Whoudini
Whoudini
About
- Username
- Whoudini
- Joined
- Visits
- 278
- Last Active
Comments
-
@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3269186#Comment_3269186
Well lets add a slippery finger status were u cant repair but do other stuff
BHVR will not add another status effect for one specific perk when they could just bring the seconds down and buff the regression.
-
@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3270055#Comment_3270055
That's not incentive, though. That's just choosing not to use them. Incentive would be "Hey, you get MORE value out of this perk if you actively leave the hook."
Devour Hope says "PPST! Hey, if you go far enough away, I'll let you MURDER survivors!"
That's not the same thing as "Call of Brine doesn't work unless you kick it".
The same can be said for devour hope though, that perk does literally 0 if you don't leave the hook?
-
@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3269685#Comment_3269685
Yes, and? Who was trying to say they didn't?
No one is saying they are not good. We are saying they do not reward you for specifically leaving the hook.
But they do reward you for leaving the hook, if you sit and camp those perks are going to be getting you 0 value, they do nothing unless you leave that hook to go kick gens.
-
@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3269184#Comment_3269184
Not the same thing.
There's requiring you to leave the hook and then there is an incentive to leave the hook. Those two perks require you to leave. They do not incentivize you to leave.
if you camp and u have 3 unchecked people doing gens u lose the game, hence why these 2 perks are some of the best since they help you pressure gens?
-
@Jplanas98 said:
Genuine question. I use it myself so maybe I'm biased, but I'm pretty off and on with this game, so when I came back and saw that a lot of people were complaining about Eruption, I was wondering why. The only argument I seem to come across is that solo queue players can't counter it, and I personally feel like that's a pretty weak argument, so I want to see if anyone has arguments other than that.
Granted, the incapacitation time could be reduced down to like 15 seconds or so if the regression is slightly buffed, I'm not totally against the idea of a nerf. But, you'd probably spend about as much time or more kicking the gens, chasing a survivor, downing them, and then bringing them to a hook, as a survivor would spend incapacitated if they happen to be working on one of those specific gens the moment you down a survivor, so I feel like that's a pretty fair tradeoff. The only time I see it being insanely strong is if there is a 3 gen since there's practically nothing you can do at that point, but you won't always be in a 3 gen scenario.
The difference is as surv, especially solo q, it feels super bad to be just standing around being forced to do absolutely nothing. You cant even heal the guy next to you or run off to do another gen. At least the things you mentioned with killer, you are actually doing something productive.
-
@Thralfazuz said:
Since BHVR is working to remove sluging with basekit ubreakable and basekit mori for killer, would it be possible the next quality of life change is going to be camping
If really effective campers like bubba are nerfed so they cant guarantee a kill at the hook, its going to be fine since with camping you can do an exchange and if you continue to do that the killer is going to loose.
-
@WesCravenFan said:
"We already have perks to encourage killer to go away from hooks"
No, we don't.
We have Make Your Choice, a perk that gives the vulnerable person lots of time to hide, and Devour Hope, which will notoriously get cleansed in the first 45 seconds of the game.
Eruption and call of brine 2 of the best perks for killer and some of the most common perks, both of which you have to be leaving the hook to go kick gens.
-
@th3syst3m said:
That's a little much? I've seen way worse, I wouldn't give that a second thought. But just to correct you it's not an ego issue, it's a fair game issue. Also Nurse players by far have the biggest egos. I don't know why but they think playing a broken killer and winning most their matches make them amazing.
Nurse op or not, their reaction is just 100% uncalled for idk why you are suggesting otherwise.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3262885#Comment_3262885
Bubba is worst offender. But pinky clown, iri hatchet huntress, trickster in basement/open, arguably billy and ghostface and original pain pinhead.
That's quite a number of killers
Some of those it is still possible to save against given you do it correctly.
-
@Lost_Boy said:
Slowly over time I've gotten to really hate the meat plant and most recently Midwich.
I'm actually at a point now where if I get any of these 2 maps I'm just going to camp the first hook until they decide to sort these maps out.
A person can literally run the killer for 5 gens on meat plant without even coming close to going down because of the insane amount of pallets.
Midwich why even bother trying to get to the hook when half the time you just have to drop the survivor. 1 person with breakdown could effectively render quarter of the map off limits to the killer.
I really used to hate RPD, but since the reworked version is definitely not as bad. I still don't particularly enjoy it, but it's playable unlike the other 2 I mentioned.
Springwood and asylum.
-
@HectorBrando said:
First let me start by saying that, no, I don't really want maps and other forms of content removed from the game.
I do and im not ashamed in the slightest, please remove Mothers Dwelling, Lerys, The Game, Midwich, RPD, Ormond, Shelter Woods and Eyrie of Crows.
Agree with all, except shelter woods. That map is an easy fix of just adding a few more pallets.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3262815#Comment_3262815
We have heathy hook grabs. We have insta down killers. We have (and this one is the only fair interaction) proxy campers that hit you before you get to hook and then while you are unhooking before you can finish.
Also I presume you know about Otz's experiment against Hens's group with Bubba and facecamping (when survivors knew beforehand everything and knew what to expect). Considering all this and the result even these insane guys got...
Do you consider winning the game with very little effort if survivors don't bring reassurence fair? If so what about removing half of all hooks from game and saying you can bring agitation/iron grasp to compensate? I mean it's bandaid perk vs bandaid perk right? The example should illustrate the point well.
Hook grabs are not unwinnable (I cant remember the last time I got hook grabbed) and if a killer hits u then you automatically get the save, unless the survivor somehow waits or messes up hugely they should get the exchange (otherwise this would literally mean every killer is basically bubba when camping which is just objectively not true). Bubba is a problem for this and his power should not work at a hook or something since he is the one killer where if you decide to camp then provided he is not stupid, saving will not work.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261562#Comment_3261562
It's still 3v1. So if killer applies no pressure, then so be it. If killer does not camp or tunnel, there is actually very good reason you want to save your teammate ASAP. That's efficiency.
Actually, there are 2. If 1 is on hook and nobody rescues, second one gets down - you are now really under pressure to unhook very very quickly - because killer is just 2 downs (and 1 long slug) away from total victory no matter how many hooks or gens are done.
https://forum.deadbydaylight.com/en/discussion/comment/3261530#Comment_3261530
Agreed. If hook stage is long, you are free to camp to your hearts content. Under current situation it's reassurence or killer win (or very late hook), because killer has enough time to fully camp 2 survivors to death before all the gens are done. THAT is not fine. That is huge problem. That is equivalent of permanent hook sabotages that used to be part of the game.
You can just go up to the hook and exchange keep swapping hook states, if you do this then the killer will lose.
-
@MrMori said:
Slowdown perks are frustrating to play against when stacked, and I think a few perks are a little overtuned right now.
- Pain Resonance: Reduced from 15% to 12%. No longer interrupts/causes screaming, so DMS combo no longer works. Wouldn't affect higher level lobbies, but that combo is a complete noobstomper and feels awful to play against.
- Merciless Storm: Now activates for a set 10 seconds instead of "until the generator is completed". This solves its interaction with Pain Resonance, which is why the scream on Pain Res came back after being removed in the first place.
- Eruption: Incapacitated reduced to 10 seconds. It's just miserable for solos to deal with, and 10 seconds is still valuable.
- Overcharge: Grows from 100% to 200% over 40 seconds, instead of 75% to 200% over 30 seconds. Just a tweak because I think reducing your base regression on kicks is a little backwards.
- Deadlock: Reduced to 25 seconds. 20 would be too low, but 30 feels too high, there's a reason most high level builds include Deadlock right now, and that's because it's very strong when coupled with the longer gen times.
On the survivor side, I would remove/rework Brand New Parts and make Hyperfocus not work with Toolboxes, and maybe look into even bigger changes to the strongest toolboxes such as Commodious Toolbox with Speed and Charge addons.
Thoughts?
Agree with item and toolbox nerfs and eruption changes (should probably be reworked honestly to not be as bad for solos). You could in theory do all of these nerfs as long as you fix the maps.
-
@KateMain86 said:
Being the last survivor ever since the hatch changes now feels like a completely hopeless situation. I hardly feel like trying for it anymore and bringing a key has felt pointless since the change in most matches now. If the killer finds the hatch first, its game over. Getting a door open at that point feels like an impossible task. I've had too many matches where my team plays very poorly and I'm left at the mercy of RNG hatch as my only means of escape. Killers are rewarded far too much for early hooks and sacrifices. I can't do anything about overly altruistic players. I can't do anything about people unhooking each other 5 seconds after the killer hooks someone with me doing what feels like forever gens now and watching my team get demolished knowing I'm about to have to make a hatch run. Too many times it feels like I am being punished for the incompetence of my team.
The hatch and final survivor scenario needs to change. A suggestion I have is that if the killer finds and closes the hatch first, the exit gates are powered to 50%. This will at least make trying for the door a worth while effort and not feel like going for it was just a waste of time. My other suggestion is to have a key spawn at a random location on the map that the last survivor can see if within a certain range. The key will act like normal and open the hatch if used on it. The survivor will still be up against time and have to find the key and return to the hatch.
I would've preferred the hatch go back to the way it was before this change, but I don't think that will happen. All I know is I am at the point where I simply would rather give up when I am the last survivor. Most of the time I try for the hatch ends with me dying. It doesn't matter how well I played. Nothing throughout the match in the final survivor situation matters because it always comes down to the same situation which is find the hatch before the killer does. This feels like a solo player's nightmare and I'm pretty exhausted and beyond annoyed dealing with this.
The killer has already won and the hatch is just a way for the final surv to have a chance at escaping. It should favour the killer because of this as the killer however he got there is in a scenario where he managed to kill the other 3. The new system is much healthier for the game than the old since hatch stand offs were so boring.
-
Totally agree with this, me and a few others have been saying this since like 2018. It is probably the most fundamental design problem and a big link as to why people think the gens go too fast or they need to bring gen slowdown.
-
@Sasu_Crow said:
I can't be in the minority opinion that Wesker is just not fun to go against. I'm not a survivor main, and if I were to rate the percentage of time I play survivor vs killer, I'd say survivor is about 35-40% of my time in the game. Almost equal, but usually more killer than survivor, and maybe only around a third of the time do I play survivor as solo queue.
Anyway, it's gotten to the point where every time I face against a Wesker as a solo queue, I shamelessly kill myself on hook. I simply don't care to play against him anymore. I've been in games where Nurses have ended the game in about 5 minutes, and I still don't kill myself on hook vs a good Nurse. I'm just going to come out and say it. Wesker is like Nurse if Nurse games lasted 3 times longer than they currently do. He can blink across the map and pressure gens with the relative same ease as Nurse, or he can facecamp and tunnel in a way that is only second to a Bubba with opposable thumbs and a mouse. And in solo queue, face camping is a loss 90% of the time because potatoes won't just do gens. Therefore, he is the Jack Of All Trades, and the master of them all too. The only difference is that he has to walk around the walls.
People put him in A tier because they put Nurse in S tier. But Nurse shouldn't have a tier. She's tierless for reasons no one has to guess about, and BHVR won't ever hard nerf her because she has a high skill floor. Wesker has a low skill floor and a high skill ceiling. I'm not claiming to be the best looper in the world, but I'm not terrible. A Wesker that understands his range is about as capable as a Nurse within that range. You just can't escape him.
I feel like the main group of people who think otherwise are just people with nostalgia boners for the RE franchise. He's not fun. He's oppressive. He has way too much basekit value to need or require 115% movement speed. His dash needs a nerf, or the debuff that comes with it needs a heavy nerf. It doesn't have to be both, but something is better than nothing.
Anyway, these are just my thoughts after the influx of Wesker in my lobbies since the Halloween event drew to a close. He's popping up around every 5 or 6 games the past few days, and I have finally broken my solo queue code of not killing myself on hook. I'm not going to spare him 7 minutes of my time.
Thank you for coming to my TED Talk. Feel free to comment, but I probably won't be returning to this thread. This is the feedback forum (at least I think it is, first time posting a thread here and there is no option), and this is my feedback. Wesker isn't fun, but he could be. Currently, he's only fun to play as.
Comparing wesker to nurse in this was is insanity.
-
@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3255647#Comment_3255647
Since when is being in the top 2 most used survivor perks is "closer typical perk usage rate" lol?
Why do you guys go so soft on Dead Hard? I don't get it. Sh*t like BT, DS, and Iron Will literally fell from the Top 5 to probably the Top 20 and it's fine, but DH can stay in the Top 2? Especially when it literally wasn't nerfed for 5 years.
At a minimum, it needs to be in line with other exhaustion perks, which is still a long way to go.
Its really not that far, people debated on old dh vs sprint burst for years, now its weaker its defo in line. Also its still the most used, but by a considerably less larger degree (it had a 70% usage rate and now its something like 30% according to nightlight). That is a drop by more than half.
-
@almofan1001 said:
Before so-called "REWORK":
- 3 Health States
- Acts as a 2nd chance perk
- Can be used both by noobs and pros alike
- Destroys M1 killers, is ok/good against most other killers
- Creates Uncounterable Situations
- Overwhelmingly meta
After so-called "REWORK":
- 3 Health States (with added sprint burst BENEFIT)
- Acts as a 2nd chance perk
- Can be used both by noobs and pros alike (confirmed by pick rate)
- Destroys M1 killers, is ok/good against most other killers (arguably even better)
- Creates Uncounterable Situations because the reaction is on the survivor's side and the killer's counterplay is "I hope the survivor is bad haha"
- Overwhelmingly meta
DH was strong for 5 years, then for the first time in 5 years it's getting reworked/nerfed and not only:
1 It's still overwhelmingly meta (I tracked my killer games, DH is the most used perk + dev stats suggest the same story)
2 It's still arguably as strong, if not stronger than the old DH
How does a perk stay very strong for 5 years, gets apparently reworked, and is still as strong as before? How is it even possible LOL? Meanwhile, DS gets hardcore nerfed, but DH stays the same both in effectiveness and pick rate. The objective to rework DH has failed in every metric possible.
And no, the new DH doesn't require "more skill". If it required a significant amount of more skill, then its pick rate wouldn't be as high. Noobs would stop using it as it would be a waste of perk slot, and pick other exhaustion perks.
DH should straight up be removed from the game if the game developers can't figure out how to properly rework a perk. It's honestly laughable at this point.
It is 100% weaker than b4, the usage went down by about half. Whilst its still the most used its considerably closer to the typical perk usage rate.
-
@dugman said:
Continuing a series of threads on the least picked perks according to Nightlight, next up is Leatherface's perk Knock Out (0.48% usage)
Knock Out -
Survivors put into the dying state by your basic attacks are not revealed to other Survivors when they are standing outside of a 32/24/16-meter range.
Survivors put into the dying state by your basic attacks crawl 50% slower for 15 seconds, and their recovery speed is reduced by 25%.
During this time, Survivors are affected by the Blindness status effect.
Blindness prevents Survivors from seeing auras.
The benefit of the perk is obviously that if you happen to slug a survivor this perk might slow down the process of them being revived. (Maybe, a little bit. 🤷♂️)
Looking at downsides, it's worth noting some players hate getting slugged for whatever reason and this probably translates in them not using Knock Out when they happen to play killer. Honestly, though, I suspect that's not the primary reason this perk sees such low use.
I think the biggest downsides that hamper this perk's effectiveness are:
- Unlike Third Seal, other survivors can still see a Knocked Out dying survivor's aura if they're within 16 meters. For context Deathslinger's rifle is 18 meter range, so that should give you an idea of how far away you can be from someone who is Knocked Out and start to see their aura. It's not HUGE but it's still a pretty decently sized range so it's not clear just how much this perk actually slows down other solo survivors looking for a Knocked Out ally.
- And the perk is even less useful against swf players since they can simply relay their location to speed up save attempts. There's maybe a marginal benefit still when all the swf is far away and there are no good landmarks nearby or something like that but mostly it won't do much.
- The perk does technically add up to about 7-8 seconds to recovery time because of the 25% speed penalty, but that's probably not too important a benefit and certainly not enough on its own to make it worth a perk slot.
- Also Knock Out for some reason only works on Basic Attacks which limits the killers who might benefit from it consistently.
- And finally making the dying survivor Blind isn't all that useful really since, honestly, they're not going to be able to do too much with aura information while they're stuck on the ground. Best case for them without Knock Out if they see an aura is to maybe relay that info to a standing survivor on comms, but either way the usefulness of auras while you can't really do anything is more limited.
So as it stands Knock Out is a pretty bad perk. Even in the context of when you plan to do a lot of slugging in matches, you're still probably better off using a more generally useful perk than Knock Out because the benefit you get is fairly marginal most of the time. And if you never slug the perk obviously does nothing at all.
All that said, while I do think Knock Out needs a buff, there's the complicating factor that we do have the Last Survivor and new base game slugging game mechanics coming on the horizon, and when that happens it's possible Knock Out will be changed in the process. But even then, one way to buff the perk that would maybe work in both the current system and the future possible system where survivors can revive themselves after a while is to increase that 25% recovery speed penalty. If that number is boosted to, say, 50% then now a dying survivor is looking at a baseline 15 extra seconds in the current game and possibly an extra 23 seconds in the future rework before they can be revived. That would hopefully open up more opportunities for on and off slugging for pressure where you can leave someone on the ground a bit longer and then come back and hook them after you do something else like a second chase where you get another hit or down or pallet drop, etc.
It's also ironic the perk only works on basic attacks now. It used to work on all attacks but that was changed in patch 4.1.0 for ... some reason, I never really understand the logic there. (It had maybe something to do with wanting to simplify the number of instances the perk could trigger I think? I'm not sure.) At any rate, if they ever reconsider and let it work with special attacks again that would at least help it a bit too.
Its a perk which should be reworked since it requires slugging for it to do anything what so ever. So if you buffed this perk so it becomes good enough to be run, you encourage a slugging meta which survivors dont want and neither do the devs. With this in mind the only way I can think to save this perk is to have it be reworked to not require only slugging. Maybe rework it so when getting hit with a basic attack it applies some kind of status effect, maybe it slows your gen repair speed for x amount of time? Just an idea.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3255491#Comment_3255491
Sorry. It was a typo on my side. In my point a, I ofcourse meanet 125% of CoB not
CoH. Sure I thought about Call of brine. It's one of the strongest perks in the game. OC is (way) stronger only in elo where hitting skillcheck is still hard (that's why in my dummy nerf call I asked to make that size doubled)Ahh all good, tbh they could maybe nerf some of these killer perks once maps are fixed since on a big map with awful setups like eyrie of crows, if your not playing a strong killer you really feel the need to run these perks or you simply just cant keep up.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/353630/nerf-circle-of-healing-again
1, killers have insanely strong perks - and I would argue even stronger then survivors
2, COH is by far not as efficient as you make it to be. Search time for killer is much shorter then for survivor, because dull/hex totems blend more (especially dull), dulls don't make any sound, booning takes time and if you are interupted for a split second it regresses to nothing, COH have many strings attached to it (e.g. hex build where everyone cleanses all the dulls).
Going with your suggestion to nerf COH. I would only agree if:
a, COH got it's speed reduced to 125%
b, Eruption lost it's incapacitated part
c, Overcharge started at 50% instead of 75% regression speed and skillcheck was at least 50% larger
It's beyond demoralizing that killer can camp his 3gen and regress it to 0 in rather short amount of time even if 4 survivors are trying to break it - not to mention if 1 got tunneled out. It's unacceptable for these perks to continue to exist under its current form.
Suggesting a nerf to overcharge and not call of brine which is better in every single way?
-
@Predated said:
And no, this isnt a post about balancing or Nurse being too powerful(at least, not directly), there are plenty of those. What I am talking about is decisions made in the past that were logically sound for being either too powerful or being too unfair on killers, yet never applied that logic to Nurse:
- The easiest one: making her blink attacks M2 because its an M2 ability. Spirit and Wraith are technically also guilty for this one, but we have Legion and Pig who had their power turned into an M2, when it was basically an amplified M1.
- Fatigue. We dont have many killers with fatigue, Legion, Blight, Wesker(its not exactly a fatigue, but it might aswell be). Legion was the second killer since Nurse to have addons that reduced fatigue significantly, these addons were nerfed because there wasnt enough time for survivors to react in certain cases. Blight's fatigue addons were kept to take away at most 25% to be safe. Nurse is capable of reducing her fatigue with 50%. Thats not even including that stunning her takes away her fatigue entirely. Leading me to point 3.
- Legion fatigue addons were nerfed partially because they lost it on pallet stun. Nurse was assumed to have had this feature removed because she kept her fatigue addons and stunning a Nurse was difficult, but they slapped it on back.
- Charge addons. Seriously, look at any other killer that deals with charges. What killer is capable of reducing their charges? You have Blight, but that took quite a bit and other parts of his basekit have been altered or nerfed to accomodate to that. The rest? Wesker has to wait 6 seconds, while he closes a similar distance to Nurse(as they have the basic concept for gap closer, except Nurse can go through obstacles where Wesker can vault) AND has a bigger terror radius, at most a . Bubba takes 14 seconds to fully recharge. Spirit? Legion? 15 and 20 seconds respectively. And yeah, I get that blinking is Nurse's main method of transportation, so letting her wait on her charges too long is going to make her extremely boring, but from a chasing perspective, basically being able to spam a gap closer by reducing charge time with addons even further means hat literally the only thing holding her back is vision blockers.
- Having basically no punishment for messing up your ability. With every single other killer, missing your attack after using an ability increases the distance survivors can gain. With Nurse? Go ahead, swing, while she technically does get punished for missing it, being able to trigger fatigue faster practically cancels it out. So why not swing? Now only do you not have to deal with a spamming gap close ability, but one that constantly puts you in danger of getting hit, without ever giving you the chance to actually gain distance. There is not a single killer other than Nurse that benefits from missing an attack. Even a strong gap closer like Blight allows survivors to gain a relatively significant amount of distance before he can try hitting them again.
Seriously, why not apply the same logic to Nurse? Is there a bigger plan that requires Nurse to stay the way she is? is there an unannounced change coming? We didnt forget that Twins and Blight were both considered higher priority in terms of making changes back in January, yet I would argue that having double standards for any killer should put them on the highest priority. Why are mechanics considered unfair on certain killers and need alteration, but when talking about Nurse, those same unfair mechanics are considered fine to the point of being untouched for years? The only answer I can think of right now, is that Nurse only really flourishes in the higher skills where other killers flourish in lower skills. But that answer would have existed for a very long time by now, with the root of the problem being arguably known since 2018(massive potential performance gaps between solo survivors and swf, and a massive potential performance gap between Myers and Nurse).
And yeah, I might have been a bit misleading by making my question rhetorical, its time to stop favoritism. Apply the logic to killers equally.
No talk about her range addons which are her best? Her fatigue addons are minor compared to those.
-
@hiken said:
the free zoning, placing a crow in different directions, get hit, get down repeat if u werent injured, the gameplay is so interactive. maybe she shouldnt be able to injure survivors unless they are with crows in top of them in every scenario that would be fairer....
She is very boring to face for sure and a very strong killer, but she is not "way too strong".
-
@The_BiggCheeze said:
I mean when you're getting paired with people who have THOUSANDS more hours than you and there's nothing you can do about it, or the fact that even with being more survivors (you can tell because of the bloodpoint incentive on killers) that killer queue times are STILL garbage. Hell I could hop on survivor and be in a full lobby in seconds even though there's supposedly "less killers". Not to mention that you get paired with survivors who are leagues better than you, EVEN THOUGH there should be more for the game to pull from to make it a fair game.
What a sad. depressing. joke.
cope
-
@Sweet_Potato said:
https://us.v-cdn.net/6030815/uploads/0O11FNUOWUIP/20221030180650-1.jpg
https://us.v-cdn.net/6030815/uploads/5H2R70IPYI2D/20221030180654-1.jpg
Wretched Shop
Killer can literally see both doors with lights not covered in fog from one spot without moving.
(I escaped btw, thx to my selfish build and selfish playstyle in solo q).
But how are average survivors supposed to have a realistic chance to win a door game in such conditions?
https://us.v-cdn.net/6030815/uploads/BNVURZ8IBYRQ/20221030204333-1.jpg
Also a nice example:
4 gens on one side of Azarov. Just keep hooking survivors in that half of the map and camp them. Ez win.
Even if survivors somehow manage to finish one gen, you still have a 3gen on this side!
(me and my team all escaped, but only because killer was a baby and didnt know how to play this map comp style).
Most of the maps are surv sided though.
-
@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3248639#Comment_3248639
i kinda disagree and agree, there are some loops that are impossible to get and a simply map rework won't fix them
and well loops are part of this game soo......if they somehow overhaul the game completely then yes it should stop existing
The problem is not a loop on its own since even the god pallets can be broken and then they become useless. The problem is a lot of maps can have a god window/ chained tiles together. This can be fixed by closing god windows and reducing tile spawns (such as cowshed). If this is done and map size comes down then you could make bloodlust weaker or remove it entirely. Rewarding players for committing to a super long chase is not healthy since its not something you should be doing as a killer if you want to win.
-
@Shartley said:
I'm tired of being killer, doing well in a game, and having two survivors left with 3+ gens left. Let's be honest, they aren't going to do gens. Chances are one will hide in a locker, rotating between them to avoid birds, while the other more nubbish player runs around. I'll find one, slug him so I can get the 4k (which i ######### DESERVE in this case), and then spend 15 minutes trying to find this ######### coward that won't own up to the fact that he got owned, in a survivor sided game, and he's going to exploit this bullshit mechanic so he can get a free get out jail card aka hatch so he can feel warm and fuzzy about himself, get a pip and deprive me of a 4k.
Well what do I do half the time? I just hook the first downed survivor to avoid this horrendous slog of bullshit. Why not? There is at best a 20% chance I'll find that hatch before him, so why even ######### bother? Its like BHVR does everything in their power to prevent killer feeling good. You literally have to just absolutely ######### body survivors, or go against such potatoes that it doesn't even feel rewarding. And don't come at me with these dogshit ######### stats about 60% kills I don't give a ######### what people are doing in Ash tier.
Since this is how game developers work these days (players make the game for them, because its questionable whether or not devs even play their own work) I'll propose a solution. When there are less survivors than there are gens after two kills (that's 3 gens for you number challenged folks) crows immediately appear on all remaining survivors, and are audible in the same way they are normally as if afk. Working on a gen, crouching behind a box, hiding in a locker - crows are present and squawking. When the number of gens hits equal to the number of survivors, the crows disappear during and for 10 seconds after repairing a generator. When the gens drop down to less than the remaining survivors (read that 1 generator) the crows disappear. This will adequately prevent the obnoxious stalemate currently in the game, which by all purposes, should be a killer advantage situation.
Killer is already exhausting enough at mid-tier+ level of play. When you do well and play a good game you deserve to be rewarded.
Whilst I think the crow mechanic could be buffed a bit since survs can hide for ages in maps like saloon, in the situation where u find 1 guy with 2 remaining just kill one of them and move on you have won at that point.
-
@AcelynnBen said:
ngl i play a lot of killer and honestly i never vault
vaulting for killers is the most useless thing, mainly because it doesn't give you anything you can't even close the gap with it, yes can be made better with perks but ain't talking about those
(and nobody is gonna run the same damn vaulting build 6000 times so for the love hell don't say things like well u are looking at superior anatomy or bamboozle IK THEY EXIST but again perks aren't suppose to be a core thing they are suppose to spice the gameplay)
how about making it so the more bloodlust the killer has the faster the vaulting speed, this could make those jungle gyms and even some dumb loops in maps really dangerous, this will not be a buff to high tier killer but mostly low tier, like ghosty and piggy, etc
but of course it shouldn't stack with perks, or maybe it should
Bloodlust should not even be needed as a mechanic but its there since map design is not good right now. They should be fixing maps, not buffing bloodlust even more.
-
@hiken said:
First of all, I love the perk as killer but its just unfair, i always use it with call of brine because its the meta and carry games even when u play terribly, but its extremely oppressive for solo q players
Old ruin had a counter, you could get better at hitting skillchecks and if you sucked at it you could tap gens (good old days)... but even then it had a big risk related to it, a totem hex perk so it could be yeeted out of the game...
Meanwhile Eruption not only is a normal perk non totem related wich implies extreme high reward 0 risk since there is little to none requirement to make it work just kick the gen and of course 0 downside, survivors can not remove it or call it wich makes it UNCOUNTERABLE FOR SOLO Q, the consecuence is getting in the "useless status effect" as i like to call it, because literally you get useless for 30 seconds, nothing you can do to help or progress the game in any shape or form, the perk is that strong that can carry bad games and turn them into victorys even when missplayed massively.
the perk needs a change in the same way Ruin was changed and pain resonance even when i didnt even had much problems with this combo since the counter was CLEAR and SIMPLE no counter is found with eruption unless you have a cristal ball OR play with microphones wich of course solo q dont have.
You still have to kick a couple of gens which is a time investment, old ruin began working immediately at the start of the game at least.
-
@Nos37 said:
First off, I'd like to point out that Killer Instinct is not detailed anywhere in the Game Manual in-game.
Similar to Killer Instinct, Gut Instinct shows the position of the killer to the survivor, and bypasses Undetectable and Blindness (just like Killer Instinct bypasses lockers and aura blocking). A few survivor perks should be updated to use the new Gut Instinct.
Premonition - You have the undeniable capability to sense danger. The killer is indicated by Gut Instinct while looking in the directon of the killer in a 45 degree cone within a range of 36 meters. Gut Instinct ends if the killer leaves the range or begins a chase with you. Premonition has a cooldown of 30 seconds.
Object of Obsession - A supernatural bond links you to the Killer. Whenever your aura is revealed to the Killer, the Killer is indicated to you by Gut Instinct and you gain 6% bonus to healing, repairing, and cleansing speed. If you are the Obsession, your aura is revealed to the Killer for 3 seconds oncevery 30 seconds.
----
Premonition could have a set duration like 5 seconds instead of lasting the entire time the killer is within range.
Object of Obsession will no longer be a 1-way street with stealth killers. Plus it prevents the survivor from knowing exactly what the killer is doing at the time. (Trappers and Hags rejoice!)
This would just be a feels bad for the already weaker stealth killers. As more gut instinct perks came out it would make all stealth killers weaker.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3247893#Comment_3247893
IDK. It feels almost like wire trap where instead of it being gen that needs to be worked on (and can be kicked), it's you all the time. Without chase music steps are very loud and breathing is clearly audible - you don't even need injured survivor. You just need good headset and maxed out audio for full immunity to all mind games. Like sure aura is a little bit stronger, because you see the distance better, but not by much
The other issue which makes aura reading like say im all ears better is how jank the audio occlusion is in this game, with or without chase music.
-
@Canas said:
Take a look at these survivor builds. They were done with repairing all gens in five minutes or so.
https://us.v-cdn.net/6030815/uploads/9QJ2OXN2E7BT/are-you-kidding-me.png
It's abundantly clear that survivors still have access to gamebreaking builds which invalidate any hope the killer could have at fullfilling his own objective. Now stack these odds with an extremely survivor sided map (Ormond) and voice comms/SWF and the game becomes entirely unwinnable.
Your problem is, you tried winning with trapper.
-
@danielmaster87 said:
Doesn't surprise me. Blight is nowhere near as strong as he's made out to be. Especially against SWF.
Yh, compound 33 and alch ring super weak addons.
-
@AssortedSorting said:
And remove the requirement to aim at a Killers face.
Flashlight stuns just make one uncontrollable animation lead into another uncontrollable animation. The counter is to look into a wall, and the face requirement causes some cognitive dissonance when using a Flashlight on Killers with no face, while being a needless hurdle to cross to use the basic functionality of an Item class.
If you shine a light on a Killer, it causes the Killer to gradually be Lightburned. NOT STUNNED like Wraith and Nurse. But a Lightburned Killer no longer sees scratch marks, has The Stain Hidden, and is Hindered while carrying a Survivor. If you shine it in the Killers face though, you get the added benefit of the Killers screen getting obscured (so there is something to practice).
This Hinder while carrying is present at any time the Killer is both carrying a Survivor, and also Lightburned. The Killer can be Lightburned at any time (unless using Lightborn), so there are no animwindows that need to be considered at all, just map placement: "Is the Killer far enough from a Hook that this Hinder will let that Survivor escape, or to let another Survivor get to the Hook to sabo it?"
The Suppressed scratch marks help Flashlights become a chase tool as well (the duration on the scratch mark suppression should be longer than the Screen Obscure if the Survivor gets a Lightburn in the face on the Killer)
The Stain suppression is there to represent the Killer being separated from the Entity, and to make it more of a tit-for-tat deal unless addons for the Flashlight are equipped.
If the hinder is big enough, it would feel super terrible to get burned by a guy standing on top of saloon or something whilst your chasing a guy, or to lose scratch marks on lery's.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3247712#Comment_3247712
Well there are perks and there are perks. I think you would agree that perk that gave perma 5% speed boost to survivors would not be healthy. What you propose would be same.
5% perma speed boost is far stronger than muted chase music and would be useful in almost every single scenario. You can already reduce chase music volume with sound software (I have done it before). Did I suddenly become unstoppable playing spirit? Of course not, it just helped me pinpoint better.
-
@Spill said:
So you're saying a completely avoidable, skill oriented tactic on survivor side, and limited to flashlight charge situation needs IMMUNITY. You say the survivor with the flashlight can be a distraction for the injured survivor? Is that NOT THE POINT? Since when does this happen SO FREQUENTLY that it became a "problem"??? I have 3.6k hours and I've only seen this happen in YouTube videos.
1: Locker Blind Immunity
Some lockers are positioned in such a way that a clever Survivor can blind the Killer as they are grabbing another Survivor out of it. While cool in theory, there’s not a whole lot the Killer can do to counter this: Even if they do chase away the other Survivor waiting with a flashlight, the Survivor in the locker can take advantage of the distraction to make a break for it.
To prevent situations like this, Killers will receive blind immunity while grabbing a Survivor from a locker.
You can hold games hostage with this on some maps. It basically never happens so im glad the potential for games to be held hostage is going away.
-
@pocajohnny said:
Why is this still a thing? Do you think people want to sit in a match for over an hour just because these people don't want to do their objective. Add a mechanic to your game that reveals where the Survivors are if they haven't touched a generator for over 10 minutes or something.
Totally agree, there is 0 value for either side if the last 2 decide to hide on maps with a ton of los blockers/bushes. We do need a bit more since even with crows you can hide for a long time.
-
@dugman said:
Continuing a series of threads on the least picked perks according to Nightlight, next up is Plague's perk Dark Devotion (0.63% usage)
Dark Devotion - You become obsessed with one Survivor. When the Obsession loses a health state, your Terror Radius transfers to the Obsession for 20/25/30 seconds, and its radius is set to 32 meters. You are granted the Undetectable status effect for the duration. The Survivor with the transferred Terror Radius is also considered to be "inside the Terror Radius" for other purposes.
The Killer can only be obsessed with one Survivor at a time. Undetectable hides the Killer's aura, Terror Radius, and Red Stain.
This perk is pretty unusual in that not only does it give the killer Undetectability for a bit of time but it even effectively has a decoy terror radius as well that moves around with the Obsession that can further confuse survivors. In addition, because the terror radius is still present on the map, unlike with other Undetectable effects this one is compatible with things and has some unusual combos with things which require you to have a terror radius (e.g. Infectious Fright, Legion's Feral Frenzy Killer Instinct, Coulrophobia, etc.) And as of the big rework in 6.1.0 it can even trigger off all damage, including things like Trapper's Traps, becoming injured from being Infected by Plague, special attacks like Victor's lunge, Huntress' hatchets and Trickster's daggers, and so on.
Personally I'm a little surprised this perk doesn't see more play since being Undetectable is quite a nice effect and all those unusual combos you can try with having the Obsession have your terror radius sound like things people would try now and again for fun. The main downside I can think of is it requires damaging the Obsession, and if you're unlucky you just might not get a chance to do that most of the match if they're being really sneaky or are a strong looper for instance. Also if you hit the Obsession and stay near them your Undetectability might not get you as much value as if you split off and go after someone else, but then again once the Obsession knows you have this perk you can fake going away, they'll ignore the terror radius altogether because they'll assume you left, and then you circle back and smack them down at a gen. 😄
If I had to guess, though, I'd say this perk might not see much use simply because there are a fair number of people who think being Undetectable isn't that good against swf players and players with Spine Chill. And it is certainly true that solo survivors without Spine Chill are easier to ambush than swf players who are actually paying attention on comms and alerting each other to where you are. Honestly I think this downside is maybe a bit overblown, in my own games I tend to do fairly well with stealth killers and Undetectability even against swfs, but there's no denying it's easier against the solo groups.
Overall I'm not really convinced this perk necessarily needs a buff despite its low usage rate. But I guess if the devs did want to buff it a bit to help it get picked more often the simplest way to do it would be to increase its duration to, say, 40-50 seconds. (Again, I think 30 seconds is a decent amount of time for this effect, but I certainly wouldn't turn down 10-20 more seconds on it if it was added. 🤷♂️)
Another possible way to indirectly buff a perk like this would be to adjust how Spine Chill interacts with Undetectability to make it harder to detect Undetectable killers with it. That's a whole other can of worms of a discussion, though, since threads about whether Spine Chill should or shouldn't be changed pop up somewhat regularly and are kind of contentious. On top of which I believe there's still this thing up in the air from the rework of whether the current version of Spine Chill is temporary while the devs add a visual terror radius indicator to help the hearing impaired. So really who knows what might or might not happen with that one!
It has a play with your food problem in that you have to be leaving the obsession (either on the ground or injure them and leave) otherwise the perk is not going to be doing anything. Some killers are not so good with undetectable or are stealth killers. Some maps make this perk basically useless. It is not a bad perk per say, it just has a lot of issues. Honestly a perk like tinkerer is just far better since you get the stealth effect with a perk which is guaranteed to provide value unlike Dark Devotion. Buffing the duration would be nice, but is still not going to fix this perk's core issues. None the less, I welcome a buff to a perk like this as I enjoy trying to make them work.
-
@jjthejetplane3 said:
Okay I know I know what the low skill based killers will say... "No, the game is already survivor sided."
ok ok, calm down before you fill your diaper prematurely. We are only discussing here.
I know this was a happy accident with the flashlights, however, to pull it off required an amount of skill that a lot of survivors would not be able to pull off without practice. Survivor perks have been nerfed tremendously. Main one I had an issue with was Iron Will. No more getting to play mind games with killers. As a killer it takes the fun out of it, Not to mention the buff that perk gives to Fearmonger and any other killer perk/addon that causes exhaustion. My point, why not allow for a reverse vault? Skilled killers don't really fall for it and or know how to counter it properly. The only ones to really complain about are the ones who complain about everything. You know, the ones who would complain about water because its too watery.
I think it would be and is a nice change up to the cat and mouse game. It adds a little bit of a challenge for killers and also survivors to know when and where to properly execute the maneuver. I for one as a killer am not afraid of a little bit of a challenge. Killer has become stale and boring to play because it is so easy to do. Even without the crutch of perks. (which they should add the stats in for perkless killers).
As a survivor, the game is littered with baby killers who are hell bent on hard tunneling and facecamping because they lack the base skill of hunting and negotiating a chase. Which not only makes the game boring and frustrating to play, borderlines it unplayable. Every time I see that 100% bloodpoint incentive to fill the survivor role, I already know why. (I see it more often than not)
As far as the reverse vaulting, I think the devs should put it back in as it was, maybe fine tune the animation.
-Must be carrying a flashlight(once flashlight is depleted reverse vaulting is not available if a cap is needed)
-Must be timed perfectly to execute the maneuver. (Vault and click at same time or Vault and then click .5 seconds after. Both while looking the direction you are wanting to go. To make it a challenging maneuver.)
These are just some suggested requirements that I think would be fair.
Honestly I keep hearing the bullshit that the game is survivor sided or killer sided. It is more killer sided but that IS understandable because the game is called DEAD by Daylight... not SURVIVE by Daylight. However, the game is or at least WAS pretty balanced. The question isn't whether or not it is one side or the other as far as killer or survivor. It comes down to skill level as a gamer. This game is not hard but for those who ONLY play farmville or tap games it CAN be difficult to adjust to. It is a moderately difficult game but is not hard to master.
Also to make it more fair, killers can also reverse vault as well.
In theory it should be ok. But either make it an exhaustion perk or fix the maps or both. A low tier killer on a bad map with several vaults against this extra feature on the side just adds another jab they could do without.
-
@WeakestNurseMain said:
From my perspective, the only way you can win vs solid SWF's without camping and tunneling is play a killer like Nurse or Blight, they're the only killers that can keep chases short(if you're good at them) and have enough time to 12 hook. But I've seen people here on the forums who think that mid tier and even low tier killers can 12 hook and still 4k vs good survivors if they get good enough with their killers power, there's got to be something I'm missing here because at 3k hours into DBD(with most of it spent of killer) I just can't win without tunneling and camping, I've learned the majority of the killers powers, I know all the general tiles in the game, I know how to chase and loop with most of the killer roster, but I just simply can't win without camping and tunneling if I'm not playing Nurse, Blight, or Spirit.
You dont need to camp and tunnel per say, but you will need to focus around 2 people. If you 8 hook the lobby with nobody dying then you will most likely lose.
-
@Shi283 said:
Why are console nurses weak?
Console nurses are often unable to hit even blink attacks performed at short distances
Why is this?
You can in theory become as good as a pc player, it just takes much longer since she becomes astronomically harder on console.
-
@Sava18 said:
Fix maps. No need for any other base changes until then. I mean other than buffing bad killers like wraith and trapper. But it's better to make maps less disgusting before any other adjustments are made. Same with survivor side, change the way survivor's get/lose mmr and give them the information they deserve. I genuinely think solo queue is so unplayable because of the efficiency they lose because of no comms and teammates that have no right to be in a lot of people's lobby's. If those two things are fixed solo queue will be pretty powerful. I'm sure a lot of people will come in here and say "We don't buff killers" but they really don't understand how much efficiency will be gained by just the two changes I mentioned. Plus maps have been a problem forever in this game, the disparity between cowshed and Midwich is unacceptable. RNG is great and makes this game more interesting, but it really needs to take a backseat in regards to maps. Cowsheds infamous shack window into probably the best filler tile in the game into long wall jungle gym window facing shack window. The game almost plays itself if you get a setup like that. Regardless of what people think if you nerf eruption and give solo queue the changes they deserve m1 killer's will struggle almost as much as they did pre 6.1.0. There are quite a few things I would change outside of that, but I have typed in out in length in other threads and don't care much to do it right now, plus I already said what I think pertains to your post.
This, its amazing how many people overlook the hugely problematic map design.
-
@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3238452#Comment_3238452
Person with thousands of hours doing one thing only becomes exceedingly good at it. News at 11.
Watch the other videos SupaAlf puts up. Even he doesn't win every time and if you've put that amount of time into any skill you should be God-tier.
Try doing that winstreak on legion *smile*
-
@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3238456#Comment_3238456
I agree that Nemesis could use some buffing, like making it so you can't heal if you're infected or if you're infected for a prolonged period you lose a health state. But zombies are just BS. Killers should never be able to stop you from doing a generator or block a loop without using a perk slot. Zombies are just cheap
They are cheap in the sense that with 0 skill from either side they can either carry in some cases or do nothing completely randomly, they need some level of control to them so they can become a healthy part of his kit.
-
@NoOneKnowsNova said:
The three I decided to look at (Billy, Nurse and Clown). I all disagreed with.
Billy doesn't need his chainsaw to overheat when hitting survivors who are unhooking with his chainsaw. While potentially niche there are situations where that could be the difference between a win and a loss and survivors should be punished for trying to get risky unhooks. Bumping into objects is supposed to be highly punishing as this is an insta down ability that allows you to go at 230% speed. The revving movement speed buff however I can get behind, that's a nice buff I've never thought of. I'd also personally like his roar removed.
For Nurse, I'll die on my hill that she's an outdated killer that needs a full rework. A broken killer introduced into a broken game and has seen almost every broken mechanic get removed while she has gotten a small rework and remains as the undisputed best killer.
Clown, my second main here, is one that's interesting. From listening to Otz it sounds like he doesn't actually know what to do with Clown. Personally I'd remove Red Heads finger entirely as it does seem broken in my eyes. Otherwise I'd just go with the change many have suggested. Give Clown three bottles of each, that way when using a yellow bottle it doesn't seem like a waste.
Yellow bottles are unintuitive which is why he suggested changes to them since he is correct in that no one really uses them.
-
@Jungles23 said:
Nemesis's zombies are the most annoying thing in any game I've ever played, and that's not just the saltiness talking. Why the hell can zombies not only alert the killer of your location, but also prevent you from doing generators? Not to mention the fact they block off loops mid chase which is complete BS. Never in the world should any killer have NPCs to help them, they were a dumb idea to begin with. At the very least make it so we can kill zombies if they miss an attack, just like you can with Victor. Every game with Nemesis is just unfun because he can be the worst killer to ever live and still get easy downs with his zombies.
I thought this game was about trials, where you were supposed to see how well as a team you worked against a killer, meaning that the killer's ability was also being tested. How tf is it testing a killer's ability to kill when their NPCs do like 50% of the work every game? This isn't an understatement either, it's almost a free win every game unless you have some god tier survivor that loops the killer most of the time (which only works assuming he's a garbage killer and stays on them most of the game). It's nonstop BS and I'm surprised more people rant about the Nurse than this.
Also just as a side rant, when the ######### will killer lag be fixed? One guy literally teleported behind me in a chase and got a free M1 out of it. It's not my internet either, I've triple checked.
Zombies should be fixed or made more prevalent rather than nerfed. They are badly designed in the sense that from 0 skill from either side zombies can without warning completely doom you. Either on a gen or in a loop, the killer did 0 and the zombie helped them. Zombies should be made more controllable in some way idk how but nerfing them just makes nem worse which he could use some help.
-
@almofan1001 said:
The popular conception amongst the community is that Nurse has "no counterplay". It's as if picking Nurse is guaranteed 4K and a win (already disproven by statistics both at the top MMR and all MMRs)
It's also humorous considering Nurse has quite a lot of counterplay tools, but Survivor players are lazy, refuse to adapt and give up without even trying. You can't just brainlessly run 3 times around Killer Shack, drop a God Pallet and give your team free 2 gens. Nah ah, this killer has different gameplay elements to it, so you also have to play unconventionally.
Here is the list of things you can do:
- Line of Sight break - easily done on most maps, force Nurse to guess which is always a disadvantage for Nurse.
- Judging Nurse Blink Distance - estimate how long the Nurse has been holding her blink to judge what distance she can cover, perform juke
- Indoor maps - self-explanatory
- Dead Hard - not very hard to use against Nurse, 3rd health state
- Use objects as your advantage - it's not the easiest thing for a Nurse to blink past objects, so use it to make it harder for her to get a good blink
- Be unpredictable with your pathing - if you use conventional pathing, that's on you - you're making it easy for the Nurse to perform good blinks
- Hold W (against non-range addons) - this destroys Nurse a lot, if she makes a mistake and you hold W, she at least has to blink 3-4 times to catch up to you. Doesn't work as well against Range addons.
- Use Stealth - should be a brainer, but somehow this is never emphasized. Nurse won't check every corner when she patrols gens and if she doesn't see you - you're likely safe. If you know she is coming, hide. You have more chance to survive than trying to "loop her"
There are more tricks you can do, but the point here is that there are many small things that you can do to make Nurse's life harder. It's not even hard, you just have to learn and get better.
Learn to adapt to the game - you cannot loop her like an M1 killer but that doesn't mean you cannot waste her time at all. She doesn't have "no counterplay", you're just making excuses because you refuse to adapt to a different killer playstyle. Bubba face camping is no counterplay, Nurse is not.
And no, "good Nurse will still destroy you" is not an argument. She will be very strong, but you can still force her to take 50/50s which any Nurse (good or bad) will despise. The 50/50s can even become 70/30s in your favour if you read the player right and be unpredictable.
And well, if you got destroyed by a good Nurse, you better give her +REP considering most of the community sucks at her and she's not a problem in the game (compared to things like SWF).
Suppaalf 500 win streak on nurse. Nuff said
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3236473#Comment_3236473
That's why I think it's pointless to talk about how easy a killer is or how much skill they take, because simply calling that into question is kind of a cheap way to talk about, but not really talk about, how balanced they are. For example, "Spirit is easy to use, because headphones, therefore OP." but the moment you talk about survivors having control in chase through mindgames, they don't want to hear it.
I get all that, im not talking about surv or killer mains or survivor opinions its just objectivly freddy is like the easiest killer to learn in the entire game. His nerfs cut his wr a bit but he has always had a high one because of this.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3234626#Comment_3234626
But that doesn't mean he's strong.
Oh nah, he is still like D tier, its just he is easy to play