TruEternity
TruEternity
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/2943338#Comment_2943338
I am on the side of spirit is fine but the sound mindgames work until that survivor is good fam, no good survivor will fall for a spirit sound mindgame if they have audio and some sense of the game.
If it’s a long enough loop no good survivor will get caught, but that’s not that place it should be used. There are small enough loops that by the time you double back and lunge there is no way a human can react to it. It’s like Blight, you can do different mindgames at different loops, it’s not a one size fits all.
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@DreamerSteamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2943012#Comment_2943012
The Iron Will bug is a sound bug and since spirit is THE sound based killer, I think it's totally fair to bring this bug up specifically when discussing spirit.
Plus I bring up this issue whenever I can, since BHVR has never recognized this bug or even talked about it in any way, so I just decide to be vocal about it and bring it up whenever it makes sense. Which in spirits case imho it does.
Every killer uses sound to track, it’s a huge part of a killer’s toolkit. Grass moving, loud breathing, footsteps and panting from running are huge. That’s why flashlights are useless vs a good killer if you don’t have IW, they’ll just track your sounds. Spirit can be affected by it a bit more than other killers, but not so much that I feel it should be called out as a Spirit issue specifically, especially when calling for buffs to a top 5 killer.
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@Tryharder said:
https://forum.deadbydaylight.com/en/discussion/comment/2943294#Comment_2943294
Wait, your actually sweating against noob survivors and still get stomp by swf because any good survivor can just hear her coming and react lol.
And any good killer can use the information survivors have to mindgame them back, again smart players don’t hold W into survivors. I think that’s out of your comprehension though.
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@Tryharder said:
https://forum.deadbydaylight.com/en/discussion/comment/2943256#Comment_2943256
must feel like a god stomping noob survivors, any good survivors can easily mind game a spirit, with iron will spirit now has to guess but I guess it fine if it a killer, but if survivor have to guess it’s unfair and spirit need nerf lol. I 4K with trapper and billy I guess they don’t need a buff lol 😂
Or shockingly killer isn't that hard when using one of the best killers in the game. Maybe having a brain while playing killer and not just holding M2 W gets you kills.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2942647#Comment_2942647
I will never understand why people saying she's "in a good spot" say this. Why does butchering a killer to where no one hardly plays them mean "They're in a good spot"?
"She lost her easy mode downs" Name one pvp game besides DBD where your actions aren't 'Heads or Tails' and the coin always lands on whatever side you say?
Misuse of her power? I'm sorry but you can't 100% place the blame on the player especially when
- Sounds are drowned out by chase music
- IW literally making survivors non-existent
- Survivors receiving way too much information to counter her
She has no mind games anymore. They said you needed a good pair of headphones to play Rin Yamaoka. That's all you really need to counter her now. Survivors even screaming nerf her strongest add on combo even though that combo is why she does well. But let's gut her even further than have survivors question why she isn't used anymore.
If you think Spirit is "gutted" you aren't very good at the killer. She went from the undisputed 2nd best killer to top 5, and that isn't even debatable. You can 100% still mind game survivors, they just have a chance against her phase now. At mind gameable pallets you can Phase one direction, go the other way and lunge and no human can react to that. She still has multiple good add ons, and some really ez mode ones too if you want to really shut your brain off while playing her. I can absolutely blame players for misusing her power and then whining she's bad now. If you know they have IW you need to play around that. Position in places that footsteps are loud, or there is high grass. If they stop running every time you phase cut your phase short. The Spirit is still incredibly strong, she just lost the phase ez win. Look at nurse, she's statistically one of the least played and successful killers, yet is undisputedly the best killer in the game. If you are failing to perform as Spirit, that is on you as a player not adapting to her changes and wanting ez mode phase back. She has all the tools she needs to succeed in a trial.
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@Emblerr said:
https://forum.deadbydaylight.com/en/discussion/comment/2943012#Comment_2943012
you talk about iron will saying footsteps and grass. ye ofc no #########. i have hundreds and hundreds of hours on spirit with a very high end audio setup, saying "its on you" and ignoring my points show either you have never played spirit or dont play killer, you say if im using all my phase to chase an injured survivor im doing it wrong? ok so i hit them, they run and then what do u want me to do? not use my power and run after them? use half my power and not catch them for no reason? nothing you say makes sense
I have played plenty of Spirit, in fact I was a huge supporter of her when she released and everyone said she was trash. If they have iron will you have to track them differently, just like any other killer. If you are going to blind phase and hope for them to make sounds with iron will then yes, you are doing it wrong, you need to force them to areas that are easy for you to track. Secondly when you land a hit you are in 2 situations, 1. You got a hit without using your power, or very little of it so it comes back by the time your weapon wipe is over. If that's the case your whole point of being unable to get a hit as a 110 killer is invalid, because you just did. Regardless you should then walk after them and get to a position to use your power to get a down. The only time you should insta phase after a hit is if you have MD ring or know there is no dead hard available to them, which should guarantee the down. If you are full phasing in a situation other than those 2 after a hit, you are playing Spirit sub-optimally. 2. You get a hit on a healthy survivor after a phase, so you have to walk after them anyway. In that case you once again want/need to walk after the survivor, and shouldn't phase until it is advantageous for you.
To me it sounds like you just want the old insta win phase Spirit back, which I do not. She is strong in her current state, and besides bugs needs no positive adjustments. Perks that counter her also counter ALL the killers, and that is a survivor perk balance issue, not a Spirit issue.
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@Emblerr said:
https://forum.deadbydaylight.com/en/discussion/comment/2942647#Comment_2942647
saying 1 miss use of power is on you as a player isnt accurate at all. you are correct to say dont use all ur power and u should use about half but thats only on healthy players, you hit them, they speed off, you use all ur power to catch them. now here is the issues you fin- they can dh and ur back into 15 seconds being useless, they reach a god pallet or a strong pallet you cant outplay with 20% power left and ur back into recovery. they reach a window and hold forward as most windows have a long wall to burn the rest of ur power away. or quite an often one you get to where they should be and hear literally nothing since they have iron will so you need to guess and ur back into 15 cooldown. with the time ive spent on spirit its rare is miss a phase unless i get robbed from it or im forced to break something. buff her recovery speed. its not a skill issue if you miss ur phase. sometimes it is but when its greeted with a dh or anything else its very boring
If someone dead hards your power and you’re left with zero power left, that is on you as a player. Dead hard sucks for killers, but it’s by far the most popular perk in the game, and if you’re not playing around it that’s again, on you. To me if you’re burning all your power to catch up to an injured survivor you’re doing it wrong, unless you know for a fact you can get the down. It’s like making a prediction blink as nurse and missing, it’s a misplay by the killer. As for iron will there are a lot of ways to play around it, such as grass, footsteps, or where scratch marks end. Once you know a survivor has iron will you need to position to play around it. All this comes down to a killer not adapting to what survivors have brought as perks.
@DreamerSteamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2942647#Comment_2942647
100% agree, nobody should bring up a bug that has been in the game since 2016
Bringing it up is fine, but it is a bug, and affects all killers, not just Spirit so it’s irrelevant to her specific balance.
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I disagree that spirit needs positive adjustments, bug fixes sure but she’s at a good power level. I’m not going to even address the comparisons to Blight, since his add ons are currently way overtuned. So I’ll address the four points you brought up about Spirit;
2&3: Bugs, not relevant to her direct power, as these just need to be fixed. So when discussing killers these shouldn’t even come up, as they’re unintended.
1 is a misuse of her power, and is on you as a player. If you are expending your entire power to catch up to a survivor and they haven’t used an exhaustion perk that’s on you. As Spirit you should never be using more than half your power unless you know you’re getting a hit. If you aren’t playing around a survivors build, that’s also on you as a player, don’t burn all your power unless you know for a fact it’s a hit/down. You can easily mind game non god pallets by going one way and reversing to get the hit.
4 is intended as far as I know, Spirit has always lost a small chunk of her power when cancelling her power early, even if you just tap phase. I assume it’s to balance out her not reviving her power to fast after ending a phase early. I could love with that being removed but it’s in no way a game changer, more a small buff to qol.
Spirit is in a great spot right now. She’s powerful with actual counterplay. She just lost her easy mode downs so people no longer play her.
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@Devilishly_Rowdy said:
Asking a killer to not tunnel is like telling a survivor "hey don't do that gen, travel to the other end of the map and do that one. Why do you wanna complete all gens so fast? Let the killer have some fun too"
Isn't it pretty much the same thing?
It is, and I absolutely think more survivors should do that. Trying to blast out gens in four minutes and leaving is the most boring way to play survivor IMO, same as camping and tunneling as killer.
That being said there is nothing wrong with either strategy, if you want to play that way.
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@AnnoyingNarrator said:
https://forum.deadbydaylight.com/en/discussion/comment/2937679#Comment_2937679
This would be true if survivor perks and killer perks were equivalent to each other, but they are not with one very noticeable exception. When looking at the most powerful killer perks, almost all of them require some sort of activation clause, in most cases a hook. The four that don't are Ruin, Undying, Devour Hope, and Corrupt Intervention. Three of them can be disabled before they do anything if the killer is unlucky and the fourth only effects the early game. NOED is a blatant exception to this rule as it lets a killer down someone for free but even it can be disabled. The most meta killer build robs the survivor of their agency less than the most meta survivor build.
The main reason why I still think the survivor side is to blame for the games balance problems (not the actual players, the tools they have at their disposal), is that killers have to play the game like everyone has those perks. Every survivor is running DH until they use another exhaustion perk, every survivor has DS so you have to wait it out unless you want to get hit.
Then there also the problem that the survivor's base kit is better than the killer base kit. When this imbalance comes into play, it is maddening. A good example of this is body blocking. Its a mechanic that goes directly against the "unstoppable force" fantasy of the killer. Is it broken? No. Is it balanced? Yeah. Is it incredibly frustrating when it happens? Also yes
The problem isn't that a particular survivor was mean and started a chain reaction, its more so that the survivor side has tools that make playing killer too stressful.
The reason why I think this distinction matters is because BHVR tends to focus on killers rather than survivors when it comes to changes. Legion got reworked instead Deep Wound, Cenobite got his addons nerfed rather than improving the communication of solo Q.
I do agree with you, that people who play survivors are not to blame and that the source of toxicity is fundamental core problems that need to be addressed but most of those core issues are about the survivor side.
Solo Q is pain, SWF are too strong, all of the second chance perks, all of the exhaustion perks, and etc. While there are killers that definetly need a look at (cough Spirit cough ), most of what needs to be fixed is on the survivor side of things.
And some of those things that need to happen is things like making Kindred basekit or even BT basekit. Honestly, I think a possible approach to fixing alot of DBD problems is raise the floor of what both sides have.
There is perk imbalance, but that isn’t the main cause for the games imbalance to me. Dead hard is by far the most bs perk in the game, but it isn’t the reason for imbalance. There are too many random variables to just make blanket statements like survivors tools are the reason for the games balance issues. Heck, even SWF isn’t a real problem, if you look at it objectively.
The problem is map design, and how a lot of killers powers were designed. For a good long while every killer was anti loop with poor mobility, and the maps are mostly huge. So the meta of hold w and predrop every pallet became the most efficient strategy for survivors. That in turn increased killer camping because the time investment of chasing a hold w survivor became less efficient than just proxy camping first hook. Those had nothing to do with perks at all, just the design of the game and players adapting to killer design, which I would argue is the reason the balance of the game is in such a poor state.
Lets take 2 killers for an example, Nurse and Trapper, a high tier killer vs a low. They don’t even play the same game, and trying to balance both vs the same survivor load out will never happen. A good nurse can down a survivor in 15 seconds regardless of their input, trapper is lucky if he can end a chase in less than a minute if he’s not set up, and even then he can lose traps or just never have survivors run to his web.
Matchmaking is also bad, but it just once again builds onto bad base game balance.
TL;DR: The game’s issues in balance stem from poor map design and the gap in killers powers, not survivor perks or load outs. Survivors bringing strong builds just exacerbate the base game issues.
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This is an incredibly stupid take, sorry. That last paragraph is a huge problem with the community in general. Survivors who play optimally with strong perks are toxic, yet killers who do the same are just doing it to get by. That is not the case at all realistically, and there are a lot of experienced players who will tell you that. Whichever side brings the strongest builds and plays the most efficient with no care for the other side will generally win.
“Survivors” are not the reason there is some perceived toxicity, just because someone played a way you dislike does not make it toxic. Not addressing core game issues for years and bandaiding said issues with perks is the main problem in game balance. Instead of addressing core design issues, let’s pick a side and blame the other for the core issues with the game, productive.
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@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/comment/2926890#Comment_2926890
RPD has god pallets galore in the hallways, seriously? Lmao
Rpd has 4 god pallets in the west side, and 1 on the east side. None of the windows are infinites and most can be mind gamed easily. Haddon field has two god pallets and 3 near infinite house loops against most killers. I’ll take a few more god pallets for no infinite windows, thank you.
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Really Rpd is worse? Not at all, it doesn't have near infinites with window vaults, and absolute deadzones everywhere else. I would rather play Rpd all day then play Haddonfield once.
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@[Deleted User] said:
I'm hearing reports that it's super killer and super survivor sided. Dare I say this is an indicator that it's balanced?
I think the problem is how it’s favored towards one side. There are some busted near infinite window loops, but beyond that it’s dead zones and unsafe pallets. It takes what’s annoying for both sides in looping and rolls it into one. I don’t think it’s balanced at all, it’s just a horribly designed map.
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@Warcrafter4 said:
I know you're joking butWe had community made mods in the past that let people do that and it was such a disaster(It caused infinite queues and lobbies) that those mods got black listed and the code got changed to stop them from ever working.Also anything that lets 4 separate people filter out their opponents will lead to infinite survivor queues/lobbies which is what happened above. That's before you consider how petty the community is about filtering out anything that beat them...Like what happened above!
As for any filter system that takes a whole team into consideration all it takes is one bad apple to make lobby's wait time infinite. Let alone it would open it up for people purposely griefing lobbies by making them infinite...Like what happened above!
I’m not joking, Pyramid head is dummy thicc, and his ass cheeks clapping distract me too much, I can’t hear the skill checks. And have you seen the length of Michael’s pipe? How can I hit skill checks when I’m staring at that girthy rod? I need a filter, for my safety.
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Im not sure why it’s still there, they could reduce it to 10 seconds or just remove it entirely from the perk. Also remove the basic attack requirement, it’s too restrictive for no reason.
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I dislike the daytime coldwind, and always hated cowshed. I don’t mind other maps really, there are killer specific like Nurse or Billy on Lerys, Huntress indoors, stuff like that.
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/2909516#Comment_2909516
a 2 man swf is still a swf. it doesn't require a 4 man swf to have the odds stacked against the killer. This is another reason why I don't buy into the need to buff solo queue. The issue isn't simply solo queue, it's that most survivors aren't that good and need some sort of crutch/carry lol. And it's this skill level mix that makes killer tolerable. 2 swf + 2 buffed solo queue players will feel terrible just like playing against a stacked 4 man swf does. The MMR system is already punishment enough for decent killers as it is. And it's already bad enough that a lot of killers are settling for cheesy 1k noed games. If survivors want the benefits of playing in a swf, they should just play in a swf. and if they don't have people to play with, they can always switch to killer and then they will have all of the information they need at their fingertips.
I agree buffing solo q isn’t the answer. Good survivors will feast on lower skilled killers, which doesn’t need to happen. SWF is just players taking 3/4 of the other player matchmaking into their own hands. Matchmaking is the issue, and there is no easy answer to fix it, there are far to many variables to make a good system, at least what BHVR has shown so far.
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That's a problem for NA as well. I have decent matchmaking until later evening, and then it goes to pot. It usually doesn't correct itself until the afternoon the next day>
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I agree that all those things are what makes playing killer more of a challenge, but I disagree it's a SWF issue. I find it to be a skill issue much more than a premade group issue. Most times you play swf with someone, you are both probably around the same skill level, maybe a bit higher or lower, but more than likely not by much. This means you have a much higher chance of having "good" teammates, who can coordinate and make smart plays. On the other hand you have solo q, which is the wild west when it comes to getting teammates. Some can be 5k hour vets, others could be 1 hour players on a free trial. If you get several smart teammates who can recognize a play you're setting up, it can seem like a swf. I play mostly solo, sometimes in a two man, and when we get two decent players with us it can seem like a 4 man swf. I've been accused of that when it was just a couple of two man swf's. So for me it's not buffing solo to be in line with swf, but fixing solo matchmaking to be in line with swf.
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@MiserableKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2909460#Comment_2909460
... Those issues weren't fixed for several years. That's also part of my point. They never bothered "fixing" release until after 2017 and that's hilariously embarrassing.
So the release window for a game is 2+ years? What?
For posterity I will mention actual infinites existed in 2016, release DS activated on all survivors the first time you picked them up, nurse was 4.6 with three blinks base kit, We'll make it could heal faster than the weapon wipe animation, to name a few. So just because there were issues for longer than should have been (some things never change, huh) doesn't make 1-2 years after the game is available to purchase "release". How about 2019 and people combo'ing balanced landing and dead hard, then going to Lampkin lane and Myer's house. I could list broken, annoying and unfun things from every year of DBD.
You proved my point that you considered 2017 to have massive balance issues, just because they were always there doesn't make that the release of a game. Holding W has been an Issue since release, are we still in the release window?
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@MiserableKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2909418#Comment_2909418
For some reason it deleted my last reply, so I'll type it out again.
Dude. I've repeatedly said this game is more unbalanced than it's ever been - EXCEPT DURING RELEASE.
Of course on release it was a joke and the points you've made above are absolutely true. I'm glad I mentioned that. Repeatedly.
Cheers.
The game released mid 2016, and had a beta earlier that year. 2017-2018 is NOT release.
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@MiserableKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2909367#Comment_2909367
I've played since release. Outside of release you're just wrong dude. Sorry, but you are. I respectfully disagree.
So back in 2017 when Coldwind had double pallets in tiles, god windows you HAD to vault or lose chase, and more pallets then the game does today was better? Or how about exhaustion recovering mid chase? Then there’s 2018 when you could blind or stun a killer at ANYTIME during the pick up animation, which was slower as well then, to get the save. All that, which is just scratching the surface, was a better balanced game? How? Players were just worse then, and didn’t play as efficiently. The game was MUCH worse off balance wise, that’s a FACT. The worse things killers have to deal with are CoH and dead hard, one of which has been nerfed twice and the other was STRONGER back then.
I’m not saying the game is more fun, or in a better overall place, but it is undoubtably more balanced. There are way too many things that get viewed with rose tinted glasses when it comes to DBD’s past.
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@MiserableKiller said:
Seeing as how only two killers are viable against even a remotely competent swf and the game is currently more survivor sided than at any point outside of release...
Seeing as how anytime a killer becomes even slightly powerful they're nerfed into the ground and killer mains are quitting left and right...
Seeing as how deadhard, COH, boil over, and the kindred exploit still exist....
I've had my eureka moment and finally figured it out. The next stage of DBD is survivors vs survivors. Two teams of 4 megs each compete to see who can click the fastest, teabag the hardest, and emote with the most voracity square off in maps.
An alternative just occurred to me. Survivors queue up to chase the killer around and make their life living hell throughout the match. The killer has to run away and hide for as long as possible.
Loser has to play Myers with no addons vs a red rank swf and be bullied for 20 minutes.
Sounds exciting. Who's in?
The game is probably the BEST it’s ever been balance wise, and if you truly played DBD for more than a week you should now that. The combination of burnout and optimization in gameplay has made a lot of people’s (yours included) opinion clouded on the game.
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What about Artist needs to be nerfed? I can’t think of anything overly oppressive about her kit, she just has good synergy with strong perks. No one add on is overly strong, that I can think of either. So honest question, what should be changed?
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2901831#Comment_2901831
Can you have consistent wins with the range addons or not ?
First you say she is easy to pick up, you did it under 5 hours. Then you say you are only average with her, not that good...I mean, do you really understand this killer ? Because, it seems you have a lot to learn.
Let me clarify if there is confusion, I have success with nurse, the last 10 games I’ve played with her I’ve had 8 4k’s/3k and a hatch. That means nothing, there have been mmr tests and because of that matchmaking has been even more wonky than normal. I have no idea what my mmr is, and since it is hidden without external programs I will not know until BHVR makes it visible. When I use range add ons the games are significantly easier, because they can cover for and misplaced blinks. My point is if an average mechanical player as myself can 4K 70-80% of the time with those add ons, they are more than likely too good, and in my opinion they are far too good.
@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2901831#Comment_2901831
How is it a poor blink if the nurse makes an accurate prediction? The further away the survivor is, the more guess work involved. It sounds like a balanced mechanic to me.
You misunderstand, the best counter to Nurse is to gain distance when she blinks poorly, not her blinking from a far distance. For example, Nurse misses a set of blinks and goes into cool down, if the survivor can get distance they absolutely want to. Range add ons mitigate that penalty to the Nurse player as they can blink farther than normal with both add ons. It’s so substantial that those first set of blinks have a much smaller time penalty, removing one of the only two counter plays to Nurse.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2901385#Comment_2901385
Show us gameplay footage of you getting a huge winstreak with nurse at high MMR.
- No one can see MMR, so how can I show exclusively “high mmr” matches
- I never said I was unbelievably good, my point was the exact opposite, I’m average and can still succeed with Nurse.
- I can record games, but it has nothing to do with my point. I’m an average player and can win games just playing my normal style, in match made public games, so anyone can do so as well. You don’t NEED all the best add ons, perks, perfect reactions and timing, since she ignores most of the survivors defenses against a killer. Range add ons remove THE biggest counter to poor blinks, which is distance.
- Continue to be a salty troll
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2900969#Comment_2900969
The best killer on the game…at very high MMR…for a tiny minority of players…that have thousand of hours on her….having perfect muscle memory…making NO MISTAKES…using both range addons…using the best perks too…on a good map…against survivors that make 0 effort to break line of sight and counter her.
Thats being extremely hyperbolic. I have maybe a 50 hours on her, and can have success vs most players. She isn’t that hard to learn, it took me maybe 5 hours to get a handle on her, and I’m very average mechanically. Pretty much everything you said isn’t true, she doesn’t take a god gamer to play her, just a basic understanding of her and the game’s mechanics, and ok execution.
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I’m no Nurse main by any stretch, but I do have a bit of experience on her and I agree. The value you can get from the range add ons is overtuned and I’m not sure why they kept it in her rework. I do appreciate the work put in to get some raw numbers to back up the claims.
It’s late and I’m tired but I will say if anyone’s counterpoint is Nurse is hard to play, or her stats are bad, or there are more broken things in the game I think you missed the point. The unanimously agreed best killer should not have an add on that removes the one consistent counter to her power, it is bad for the game.
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Unless I’m going for a challenge that requires an escape, I’ll usually go for stupidly altruistic plays. I find it way more fun to do so, when that one clutch moment comes together and everyone barely survives. It’s nice to get randoms that do the same, makes the game much more enjoyable for me.
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Really no easy answer, the best being accurate with your first blink. If you can blink within lunge distance after your first blink you can bait DH or land a quick hit if they don’t expect it and have bad reactions.
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Original prayer beads was one of the best purple add ons the game has ever had. You could use M&A then any speed add on and fly to gens, if people didn’t have spine chill they were screwed. I also hated going against it, which was almost every game against a spirit. To top it all off you could still collide with survivors while phasing, so they had even less of a chance.
Old Spirit was so annoying thinking back on it.
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Old rank and old Coldwind. I dislike the overheat on Billy, but no thanks to having instasaw or crack Billy back. Daytime coldwind is gross, so I’d like that back. Finally, what old DS? I’d take the last version we had, but no to the first two versions.
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First perk on her blood web for me was BBQ, yet I’m going to p3 her, feels bad.
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@GoodBoyKaru said:
You need a 4k, 9 hooks total w/ each unique survivor having been hooked once for iri. Depends on how many you mini morid and when
Fun fact, you don't need a 4k. I got my adept on Plague with a survivor escaping through the gate due to adrenaline after I closed the hatch. If you're low enough rank to need only 11 Emblem points for Merciless 3 iri's and a gold will net you the achievement.
As for the topic, it's generally a bad idea to mori because it can cause you to have to hook another survivor more times. Hook kills are the way to go for Adept killer achievements.
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I think there is way more nuance than just saying the game is survivor sided. Maps, perks, killer add ons, tile spawns, play style of each side all factor into who starts with an advantage. The problem is a lot of the community wants to blame the game for their own poor play. To top that off the community is very tribalistic, and any suggestion that a persons preferred side isn’t weak gets torn down.
I’ve given up trying to even talk reasonably to people here, unless you agree killers are oppressed and second class players, you get flamed. Rationale and calm thought is not something that DBD forums do.
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My problem is when good survivors use dead hard. Most just dash into a wall or telegraph they have it, good players don’t. Smart survivors loop as if they don’t have dead hard, then when they’re about to get caught, dead hard to safety. That’s when the perk feels broken.
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As much as I am hyped up for Elden Ring, it won’t kill DBD. It may indeed take some of the player base (myself included) but not that many. DBD is very casual, souls games are not at all, so I don’t see the crossover, for the most part.
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I use bond and follow the person going for an unhook, let them get the unhook and hope they’ll let me heal them/get help healing. It still takes me way to long to do that challenge.
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I attribute any success I have as killer to BBQ, never mind I usually don’t pay attention to the aura reading, all kills thanks to BBQ.
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I don’t see a problem here, 2 downs for a gen is a good start. You now have full map pressure and can get a free down off of the unhook attempt. Gens aren’t meant to stay up forever. I’ve had plenty of games where I lose 3 gens in the first few minutes, but once I get pressure on the survivors I don’t lose another. The mentality that you need to get a down before a gen pops is silly, and the game has never worked that way if people are trying, unless the skill gap is very large in that trial.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2800282#Comment_2800282
I doubt you've gone against good survivors though, because they make Blight even with good add-ons seem like he's nothing. You'd be playing catchup with them, not the other way around.
So because I don’t agree I’ve only played vs bad survivors? That’s such a poor frame of mind to have. If you’re struggling at ANYTIME as Blight with good add ons you aren’t very good at the game. Alchemist Ring is one of the most broken add ons in the game, and he has more that are super overtuned.
You seem to struggle with killer, so maybe you need to rethink how you evaluate the game. Blight wins chases incredibly fast, hold W doesn’t work against him and he can break pallets with his power. Hug tech makes almost all structures in the games mind gameable in Blights favor. He doesn’t struggle vs anyone if you’re competent.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2797609#Comment_2797609
Do you play him though?
Yes, I do. Blights add ons are just way too strong for his base kit power. He’s one of the killers that feels strong base kit, and like the game is just playing itself when I equip any of his strong add ons. It feels like old Nurse and Spirit, strong base kit and just way too nutty with good add ons.
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If the survivors are bad, then yes camping can get more than 1 kill. If any of the survivors run the killer for more than 1 gen, 1 kill is all they’ll get.
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@Travis_Bateman said:
https://forum.deadbydaylight.com/en/discussion/comment/2797728#Comment_2797728
Speed addons are completely fine,and you want c33 (the only counter to pre dropping,a very braindead and useful survivor "tactic"),nerfed into oblivion so you can just pre drop every god pallet you see against him (because everyone knows predropping is good against blight).
Predropping safe pallets works against every killer except for Nurse. It’s a design issue, using that for an example as to why the consensus number 2 killer has counters isn’t a strong argument.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/2798983#Comment_2798983
https://forum.deadbydaylight.com/en/discussion/comment/2798976#Comment_2798976
I'm not attacking NOED as a perk. I'm saying that it's not well designed and, ergo, not fine. It gives newer killers a tool that's too effective and, with the MMR system, raises their MMR too quickly. Suffering through enough games that their MMR drops and they can learn good habits would be hellish.
The problem is, how would a new player know what good habits are? Taking away an easy tool for new players to succeed accomplishes nothing, they’d just move on to the next easiest thing. Trying to learn what solid fundamentals are isn’t stopped because of NOED, it takes desire of each player to improve. I think most experienced players think NOED isn’t great, and would tell newer players as much.
My point is the problem isn’t really NOED, but how people approach gaming. Like I said, people will hit a plateau, NOED may help them reach a slightly higher level, but I would expect not by much.
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Most games have some type of play style that is effective at low/mid levels, then hits a brick wall of progress. While NOED can enforce bad habits, it’s up to the player to learn and grow. It’s very common for players to use something easy and effective to succeed at beginner levels.
A portion of players will probably be content with getting kills, and will give up once they reach the plateau that their strategy no longer works. I think as long as there are tools to help players improve and overcome those plateaus it’s fine. In general DBD offers that, but in does take effort on the players part to learn.
TL;DR: NOED is fine, players will develop bad habits while learning a game, it’s up to them to overcome and learn good habits.
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Anyone who knows what’s good for game health wants Blight nerfed. His add ons need a full rework. Billy lost tuning guide, Blight has 6 add ons better than tuning guide ever was. He’s a stupid killer that has almost no counter play. Hug tech needs to go, bs 180 flick because of Adrenaline vial needs to go, Blight’s stupid base kit doesn’t need the most broken add ons in the game with it.
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Spine Chill and Whispers
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@WesCravenFan said:
People understand how to play against Bubba. They just hate it, and think "This isn't fun for me!" is a valid argument to attack the way someone else plays and demand BHVR cater to them.
I don't find Dead Hard fun, yet here it remains.
Whataboutism is a dumb way to address something. “You hate get facecamed? Well I hate dead hard, so we’re even.” It’s such a unproductive mindset, eye for an eye, us vs them. Empathy and the ability to at least understand differing opinions goes a long way. By all means stay a bitter salty killer main, but that just does more damage to yourself than anyone you’ll play.