UnknownKiller
UnknownKiller
About
- Username
- UnknownKiller
- Joined
- Visits
- 2,620
- Last Active
Comments
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2468292#Comment_2468292
It is bad news, yes. The problem isnt that killers need appropriate buffs. The problem is map design and gen speeds are ######### garbage.
Basically every game is going to be sweating it out for 4 hooks before gens are gone in 5 minutes.
Sure..You can argue it'll give them information on how to "balance" but that's bullshit. We know how slow BHVR is to make needed changes. How long will killer be more miserable then it already is before they make appropriate changes ?
I see them adding stuff to solo Q and with a bit of luck We got the key nerf
-
@Marigoria said:
For how much longer will solo Q be miserable because there are SWF boosting each other to get red ranks, when they should be in greens or even yellows?
I know the new SBMMR is being implemented, and it was indeed a better experience, but how is SBMMR change the issue with SWF teams playing like potatos but still carrying each other to ranks they shouldn't be in?
They dont mind pip or bp bro they just mind fun
-
@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2467404#Comment_2467404
OMG he is so adorable! Rub its tummy for me. Scratch its ears as well. I wish I could have one, but my current living situation wont allow it.
@ the OP,
I'm sorry for your loss. You're more than welcome to join The Bush and expand our roots.
I thought u were talking about the spirit lol
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2466186#Comment_2466186
Victor being an AI would just be stupid TBH. it would take the twins from unique to just making you a boring as ######### m1 killer. That lets you have a stupid little gremlin roaming around on his own sometimes.
Maybe you can choose who to control and the other one becomes an AI
-
@ThiccBudhha said:
Mmr will address SWF just fine.
With longer ueques for em and the poorly killer pool left even more poor cool!
-
@danielmaster87 said:
The issue is that the devs keep releasing killers with easy counters or downsides to using their power, and it's been this way since the beginning basically. Here's all the ones I can come up with:
Trapper: disarmable traps.
Wraith: lightburn.
Hillbilly: overheat.
Nurse: blink charge cooldown, fatigue after using power.
Hag: flashlights destroy traps, traps don't activate for crouched survivors.
Leatherface: overheat.
Freddy: clocks, missing skill checks, waking up normally, slows down when placing snares.
Pig: headtrap RNG.
Clown: yellow bottles can speed up THE SURVIVORS.
Spirit: can't see survivors in her ability.
Legion: fatigue after using power, power goes away after 1 miss.
Plague: cleansing fountains.
Ghost Face: can be revealed.
Demogorgon: portals can be destroyed.
Deathslinger: chain can be broken.
Pyramid Head: torment cured by uncaging someone, trail doesn't affect crouched survivors.
Blight: fatigue after using power.
Twins: Victor can be kicked or taken hostage.
Trickster: knives DECAY automatically.
Nemesis: T-virus cures, killable zombies, sprint burst just from infection.
(I'm gonna cheat here) Pinhead: chains can be broken instantly by the environment and HIMSELF, cooldown on power, puzzle box cures everyone, teleport only available AFTER puzzle box has already been solved.
Like, am I missing something here? Why are the devs playing so safe with the killers' designs? Why do most of these weaknesses and downsides even exist? You might be able to justify some of them MAYBE, but you can't justify the majority.
There are things im not really agree but I share most.
Ive never had overheat with hillbilly and I play without add ons.
Ive never had problems of overheating with Bubba but Im agree that the "stun" after a chainsaw is very long.
My opinion:
Trapper: Its suffer a ton from SWF and searching for the traps.I would just rework him somehow to be good in all ranks.
Wraith lightburn is plain stupid.
Nurse rework please.
Hag traps should be not able to be removed with the use.
Pig needs more kind of traps and not finite traps.
Pyramid head: Map manipulating killers ( idk which map manipulation does have? I would make the trenches to make surv go slower like clown.
Plague: Could use some kind of chant to get the power from a distanced pool.
Trickster: I think that he becomes 115% ,98% speed while throwing and knifes must be removed or they can rework it.
Nemesis: tentacle apply contamination and damage a health state.He can use a tyrant rush to apply pressure and movement.Remove zombies.
-
@[Deleted User] said:
More reasons why it shouldn't be in the game really.
- Queue Times
- Balancing
- Performance
- 8 survivors doesn't feel very scary
I dont think that having that mode would affect the queque times such much I think much people would play or they can open it for 1h each 4h for example.
-
@Rogue11 said:
Balance would be a colossal mess but I don't care. Would be down for the chaos.
Well definetely you would have chases everywhere and it would be fun.I wouldnt play it for winning but some balance would be great.
Identity V have it and it just block some problematic killers for example imagine doctor full TR and shock blast cooldown with legion...everyone would go down or they would run around the map like ducks cuz of the deep wound.
-
@lav3 said:
He is definitely not worse than before.
The problem is he's slightly better at what he was doing good and almost same in why he was considered bad and worst killer.
He was hated a lot before fixing purple addons combo and still get hated a lot and some people say he is too strong.
I don't think he will get any other changes from now on.. Sadly.
The only way you would make trickster good is making him unfun I saw those 2 addons in action and it would really make me play it without proxy camp or msybe put knife damage to 4-5
-
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2464962#Comment_2464962
I find it pretty good with thana and some anti gen.
So basically stallimg making them heal as I said.its the same problem with The plague.
Plague have the problem of surv deciding when to give her power so as they never cleanse I use thana+ dying light no make em have a really nice time M1 on exchange eventually u beat em becuz they used all the pallets around gens and they cant run away plus each hook with pop they are having a great time.
-
@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/2465003#Comment_2465003
That is just as Bad. There would be no Skill needed to get every Survivor. Think about it from a Survivor Standpoint. People would hate to be going against you because you just play "No Brain" Legion
They can stun you with a pallet anyway run of him is not either a master strategy.
-
@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2464838#Comment_2464838
Theres a difference between "window ONLY" loops and "Structure that has a god window." by window only i mean LT's and Z walls.
Is he really complaining of Z walls?
-
@Aven_Fallen said:
Quite a bunch of Killers dont need Add Ons, IMO: Wraith, Billy, Nurse, Hag, Huntress, Freddy, Pig, Spirit, Demo, Oni, Slinger, Pyramid Head, Blight
At least those are the Killers where I know that you can play them without Add Ons and do fine. Some others really need Add Ons like Trapper or Myers.
But in general, I dont think it is bad that Killers need Add Ons. What would be the reason for Bloodwebs if Killers would not even need to do them (outside of Perks)? The only thing that should change is that some things should be looked at, e.g. Trapper should start with more Traps because he really has to rely on Bag Add Ons. Or Nemesis would be better with a higher base Mutation Rate and nerfed Mutation Rate Add Ons. Same for Ghostface and Night Shroud Recovery.
Pig's cant do well vs good players even with add ons.
Maybe one hag main can but I think if she doesnt use add ons have low chances.
About Nurse....well playing her without greens her counter is just running straight
-
I play add on less and most killers need it.
The only killer that seems good for good players without add ons:
- Wraith
- Oni
- Blight
- Spirit
- Plague
- Hillbilly
- Huntress ( but sometimes I miss it gets ready to drop hatchet faster)
- Deadslinger
- Freddy
- Pyramid head
- Demogorgon
- Twins
The others would need rework or buffs to be played vs people who know how to play.
-
@EvilJoshy said:
I have Humankind, a civ knock off, but I have not dived into it yet. Been playing Hell Architect, Warhammer 2 and Phoenix Point.
Waiting for the TW warhammer 3 to start warhammer world.
-
@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/2464950#Comment_2464950
Its good for getting downs on Survivors, but bad for Gen Pressure. Survivors will just do Gens because they cant Heal. You want them to heal because it wastes their time and its super easy to get them Injured again.
Play a few rounds with and without it and tell me how fast the gens went.
Incapacitated till healed or 20 secs seems good by me
-
What if now Legion can run feral frenzy forever but can only apply deep wound to a surv per each feral frenzy but he have it infinite.
-
@Shaped said:
Try pins.
If the power depends of add ons I would be glad it receive wraith treatment and buff him
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2464916#Comment_2464916
well that's just rude
Reality is rude.The only sense I got to legion power is stalling with heals but if no ones does when legion have much time since released its clearly this character doesnt have gameplay sense and even thought it would have it surely a dev would give a hint of how you play that killer.
-
Okay so that char doesnt have any gameplay sense
-
@Mandy said:
I personally don't think this is the healthiest change to Legion, it would drag the games out hugely. I'd be happy to see some changes for Legion (I really want a reduction in his fatigue state ngl) but I don't think this is the right way to do it.
Definetely something have to be done becuz if the gameplay is not injure for stalling the game making people to heal themselves please legion mains explain me it.
-
I think Oni is pretty balanced.Maybe got prob with real red ranks but can compete vs good players.I always had fun with him
-
@GoodBoyKaru said:
Legion needs a change. Preventing survivors from playing half of the game, while not giving him any meaningful buff, isn't it.
Thats the devs intention when they released this killer...Stalling but being injured is not a good tool...
-
@PhantomChimera said:
Ranks don't seem to mean much skill wise. Many times I've seen players with green ranks do better than those with purple or red.
But it doesnt have any relation w8th what im saying the thing is that 80% loops as m1 killer the most u get its a pallet drop earlier instead of a hit.
-
@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2464790#Comment_2464790
Still a bad idea, sorry friend. You could drag out games infinitely if you ran Frenzy cooldown addons and Ruin - just stab people over and over and they wouldn’t be able to cleanse your totem or get significant progress on gens.
Well you could make a tweats in his power.Definetely what is not doing is stalling as its supposed that it should be.Surv just mend and keep doing what they were doing so actually incapacitating its a good stalling tool.Btw its supposed that u shouldnt be together with legion.
-
@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/276567/what-if
then survivors would never be able to heal or work on generators… what kind of a question is this?
I didnt said how much time would u be uncapacitated. Lets say 20 secs.
-
I wouldnt mind blockers or just cant be able to change resolution only the thing thats is harder to manipulate with mods or whatever
-
@GHOSTfaceP3 said:
Like him or not Slenderman had a huge impact on horror just like FNAF
Skin for a killer yeah
-
@NomiNomad said:
Something tells me Boon totems won't be nearly this powerful. Keep in mind, there are four survivors.
Im scared of them becuz it would be terribly OP or they gonna be a crap
-
@meatisadelicacy said:
I'm still waiting for any of the people who make these posts to tell me why they still play a game they don't like. They literally never answer me. I guess I'll just ask the next person who makes this identical post, saying it's so stressful and unfun to play killer.
Becuz its a drug bro.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2451127#Comment_2451127
Because Survivors had even broken Stuff. If we talk about the Launch:
There were double as many Pallets.
There were WAY more Windows. E.g. Ironworks, the upper Floor, every Window was open.
There was no Bloodlust and no Entity Blockers, so there were actual Infinites, Spots where the Killer cannot catch Survivors.
Some Maps were bigger.
Some Structures got reworked a lot in 2020. E.g. Ironworks again: there was no Doorway next to the Window Downstairs, so it was a Window where you had to vault 3 times for the Entity Blocker to kick in. So basically, you were unable to chase Survivors there.
BT worked for both players when it was introduced, so both had BT (even tho, the mechanic was different, back then you had to heal to get out of the "Endurance"-State (Endurance was not a thing back then).
Brand New Parts completed a full Gen.
Syringes healed two Health States, Styptic Agents healed one Health State, both instant.
DS when introduced activated shortly after Pickup, no Unhook Requirement or anything. Later they changed it that only the Obsession has it shortly after pickup, other Survivors had to wiggle for 35% of their Wiggle Bar. So you might not have been able to pick the Obsession up, if there is no Hook nearby to dribble them (dropping them to avoid the DS) and even if you were able to dribble, it was so time-consuming.
Exhaustion was not a thing, back then a Perk like Sprint Burst was on 20 second Cooldown which also went down while running, so every 20 seconds the Survivor had Sprint Burst.
With Self Care and We Will Make it you were able to heal yourself faster than the recovery time of the Killer.
Vault Speeds of Killers were WAY slower, meanwihle Survivors were always able to fast-vault.
Those are just some things. And even then Killers were able to get Kills. Players who complain nowadays that Killer is hard really dont understand how easy it became. I am not saying that Nerfs or Buffs were not deserved, but saying that Killer is hard (or some say it has became harder or unplayable, lol) is simply wrong.
Killer is hard, before was harder.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2451127#Comment_2451127
Infinites were removed and maps were shrunk. Those are both massive nerfs to survivors.
Becuz infinites and 30000km2 maps were fair beforehand isnt it?
-
@Seraphor said:
MMR should help with this. Theoretically, once everyone calms down from the initial shock and stops playing extra sweaty because they anticipate their opponent must be sweaty too of course.
But once people start playing normally with MMR, they should settle into their skill brackets, and it will help out the 'weaker' killers. Low mobility M1 killers will legitimately do worse against higher skilled survivors, so you should end up matched against slightly less skilled survivors, meanwhile Blights, Spirits and Nurses who can deal with the higher skill will get that higher skill. You won't be 'forced' to play 'strong' killers, every killer will be viable in it's own niche, and that should get more people playing killer.
If that the case surv gonna love the queques becuz gonna stay 45 mins waiting for killer.
-
@Aneurysm said:
If you're struggling with infinite L T loops then @Lord_Tony has some good advice on dealing with them
TL arent the real problem.The problem are the unfair structures as jungle gyms etc.If I were enought smart to trick the surv reward me with a hit not a oallet break,for that I can just use bamboozle and have same result with less headache.
-
@TGB said:
https://forum.deadbydaylight.com/en/discussion/comment/2450465#Comment_2450465
Well this is why I made a point to say, quite simply, playing versus good Survivors is problem enough. No, they don't even NEED to be a coordinated SWF or whatnot.
They can just be 4 individually skilled solo queue Survivors, and they will trounce you.
If you took 4 random Survivors from the top... I dunno, top 1,000 Survivors in the game, and faced them against the top 100 Killers, I'd put my money on the Survivors every time. I wouldn't win every bet, but I'd certainly make major bank overall.
At least with no comms good surv you have a chance with certain killers.
-
@playhard said:
this game literally will be dead in 1-2 years ahead. imbalance gameplay with killer and survivor player, make this lobby game very long to wait, they need to give incentive more when player willing to play as a killer, not really fun to chase 4 human with a coordinated comms when you only want to have fun
Definetely impossible to incentivise being bullied you can make it bp x10 and i would refuse i didnt came to be bullied just to have fun.
-
@Sinatyxmas said:
What if a killers power had something to do with not touching the ground? Like the floor is lava? Just a stupid thought I had this morning.
Interesting that maybe an AOE effect that damage survivor if it doesnt do a vault in time but definetely you wouldnt be able to cancel it or it would be pretty unfair but seems nice.
-
@TwitchyMike said:
I literally have 6 more teachable perks left to get and I have every single perk in the game... I can almost finally start playing the characters I like and get all the perks on them.... Woohoo I'm at 393.7 hours. Idk if I will get all the perks before 400 hours.
Note* The last 6 perks are 6 survivors. And these 6 survivors are all lvl 35. I am gonna see what shrine brings this week and just get the rest.
Wait to P3 on all chars and get all perks
-
I give you zombies but give me tyrant rush like on the games or films.Zombies are dumb as hell in all my games with zombies I just got a down and a few zombies hit but thats it.
-
@Seraphor said:
Have suggested this before:
Unshackle Hex perks from specific totems.
If you are running any Hex perks, all totems are lit. (potentially with varying brightness as the number decreases)
Each Hex perk is rebalanced with five stages of strength, and as such may be weaker in general at max level 5, but is not completely removed upon one totem being cleansed.
Obviously things like Devour Hope wouldn't start with 5 tokens, more like, the maximum number of tokens you can gain is equal to the number of uncleansed totems +1. So cleansing 2 totems removes mori potential, cleansing 4 removes exposed, and cleansing all of them removes the speed buff.
Ruin wouldn't be entirely removed with 1 cleansed totem, but would take all 5 totems to remove entirely, however if only 4 totems are cleansed, it only has 50% regression, which would mean at 4 cleansed totems it's probably weaker than not having Ruin at all. Survivors could play this strategically by leaving the final totem uncleansed so you can't use Pop, or you play another Hex perk that still gets value with 1 remaining totem to encourage them to cleanse entirely.
It's very easy for survivors to find and cleanse 3-4 totems throughout the course of the game through regular play. So this shouldn't be overbearing for survivors at all.
On the part is very easy to clean 3-4 totems but they dont do it.
-
@Snowbawlzzz said:
So just take all the risk out of running a hex perk for free, baseline
Well boon totems not gonna be the killer stomping it for sure so whats the risk of boon totems too?
When ruin is up all the game or NOED too op there are complains cuz no one did totems becuz totems doesnt help so now Im giving a reason to make it.
Btw did you noticed it reduce the power of the hexes too?
-
@Aven_Fallen said:
So, basically old Undying with a Twist?
More or less.Now survivors will feel doing totems do something instead of praying that they broke undying
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2461619#Comment_2461619
No One Escapes Death
As survivors are on the verge of escaping, The Entity aids you in the hunt.
No One Escapes Death starts deactivated
For every hook you obtain, gain a token
Once the exit gates are powered, every survivor becomes affected with the Exposed Status Effect
For every token received you gain a stackable 1/1.5/2m aura reveal of any survivor near you
Consume a token for each basic attack performed
No One Escapes Death becomes deactivated if you no longer have any tokens
My bad i read it wrong but still is a crap for being a Hex
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2461387#Comment_2461387
I would like to remember that the game is about to survive and if your teammate did that u were abandon to your doom not killer fault.
The game is also about killing people. Both sides should have to work to meet their objectives, and preferably not in a dickish way. Why should you closing hatch be a free extra 2 kills? If you weren't able to patrol gates, it's not the survivor's fault.
Make both gates close enought for being semi patrolled by a 115% killer so becuz if both gates are on the other side of the map you are pretty screwed
-
I would be happy with somekind of rush to give him some map pressure.Zombies are zombies and they get stucked in the map.Hell I would give u the zombies for some mobility.
I expected that a tyrant to be A rank kilker.
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2461695#Comment_2461695
How so? Just because its based on hooks?
No becuz its based on open the gates.Who does open the gates are survivors never the killer.
What will happen its that perk becoming useless as the current strategy of surv is get rescued with BT and bodyblock.
I will put you the most common case.
They swarm the hook and bodyblock then open the gate,t bag you and Congratz ur perk was useless as hell.
Lets suppose you use bloodwarden.
Open the gate yourself in the time you lose to open it the other survs are doing t bag fest and nodding on the other door.
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2461619#Comment_2461619
No One Escapes Death
As survivors are on the verge of escaping, The Entity aids you in the hunt.
No One Escapes Death starts deactivated
For every hook you obtain, gain a token
Once the exit gates are powered, every survivor becomes affected with the Exposed Status Effect
For every token received you gain a stackable 1/1.5/2m aura reveal of any survivor near you
Consume a token for each basic attack performed
No One Escapes Death becomes deactivated if you no longer have any tokens
Another perk that survivors have power of No thanks its my perk not yours
-
@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2294122#Comment_2294122
Let me put this into the other perspective. When using his power, Nemesis gives the survivors a MOM proc, and survivors can give themselves an additional 4 total in the match. That's why he shouldn't be considered anywhere near the A tier. He's low B high C at best because of this weakness. The method you talk about is what I do once I get to tier 2, and while it mitigates his problems, it doesn't remove them. A good survivor will take advantage of it, and either reposition, or chain into another structure. Possibly a stronger one.
https://forum.deadbydaylight.com/en/discussion/comment/2294135#Comment_2294135
It lasts for .25 seconds, so, with the speed boost, they're going for 130% speed for .25 seconds, and the full 150% speed for 1.75 seconds, which is why it isn't noticeable. If Nemesis has a 2.5 second hinder, it would outlast the speed boost and help him catch up.
I dont feel playing Nemesis just a guy with a tentacle I did expect that a tyrant could rush like a bull LIKE ON ALL RE FILMS!!!
-
I did it on haddonfield.I think unless your character doesnt shout is not considered high enought
-
Notice that devs cant change powers ,victor is her power so they cant.I keep saying they are losing tons of money with changing power appereance.