, it isn't bad at all.
And yea it isn't exactly a buff since it's maximum range is halved but you never ever see more than one person running the perk in a lobby anyways
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1863965#Comment_1863965
buckle up does something. Up the ante doesn't. It's utterly useless except for the kobe part and you still will not jump off.
Well in most cases up the ante's effect is basically negative since it encourages you and your teammates to try self unhooking, potentially moving you to the second hook state when it could have been avoided
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Corrupt purge is without doubt easier to use but really can't be compared to the absolute speed and lethality of blood fury.
Also the oni definitely has better add-ons to make the ability even stronger
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Tombstone is just worse tombstone piece, so basically no one ever uses it. Surprised someone would actually complain about it
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@[Deleted User] said:
I think some of the most recent killers make older ones seem a bit outdated:
- Spirit offers the same results as Nurse on public matches with less effort;
- Ghostface's Night Shroud completely surpass everything Myers can offers, especially with recovery addons;
- Oni right now is stronger than Hillbilly while being significantly easier to learn;
- New Doctor and new Freddy have basically the same antiloop as Clown while also having map pressure and tracking tools;
- Deathslinger perfectly sized hitbox makes him a better experience to play as on reworked maps that have janky hitboxes, whereas Huntress' hatchets collide into the air.
Basically all of this, though it should be clarified that doctor has tracking and freddy has pressure.
Also generally hatchets are absolute ass, back when the horrible servers weren't a thing they were at least properly avoidable rather than being a total coin flip for survivors
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1860653#Comment_1860653
If a killer is running noed they might want to know how many totems are left just in case they want to protect that last one, for example
How in the hell do you protect dull totems when you generally have no clue where they even are?
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Actually make all clown sounds louder, and make more of them. They're great
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Probably the make it less of a crutch on low ranks?
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So you played a slow killer, while being completely aware of the high chance that you get a map that absolutely favours mobility? It was your own choice to play a cheap killer with appropriate stat reductions