WaveyTrey
WaveyTrey
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@bazarama said:
"So now I’m put with potatoes, and lemmings."
Great comment. Way to go to encourage new players.
You were new once yourself.
If you can't offer anything constructive don't say anything.
Insults to new and learning players are pathetic and childish.
It's just a game and everyone starts somewhere.
Nah. That’s not about starting anywhere. I have about 2.5k hours in the game. I know it’s not a lot, but whenever survivors get downed in less than 15 seconds after being hit… Every match… It’s… Aggravating...
I saw this right when I started. Heck it happened to me; However, after so many hours I had a sense of what to do. Then I played killer to understand the game better. That’s when I got good as survivor. By learning how killers work/think. I was able to predict what the killer might do.
Back during old lobbies this wasn’t as consistent. At all. I would always be matched with players with some sense of what to do once I ranked up high enough through pipping. If not I could at least attempt hatch escapes to save myself. Then the devs changed hatch escapes which prevents solo players to at least attempt an escape. Then they made MMR. Which ruined solo altogether.
Solo has gotten worse…
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@MikaelaWantsYourBoon said:
MMR is not even working. It's terrible bad system.
I am feeling like it designed to make you feel good after some loses because my exp with it:
I am winning some matches and then i am getting some very good killers with very sweaty builds. I am fine with that but my teammates are not on this level.
And then i am losing some matches, my mmr is going down. And damn, i am getting some bad killers with insane teammates. Killers are hardly getting 2 - 3 hooks.
MMR was mistake and it's not late to remove it.
The Grade system did work though. When everyone was Red rank I always had decent teammates. Skilled killers. I could always play with my friends who weren’t as good, and didn’t have to worry about “losing”. For as long as I pipped while playing with them I was fine.
Now whenever I play with my friends for fun instead of sweat teams I lose more often than winning. Which means my MMR is dropping for choosing to have fun even though my skill level is higher. So now I’m put with potatoes, and lemmings. It wasn’t this way before. Not from my experience.
The same with killer. Tunneling was not so bad in Red ranks because killers wouldn’t pip by tunneling. At most you’d break even. To pip as killer you had to make the matches last longer, and do everything else.
MMR took away the core value of DBD (Pipping), which ruined the entire game imho.
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It’s simple. MMR has ruined DBD. Everyone needs to admit it. Demand that matchmaking is changed back to the old Grade system. Watch how better the matches would be for everyone!
Survivor will always play SWF to win consistently. To protect their MMR. This leaves solo players in an antlion trap. They’ll keep losing. So what’s the point of playing alone?
Tunneling at higher Grades meant that the killers didn’t pip. They lost pips. They lost rank. With MMR killers can tunnel without consequence. In fact, they win more now than ever! As they can potentially catch everyone if they do it effectively!
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Replace MMR with the old Grade system..!
Back in the day I had fun matches. Pips don’t matter now. Nothing does unless you team up with competent SWF to win consistently. With pips you could still play with friends, and pip. Then when you played by yourself you’d be matched with people of your Grade… This isn’t a thing anymore. This makes you not want to play with people that’ll make you lose in general.
This is also what make killers tunnel. As I remember tunneling too much meant you didn’t pip when your Grade got higher as killer… You had to all the things to pip. Especially at Gold rank.
The Devs actually ruined DBD by changing the matchmaking. Everything they’ve done is to cover up this fact.
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When I play alone I made a solo build. Sole/Clairvoyance/Plunderer/Appraisal.
Whenever I was the last one there was a good chance I escaped.
I didn’t choose Left Behind because I noticed I had to run out more to detect the hatch aura. Exposing myself to the killer. Clairvoyance allows you hide where you are because the radius is huge. As to devise a strategy to safely reach the hatch. This is the same if it’s closed from beyond the distance of Left Behind after retrieving a key from a chest.
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@GeneralV said:
I think Hag.
Hag targeted the cannibalistic clan which tortured her and then she was taken by the Entity. Depending on the circumstances of this encounter, there would be no reason for her to go after me.
But if there is... you watch your step. That is essentially all you have to do.
No, mate. She will. Judging by her power, and her Mori. Devour Hope.
The Hex power is a reflection of the cannibal clan. They would lock their victim away. Leave. Come to take a piece of the victim’s flesh. Then leave.
The Hag actually developed a taste for flesh like they did, but its out of spite. After restraining survivors on a hook The Hag will leave. The hunger for their flesh swells each time. The hunger reaches a critical point where even The Entity realizes it. When that happens The Entity actually allows The Hag to partake in its own natural feeding process.
Essentially whenever you’re up against The Hag she intends to cannibalize everyone present. She is incredibly ruthless from a lore standpoint. 😬
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Freddy: Everyone starts asleep. While awake you see Freddy intermittently. Freddy harming you with M1 wakes you up. Hooking you wakes you up (If you fall asleep while downed). Blood Pallets replaces the Teleport instead of Blood Snares. Blood Pallets will appear in the waking world as well as the dream. Slamming a Blood Pallet in the wake pulls the wake survivor who slammed it into the dream. Slamming a Blood Pallet in the dream causes the survivor who slammed it to scream, and wake up. They suffer a Hindered penalty.
Freddy can now either focus on teleportation, or versatility. Survivors have to adjust accordingly.
Trickster: Easy. Trick Blades are base kit. Knives bounce once. Add on adds 2 additional bounces for a total of 3.
He’s called the Trickster for a reason. Give him a skill cap other than making him Huntress with extra steps. The most silliest thing I’ve ever seen. Trickster is not his own killer unless he is using that add on… If anything make Trick Blade Brown, but add a consequence. Like adds a bounce but takes an extra knife to cause a health state.
Legion: Frenzy now lacerates someone X times before the survivor loses a full health state. Each time Legion lacerates someone the Frenzy Meter refills, and Legion will get faster. As the Frenzy gets stronger their screen gets tinted red, and this deepens. Missing a swing doesn’t end Frenzy. It eats away at Legion’s Frenzy Meter. Downing a survivor using Frenzy will deplete some of the Frenzy Meter. Frenzy will end once Legion runs out of Frenzy, or gets stunned by a pallet. The more players suffer from lacerations will make Legion’s Frenzy Meter refill faster. Killer Instinct only triggers when Legion causes a survivor to lose a health state from using Frenzy. Lacerations heal on their own over time. A survivor can mend another survivors lacerations away, which halves the time it takes for lacerations to fade on their own. Getting hit by Frenzy also give survivors a burst of speed.
Basically avoid collecting Lacerations. Or else they can snowball everyone.
I can go further, but let’s start there. 😮💨
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Luck should be buffed to do the following:
Increases the likelihood of finding a rarer item in chests. Enables a chance for the sounds to be reduced.
Increases the size of Great Skill Check Zones.
Increases the odds of the Hatch spawning closer to the last survivor.
Decreases the odds of disturbing crows.
There’s a chance that “Technician” and “Bite the Bullet” can proc on failed skill checks.
Luck is then readjusted. If players play together the maximum Luck gets divided amongst them.
Say a team of 3 uses all Luck items while the 1 solo player uses a Luck item to reach maximum Luck. Only the solo gets maxed out. The 3 gets the maximum luck, but then it is divided amongst the 3 of them.
This means solo player will see Luck happening a lot more for them the most if everyone uses it. Since the team is coordinating they don’t need any extra happening. It happens less for them.
Semi-Squads could use Luck to help their solo teammates, who are often lacking. Solo survivors get pooped on, and Luck would help alleviate that.
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Hexes are only somewhat decent on Singularity now. It can station its pods around hexes. Place a pod near the hex. Then another in the distance. With a good view of the hex, and its perimeter. Away from the EMP range. That way you can always monitor whenever you think survivors are cleansing, and tag them. You can teleport accordingly.
This is mostly RNG as the Hex position may, or may not allow this. When they do you are rewarded immensely.
I was running Ruin, Undying, and Penti on Singularity the other day. Won a lot of matches. I rarely used the killer too. Might start. Always wanted a killer that effectively utilize the hexes.
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Inner Focus should be base kit for survivors who play by themselves. No one ever equips it, and other aura perks are stronger. This way solo players don’t have to sacrifice all their perks for aura reading, or aura protection.
The problem with SWF is they never have to waste perk slots for aura reading/protection because they have comms.
That is why SWF is broken. Comms allow players to focus solely on stacking exhaustion perks, and busted combos without any consequence. While people who play alone (Solo & Killer) cannot do this, or must adapt. If you do not adapt, or play dirty, you will lose. This is not fair for both sides.
The balance should be a limit to stacking perks in a party. A group of 3+ can only have 1 copy of a perk. So No 3-4 Adrenalines, or Breakdowns in a 3-4 man squad. Etc. Every character must now make a specific build, or role. Like a true team. Not stack whatever perks you fancy as to harass a killer.
That’s why as killer I’ll tunnel players out the moment I get the chance now. The moment you try to “have fun” as any role some sweats come along, and spoils it. Especially as killer! Whenever I see scoreboards it’s double For The People/Buckle Up. A bunch of exhaustion perks. Double/Triple Prove Thyself. It’s always something teams can exploit.
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Nope! Bubba must have Default Chase #3 at all times. I never want Bubba to not have that theme sometimes.
It’s literally the Bubba/Tunnel theme.
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@Xernoton said:
Obviously you made that Wesker furious. So he did what he had to. He broke through the sound barrier to punish you for your crimes.
I did! I broke the hooks twice across the street by Laurie’s house, and he had drop the survivors he downed. He started chasing me across the street, and around the car outside of that garage. I was like if he grabs me I’ll angle it so that he will sling me into the garage, and I can escape.
Then that happened I was like WHAT?! ****ING WESKER!!! 😂
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606180#Comment_3606180
Old Dead Hard did have a counter which was baiting a swing/lunge. The distance wasn't counterable but many people weren't near a pallet to make proper use of that. I mastered the camera flick and it wasn't anything crazy. STBFL isn't a counter. If it was, it would also counter Dead Hard as it is the same problem of both people having endurance. Being injured would not be a counter for a full SWF running it either. They had comms so they knew where they were and were always healed.
It denies more than the first hook. It can deny multiple. If I hit the survivor vaulting into shack and the other duo uses FTP, I can't do anything. I can get them mid-process with my power but that would just be a waste of time and deep wound them. I can't imagine how it feels against an M1 killer. The effect is far from fine.
It depended on the map. Old DH on Lery’s was a nightmare. 😂
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@FFirebrandd said:
Lowkey thought you were going to complain about Red Herring and Pebble. Which are both honestly stupid fun perks. It isn't easy to get a killer to chase a ghost, but it's so satisfying when you do.
Honestly, I'm surprised that this hasn't happened sooner. Especially since 3 of the top tier killers have powers that actively make default tracking harder.
I made a Chucky lose on Haddonfield. Where there’s a gen behind Laurie‘s house. Aim the pebble at the gen from up above on the rooftop in the next building over. The killer comes to check on the gen, and you’re out of their line of sight. If you hide in the shadow, and have proper clothing, they won’t see you on the roof. If you think they will just sneak back inside the building.
The gen is not worked on so the killers can’t kick it to trigger Nowhere to Hide. You continue to accumulate more pebbles in their TR as the killer looks everywhere but inside the building across!
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606182#Comment_3606182
I love getting tunneled just means were getting 3 people out since the killer cant spread pressure im going to comp drop on them till they learn they picked the wrong one.
A good killer has control over multiple survivors at the same time. Hence map control.
Exactly. If you know how to run the killer tunneling doesn’t matter!
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@WaveyTrey said:
Tunneling is actual proof that DBD is survivor sided. I play both sides, and noticed something.
As survivor we have influence over everything, but tunneling. It’s the killer’s choice. Killers can chase anyone for as long as they want, and survivors have no control.
As killer our perks/powers can be heavily countered by survivor perks, and comms. Totems last as long as survivors want. Gens get slammed whenever survivors want.
That’s why survivors hate Ultimate Weapon. Saying Ultimate Weapon is strong like claiming Infectious Fright, or Rancor is strong. Sure, it makes killers like Wesker; However, high mobility killers are always mega powerful. So it’s a moot point. Again, the killer has full control over WHEN to activate Ultimate Weapon. It’s something survivor mains cannot counter, or exploit. a “problem”.
Killers can NEVER have control over all 4 survivors, but the 1 we chase at a given time. In that time all the other survivors do is gens, right?? Which can all be done in less than a minute with 4 survivors alive.
The smartest thing a killer can do is chase 1 survivor at a time as quick as they can until they’re completely dead. Basic killers cannot achieve this without the busted add ons that can shorten a chase for them below 30 seconds…
Part 2:
Successfully tunneling someone forces other survivors to stop doing gens... They know that the less of them there are to distract a killer the odds of them all escaping declines. Through tunneling survivors aren’t doing gens, and it is not because the survivors decided! The Killer decides that moment they focus on a single player.
The devs cannot fix tunneling because there is nothing wrong with it. When the survivor learns to runs well enough against a killer tunneling will not work at all. The killer wastes all their time!
As killer you have to learn when/who to tunnel.
As survivor you must learn how to deal with tunneling when it happens to you, or someone else!
I played 14 Knight matches last night. 4 matches I didn’t tunnel. I won 2, and lost 2. When I lost survivors bragged a little.
So I decided to gauge, and deduce who was best at running me at the start of a trial. Chase (Tunnel) their weakest runners out the match. Saving their best runners for last.
Guess what? I won 10 matches in a row! Even with all the survivors coordinating, and abusing their perks. 1 match of which the SWF all quit. As I got them all injured and downed in the process of focusing on their weakest runner!
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Tunneling is actual proof that DBD is survivor sided. I play both sides, and noticed something.
As survivor we have influence over everything, but tunneling. It’s the killer’s choice. Killers can chase anyone for as long as they want, and survivors have no control.
As killer our perks/powers can be heavily countered by survivor perks, and comms. Totems last as long as survivors want. Gens get slammed whenever survivors want.
That’s why survivors hate Ultimate Weapon. Saying Ultimate Weapon is strong like claiming Infectious Fright, or Rancor is strong. Sure, it makes killers like Wesker; However, high mobility killers are always mega powerful. So it’s a moot point. Again, the killer has full control over WHEN to activate Ultimate Weapon. It’s something survivor mains cannot counter, or exploit. a “problem”.
Killers can NEVER have control over all 4 survivors, but the 1 we chase at a given time. In that time all the other survivors do is gens, right?? Which can all be done in less than a minute with 4 survivors alive.
The smartest thing a killer can do is chase 1 survivor at a time as quick as they can until they’re completely dead. Basic killers cannot achieve this without the busted add ons that can shorten a chase for them below 30 seconds…
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@crogers271 said:
So many reasons.
1: Presumption that survivors don't complain about the uber gen rush builds.
2: Survivors would generally love more to do. Buff boons and chests and survivors would be happy to do them.
3: Rushing gens can still result in a nasty 3 gen which means the killer has a chance. A hard tunnel on the killer side means the survivors have no chance but the game isn't that close to being finished.
4: A hard tunnel usually involves a proxy camp, which results in a guessing game. If the killer proxy camps the first hook and the survivors ignore it, survivors hefty advantage. If they rush in for the rescue thinking the killer left, killer advantage.
5: From day 1 survivors are likely to encounter tunneling killers. Survivors who can uber gen rush are rare and many players might never encounter them.
6: Doing a gen doesn't weaken the killer in any way. I've seen plenty of games where killers (sometimes me as killer, sometimes as survivor) comes back from just 1 gen remaining. It's not even that rare for the killer to turn games around. I can think of very few games where I've seen the survivors manage anything like that after a early tunnel.
7: It's a result of the healing nerf. When the healing nerfs where being discussed many survivors said 'this means I'll just stay injured on gens'. I'm generalizing here, but killers got what they wanted and things are playing out exactly as many people predicted.
8: While the survivors rushing through gens put the killer at a disadvantage, the killer still gets to play the game, just at a disadvantage. A hard tunneled survivor gets little gameplay and very little BP.
9: Unlike survivors, killers do have other strategies. Killers can spread pressure and there are perks to encourage not just going after one survivor. Survivors should do gens, rescue each other, and heal. Pretty much anything else is a waste of time.
10: Picking off the weakest link is annoying gameplay, especially in soloq. In soloq a survivor has no control over their teammates, watching one get downed, hooked, rescued, and immediately downed again means the game is lost, and some of the survivors might never even have engaged with the killer at that point.
11: The counter to tunneling is to gen rush. Killers say they tunnel because of the speed of gens, but if the survivor know the killer is tunneling the strategy is to just leave the survivor on the hook (w/ reassurance if they have it).
12: Survivors strategy is not actually to 'tunnel' gen if you are trying to carry over that term, the most effective strategy is to spread out and do as many gens as possible. 3 survivors tunneling a gen is a really bad idea outside of limited circumstances, which would be comparable to the killer strategy of tunneling a survivor. Even in a situation where there are 3 gens left and 4 survivors, the survivors should split up on either end of the 3 gens.
There’s 4 survivors. So whenever the killer chases 1 survivor guess what? The other 3 do gens. If 2 are on 1 gen guess what? It’s done in less than a 1 minute. Let alone 1 survivor in another gen. That’s 1 and a half gens per chase.
If survivors are competent enough to chase for 30 seconds that’s basically a gen. In the time it takes to pickup, hook, and walk back to the gen. Well over 40 seconds.
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If you don’t run those perks 2 generators will get done if you dedicate to a chase. As in chasing a survivor from healthy to being downed.
With survivor we have many perks that make us more proficient at what we do when we get hurt. Plus there’s 4 players potentially stacking such perks. For example, two injured survivors with Resilience and Prove Thyself. Gens will fly!
With killer we don’t get any significant “buffs” whenever we are “losing”. As in when we lose a chase we get a buff. Whenever someone was unhooked from so many meters we get a buff. Whenever a gen gets done we don’t get any faster at we do.
The obvious solution I suggested years ago is simply make Fired Up base kit. Since the gens seem to get done fast no matter what. Then make Fired Up perk from Freddy double this effect. So 8% faster with a maximum of 40%.
This would obviously encourage killers to run this, combined with other chase perks, over regression. The same way survivors combine their perks like MFT and Resilience. Then rework regression one last time to balance everything for survivors.
Survivors would adapt by keeping generators at certain percentages, and popping them accordingly. Survivors can’t have less than 2 gens that have low progress. Not when a killer has Kit Fired Up. Which can then be combined with Fired Up, Bamboozle, or Superior Anatomy. This punishes the survivors for doing gens too fast. You will also have to think that a killer has late game perks like No Way Out, and/or Remember Me too. To make most use of their speed increases.
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Deliverance should really give an indication to all other survivors. Like a loud sound notification when you attempt to unhook yourself, or an icon appears the way Kindred does.
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SWF ruins DBD... If a killer isn’t highly mobile, or can insta down to close the gap communication/coordination makes then they’ll struggle more.
This is why killers camp, tunnel, and slug. Use Sloppy. Stacks gen regression. That’s the only way to face squads that can coordinate/communicate even remotely decent.
Add “Solo Mode”. So there’s a “Chance” survivors can match up with friends if they ready at the same time. It is not always guaranteed. If you keep leaving lobbies to do this you get penalized. If you quit within the first minute of the match you get penalized too. End the nonsense and spoiled behavior.
Killers who enter Solo lobbies would be encouraged to play different builds like Blindness. As they’re not worried about the sweaty SWFs that gen rush whenever killer dedicates to anything.
Survivors will have to invest into more aura reading, and support. Plus the coordination won’t be as precise to ease stress on killers. Unless the survivors really really good. Some players don’t need comms, but most of this community is boosted by it. Let’s not lie to ourselves anymore.
Punish the SWFs, not the Solos. Embrace solo. Make SWFs wait in lobbies all day. All they do is abuse mechanics, and bully killers that wanted to have fun. Which is why killers play the way they do.
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At the start of the trial you become undetectable for 120 seconds. The effect ends when a survivor is downed by the killer by any means.
When all generators are completed the killer gains undetectable until the exit gates are open.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601460#Comment_3601460
I'm not arguing about anything yet, I am asking to explain his reasoning as to why Freddy is supposed to be better than clown...
Now combine all of those point I posted on top of the zero generator pressure that this killer has… Other than annoying the survivor players he is unbearable to play as, and against.
(Side Note): At least with Freddy you can teleport, and fake teleport. Combined with some aura reading and gen regression like Pop he can do something. Even at loops against a sleeping player he can shut the loops down with his blood. With constant Oblivious he can mind game just a little bit more.
If anything Blood Pallets should replace his teleportation, not his Blood Snare. Then when are all survivors are asleep any Blood Pallets he produced manifests into the waking world. When survivors slam the manifested pallet it pulls them back into the dream. Where he created Blood Snares all around.
The devs could spice up killers if they really wanted.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601460#Comment_3601460
I'm not arguing about anything yet, I am asking to explain his reasoning as to why Freddy is supposed to be better than clown...
1.) The amount of bottles are reduced. His powers are gutted without add ons to increase the amount of power he needs. Imagine Blight with 2 rushes instead of the amount he gets. That’s what they did to Clown.
2.) He has to share the amount of Tonic with his Antidotes. Essentially cutting the amount of powers he has by another half whenever he uses Antidotes to speed himself up. (On paper).
3.) It takes too long for the Antidote to take effect, and doesn’t last long enough on him to make a difference. By the time it works the player ran away to some place safe, takes advantage of it at loops. He wastes bottles doing this. So by the time you get them somewhere guess what, you’re low on bottles!
4.) His powers of distorting survivors perception when they’re somewhere safe doesn’t matter. Which is why people find his powers annoying. They can still loop effectively. As you can still see his red stain while intoxicated. The fix to this is reducing the screen distortion (Unless you place add ons), and removing his red stain if the survivor is intoxicated. So he can at least mind game at loops against intoxicated survivors.
Essentially once anyone gets somewhere remotely safe his powers are made totally obsolete. By the time Clown reaches any player with a brain you’ll have to reload from using bottles to close whatever gap there was between them both, and reloading slows him down!
Bad. Bad. Bad. Rework from ground up.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/399229/buff-the-clown
How is he worse than Freddy? If you take pallet control and use both bottles you can basically outplay most of the really safe loops... How on earth is he supposed to be worse than Freddy? Besides that at least his addons do something, compared to Freddys.
Because the devs limited how many bottles he has. He’s gutted without additional bottle add ons and Haste negates his slowdown effect altogether.
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@XshyguyX said:
I hate em. Blurry screen. Slow down. Every clown player spams the bottles and you stay slow and can't see. It's awful.
Hate the killer. Hate his laugh. Hate everything about it. Trash.
If he could make a new gas from his gases he wouldn’t need to constantly do what he does… 😂
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601438#Comment_3601438
And another overly negative post for no reason.
@Topic:
Clown is actually on the Roadmap for future changes:
https://us.v-cdn.net/6030815/uploads/BNAVW9DTPYOD/gacuagvxaaadluv.jpg
This is all subject to change and will only be a thing in 4 months, but you can expect some Buffs to his Kit. The last Changes he got were really underwhelming. I also expect that they finally nerf Pinky Finger for good, but I also expect some Buffs to his Kit.
Example being taking survivor to killer shed.
If clown could chuck both tonics into the shed a white gas will expand from the shed. If survivors stand in it they can’t see the red stain anymore, and for 5 seconds after they leave it. Clown can then place his color tonics where he THINKS they might go. So when they run out the shed they get hindered.
This allows Clown to corral and control survivors like he should. Instead of just chasing them and chucking the bottles…
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601438#Comment_3601438
And another overly negative post for no reason.
@Topic:
Clown is actually on the Roadmap for future changes:
https://us.v-cdn.net/6030815/uploads/BNAVW9DTPYOD/gacuagvxaaadluv.jpg
This is all subject to change and will only be a thing in 4 months, but you can expect some Buffs to his Kit. The last Changes he got were really underwhelming. I also expect that they finally nerf Pinky Finger for good, but I also expect some Buffs to his Kit.
The biggest buff would be allowing clown to combine both his gases to produce a special effect that does something to the survivors. Rather than to cancel the gases out.
A “White” gas that would expand to hinder the survivor’s perceptions without making them slow would be the most effective buff to the clown!
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Clown is the WORST killer in the game. Clown is a worse Freddy. Due to the fact that any Haste perk a survivor can have like MFT or Hope makes the Clown’s power obsolete.
All of Clown’s add ons should be reworked. So that when he hits you with a bottle something should happen, or increases the effectiveness of what the gas does. The fact that only his Red add-on does this is dumb.
Make his add ons apply penalties from hitting players with bottles. Even certain bottles. Additional screen distortion. Apply effects like Exhaustion, or Deep Wound if you hit wounded survivors. Hitting players with a bottle removes Clown’s red stain for the struck player for 3-5 seconds.
Give him some utility and mind gaming options while rewarding him for hitting players with his bottles. You literally get an add on that makes confetti pop out when striking a player. Like, what??
Chloroform and Hartshorn should increase the amount of time the Clown’s gas lingers. Instead of increasing the spread (Pointless). It needs to linger for him to attempt a mind game, or force survivors away from strong areas.
Lastly… The Clown shouldn’t SHARE his **** bottles if they reduced the total amount! Maybe 4 purple, and 2 yellow (That’s stretching it). Each button lets him throw a different bottle, but he can only chuck one at a time. This would buff his feather add ons to make them remotely useful. As it speeds up the succession of tossing instead of him having to switch between and then throw.
The more bottles he has less of the longer it takes to refill them all simultaneously. So Clown still has to gauge when to refill, and not chuck his bottles haphazardly. The Purple add on bottle grants 2 more purple tonics, and yellow add on grants 2 additional more yellow tonics. For a total of 10 bottles. 6 purple, 4 yellow with both add ons.
Clown has no options. No pressure. Little to no chase options if the map layout is favorable for survivors in any sort of way.
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Freddy is actually pretty solid. He’s the only killer you can learn to play without being dependent on add ons. If the player is asleep Freddy can shut down certain loops. Plus Freddy can fake teleport. Then teleport as needed. Freddy’s utility comes from whatever perks you use in conjunction with his powers. Like Crowd Control, Blood Favor, and Bamboozle.
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Thanks! I returned just in time. Gave me enough BP to level Chucky, and pass his perks to my mains. I might play the game again after taking a long summer break. Although if I see more nonsense like hit denials, and blipping around I’ll stop playing again. Haha.
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I know this is off topic, but this should be a thing… Given that people brought up Dark Theory quite a bit.
If survivors have to take time to bless totems… Then a killer should have to take time to hex totems...
It sounds outlandish, but hear me out…
The the issue with Hexes are that they enter the trial lit. Unless they activate through some other means like NOED or Plaything… Most times Hex totems spawn in a stupid position that can’t be protected, and even where survivors spawn at the start…. Meaning if the killer was across the map a survivor could break the totem before the killer even used it. Unless the killer has insane mobility, or range (Artist).
If killers can CHOOSE when/where certain hexes activate that would definitely bring balance to the weakest killers. Hexes like Third Seal, Blood Favor, Ruin, Crowd Control should be hexes that killers can choose to activate at a Dull totem that they found. While Devour and Lullaby are lit at the start of the trial.
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Nah. Just make more short killers. Now I want to see The Leprechaun. The Leprechaun is like Knight where he has multiple powers he can rotate between. Each survivor can steal a piece of his Gold from his pot in order to reduce the effectiveness of his power, or prevent the use of certain powers. Leprechaun can:
Teleport back to his pot to place his Gold back in.
Turn himself invisible, or into another survivor to deceive players. As another living survivor Leprechaun has no TR.
Drop pallets down on survivors to cut them off for a second.
Set dropped pallets on fire. If a survivor vaults across the flame pallet they will lose a health state.
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UW hard counters MFT believe it or not. Survivors are now typically faster than some killers. Due to that survivors don’t get the benefit of hiding as long as we want anymore.
If survivors are blind they can’t be as altruistic as fast either. MFT and Bond lets you zip right to people.
MFT, Bond, Resilience, and Desperate Measures is a solid build that lets you run killers better, and heal/unhook faster while injured.
If you want to counter UW blindness run can literally Inner Focus over Bond. You see if they’re going to dedicate to a chase or not.
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People are over exaggerating about UW. Killers could literally equip add ons every match to let them see your auras at all times…
UW is not really different than Nowhere to Hide. You’re forced to run away from where you screamed instead of away from the gen the killer kicked. That’s it. Blindness sucks though.
It’s only “bad” on high mobility killers. Since you might not get enough distance from where you screamed. However, with MFT that shouldn’t be a problem. As everyone who becomes injured also becomes faster. Like, if you’re running that perk something is wrong with you.
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UW is busted because it blinds you for a good while for no reason. When I see killers with UW they will slug.
That’s what I did with Pig. Blind Pig. UW, Knock Out, Septic/Call of Brine, and Sloppy. Combined with Face Mask.
Open a locker while crouched. Rise up and crouch as normal to activate TR. Survivors will scream. If you see multiple bubbles together while anyone is injured that means any heals they attempted got interrupted. With Septic they suffer from exhaustion/blindness. Taking away their speed perks right as I chase them. Septic works with Pig lowkey because she can control her TR.
Remove blindness and UW works just fine.
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@Ariel_Starshine said:
At this point I'll take anything to make the game actually scary 😭 It never felt scary for me. There is jump scares but that's about it.
Have you looked at the original lighting the game had? Along with lighting that was affected by the moon. If the moon was full you could see quite well. If it was a new moon you can’t see at all. That is why Aura Reading was implemented.
The devs slowly pulled away from the horror aesthetic and turned DBD into a full party game. DBD is essentially Horror Mario Party.
They should add “Modes” that allows players to play during certain patches. So if survivors want to experience the old school DBD they can. I’m sure most players would play in the time of old.
As of right now I hate DBD as it is, and stopped playing a few months ago. I started when Demo was just released. I check the forums to see if the game has improved. Only to be disappointed. Lol
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@GannTM said:
I must be a god at killer then because I don’t get flashlight saved often. Maybe once every 10 killer games.
Right? It’s when it DOES happen. I get blinded to oblivion. Even at angles you never expect during pickup. I’ve been blinded through a crack in a wall because Background Player allowed the injured player to circle around the structure to reach the crack after I smacked them.
“I said there is no way they can flash me through tha-AAAARGHSWOBDLAMRG”!!!!
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I think bleedout shouldnt be 4 minutes. It should be as long as a hook stage. So 2 full minutes on a hook, and 2 full minutes on the floor.
This would give survivors a sense of urgency in which they can’t leave their teammates somewhere. Killers cannot hold survivors hostage. 4 minutes is way too long.
Buff Tenacity, and Unbreakable. So that the timer is slowed. For tenacity as long as you crawl the timer is slowed. Making it 4 minutes. Unbreakable the bleed timer stops as long as you’re recovering yourself.
Killers get no additional BP for survivors dying that way.
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You don’t have to tunnel, and proxy camp every game. You don’t need 10K hours either.
It’s about knowing WHEN to do all those things as killer. As you can tunnel/camp and still lose. Survivors will only complain when you tunneled/camped properly!
For example, if I manage to catch what I believe to be the team’s best runner before the crucial gens popped… I will proxy camp that punk until second phase. 100% of the time. Survs will ALWAYS try to unhook their best teammate. On some teams one player can be as strong as two, maybe even three players combined! You have to be able to discern this, and play accordingly. Don’t chase the best runners at all. Let them go on Gen duty.
DBD is a race against time...
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Who I want to see…
Puppet Master (Play as Blade with 3 other puppets that will assist Blade on the map).
Leprechaun.
Mothman.
Jeepers Creepers.
Pumpkin Head.
Candyman.
The Thing.
Mimic.
Species.
Babadook.
Frakenstein (Halloween).
Nosferatu (Halloween).
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@MikeStev said:
NOED still give speed boost btw
NOED happens at the END of a Trial, and can be prevented by cleansing in advance. The Hex is also revealed now.
MFT makes a player faster for making the mistake of being injured. Slower killers are obsolete against the perk. So unless you can insta down or zoom across the map it’s pointless to play Killer
MFT should grant 3% stackable speed, up to a maximum of 9% speed, for every 15 seconds the killer chases said survivor. So every time the killer gets a little faster the survivor gets a little faster too. Then keep the Endurance since the speed isn’t activated just from running, but for how long you’ve been running the killer. Essentially its a counter to BL which stops tunneling.
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The only reason UW is good because it gives a killer the ability to force survivors off of totem cleansing by making them scream. It’s insane combo on killers to keep totems up and running.
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@Akumakaji said:
I will try that build out just now. Truth be told, I actually hate Ghostfaces kit ... well, no, but I have terrible luck with his reveal mechanic and it always feels like every survivor knows that I am there and they reveal me with a glance, leaving me no power for most of the game. I know that its only partially a skill issue, because some of these dudes have eyes on the back of their heads ... but whatever, I will report back after a couple of games with your build.
When survivors know it’s GF they have someone watching you. ID card is very essential. Collect them, and slap them on when you can!
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That’s hard to do when survivors are ultra sweaty. Tbagging and backwards running on the way out of an EG. Bully squads also force you to Mori. Sometimes you just want survivors to pay. I know the pain because I can’t resist taunting as survivor every once in a while. 😂
I’ll add the nugget of not trying to get good with every killer unless you’re streaming (Getting Paid). I say master a single killer you will always enjoy, and learn select a few sub killers. For when you grow bored of your main killer.
I have Doctor/Skull (Mains). Pig/Clown (Subs). That’s it.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542610#Comment_3542610
Against Dull Merchant? No doubt they play like this. That's exactly what I do against her as well. Take her to the strongest set up I can and switch loops, when she uses her drones. Otherwise the answer to her is predropping. What else can you do, when the killer permanently moves at a faster speed than normal? The game is not designed around killers suddenly raising their base movement speed. That is why Bloodlust is such a big deal and disappears when the killer breaks a pallet or gets a hit.
Playing against SM is a slog. No matter her play style. Her power is just not fun to play against. I can play against killers with oppressive anti loop powers. Most of them offer counter play other than Shift + W and predropping every pallet. Nemesis is pretty fun to play against in my opinion. Because you can actually play around his power by using your brain and you end up screwed when the Nemesis plays better. SM cannot mess up because she doesn't do anything even remotely ambitious or skillful.
This is not an issue of entitlement or toxicity. It's simpley a killer, that is not fun to play against. In any way. I have yet to find a single person that makes an argument on how fun it is to play against her. Legion might be annoying but SM is bot mode for the whole family. It's like watching a movie. Just one that you didn't want to see in the first place. You'd rather do something completely different.
If I had fun playing SM in any way I probably would play her. I'm one of those people that didn't run Eruption + CoB + Overcharge and camped 3gens every game. Because I hated it! Instead I played like I always do. Chase oriented with focus on the actual fun aspects of chase. Like mind games and jukes. I can't do that with SM. Because survivors cannot play against her in that way. So they of course use a different way to counter her. Do you expect them to just die?
What you’re arguing is what survivors do against any competent killer. Take them to strong loops… She simply pressures you from doing that as long as you may have wanted. Which you hate her. I think.
SM can mess up if she sucks at chases. Which is why players gen lock with her. They suck at chasing competent survivors. So they go to toxic route because they can. Playing against SM is like playing against GF. She can expose you, and make herself undetectable. Which makes you use your brain more. I’ve had players run a good lap while exposed before getting caught as they were confident in their running abilities.
The ONLY time SM is very strong is when players claw themselves too much, and that’s their fault. YOU give her Haste. The simple trick is simply not hacking her drones, and to face her while exposed. You’re all just too chicken to deal with her when she throws her drone up. So you run away every single time because “Oh no! I’m exposed!”. Exposed/Undetectable doesn’t matter if it happens where it’s safe. I run her like crazy while exposed because I treat her as I would Myers, GF, Starstruck, or MYC.
People also hate SM because of her tacky design. Which I agree. If it was The Predator (Intended), or more cyborg-like everyone would love this killer. It’s a very personal issue. Is what I noticed.
I’m going to keep enjoying my Devour Hope + Thrill of the Hunt SM. I can dedicate to good chases all I want without worrying about gens/totems being lost every chase. Get 3-5 stacks, and go to work. More consistently than any killer so far.
Nothing is more satisfying than to have the most hated killer mori everyone. Seeing them D/C when it happens. Does that make me a terrible person? Perhaps. Haha. Hopefully she does get a Predator skin. I would buy that.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540899#Comment_3540899
Great. You can play against her and not feel like you're screwed no matter what as long as you use a perk that is argued to be broken and will likely get a nerf pretty soon. And only, if she doesn't use specific addons or changes her play style...
I don't like these oddds.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540902#Comment_3540902
What I meant was playing around pallets and structures. Mind gaming, faking and outsmarting. All of that doesn't work when one is just way faster than normal. I hate when I get equalized to a bot. And that is exactly what this killer does. You don't have any complex plays against her. You don't get to mind game and chase like you do with other killers because you can't play around her power. Instead you turn off your brain and do exactly what a bot would do without ever thinking about it.
Play her, if you must but don't expect other people to like it. In my opinion she is the single most unfun killer to play against and playing as her (for me) isn't any better.
That is not what survivor players do. At all. They find the best/safest loops, and they take the killer there… Wasting all the killer’s time. Then everyone escapes. Possibly tbagging or running backwards on the way out the EG.
There’s little brain use at a safe loop/pallet. Mind games are for structures, and loops that you know are never safe. Where you take the risk of getting hit, or getting rewarded by stunning the killer there.
One issue I learned is that survivor mains are REALLY entitled. So much so they feel that killers should waste their precious time on them. As eliminating survivors too fast, or too slowly is the problem. They want killers to eliminate survivors at a pace just right. Nurse can potentially do it too fast. Problem. Skull typically does it too slow. Problem.
Another issue is that killer mains are as toxic as survivors are entitled. They’ll do whatever trick it takes to win. Path of least resistance. Camping, and Tunneling. The issue with Skull is her power conditions the 4k obsessed players to not chase. It is the sweaty/toxic killer meta that makes it this way. Why have fun when you can 3-gen lock all day for a win?
I’m not like that with her. Lol
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540880#Comment_3540880
Tunneling and camping progress the game, so that isn't really a fair comparison to playing Caitlyn 3Genner.
And honestly, good for you if you enjoy her with the Devour build but it still isn't fun to play against. You get to do gens. But the actual chasing part? That is still the same. She finds you, sets up a drone, you leave the loop, rinse and repeat until you get hit. Occasionally you might predrop a pallet but that's about all that will happen. You can't really loop against a killer that basically has infinite blood lust. So you also can't do any of the fun stuff in chase.
If “fun stuff” for survivor you mean loop around the same spot? Then pallet toss when BL starts? That isn’t fun. It’s really boring. With Windows I do this all the time as survivor since I get an idea of tile layouts with it.
Forcing survivors to move away from strong loops like that means survivors have to use more of their brains. To think of where you want to take the killer quicker than they normally would. Again, with MFT that is so easy to accomplish. Survivors always reach spots they wouldn’t have, or must find 2 strong loops that connect. Even when I play Skull survivors will run me for some time before they’re caught. If they know what they’re doing.
I use MFT, Dark Theory, and Windows on survivor. I can run the killer all day before they realize I’m way too fast. Heaven forbid I get Meat Plant, or Midwich when I run the speed build. Haha
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540880#Comment_3540880
Tunneling and camping progress the game, so that isn't really a fair comparison to playing Caitlyn 3Genner.
And honestly, good for you if you enjoy her with the Devour build but it still isn't fun to play against. You get to do gens. But the actual chasing part? That is still the same. She finds you, sets up a drone, you leave the loop, rinse and repeat until you get hit. Occasionally you might predrop a pallet but that's about all that will happen. You can't really loop against a killer that basically has infinite blood lust. So you also can't do any of the fun stuff in chase.
You can with MFT. Everyone I faced over my vacation this week had Haste, which they get just from being hit. Minimum of 2 MFT per match. If anything she’s evening the odds, and that’s only if survivors hack her drones.
I finally got what I call a Hex Killer. I can dedicate to using Hexes without constantly worrying about them being broken whenever I decided to chase someone for more than 10 seconds. Without needing Undying to keep a particular perk around.
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Hate me all you want. I like Skull Merchant. Which wasn’t at first. This is only recently after Alien came out…
Why? Well… It’s a long story… My VERY first killer was Pig. I bought DBD because of her! I loved how pig can trap players, giving them a separate objective that you could intervene if you wanted. After playing different killers I became intrigued by Hexes. I always thought basekit totems should be a thing. Whenever a generator is done a totem lights. A totem could block a random generator. Vaults get blocked within a range indicated by a miasma ring. Blinds all survivors. Basically The Entity helps the killer if survivors doesn’t do bones. Since this element doesn’t happen without selecting Hex perks… Survivors typically have one objective!
Anywho, I started using defensive killers who can protect Hexes. Trapper, and Hag. Then I tried Demo. Lastly, Knight. They can all defend totems, but they couldn’t do other objectives simultaneously. You still have to worry about totems being on a hill, or in the middle of the darn corn... You will always lose your totems if you dedicate to something else fully.
Then Skull Merchant came... A killer that can protect an objective remotely while engaging with survivors. People only gen lock when she can do so much more. I can’t stop using DH and TotH on her. I can say screw gens. Dedicate to chases for stacks. With TotH there’s a 50/50 chance they won’t break Devour. It’s so chaotically spicy. I haven’t had a killer where I can effectively get use of DH every match. Let alone Mori everyone more than ever before.
Skull now holds a special place in my heart… I consider her to be THE Hex Killer. It makes sense too. She uses skulls for her drones. She makes the best use of all the bones!