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Wiccamanplays

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  • This is essentially the difference between a strong and a weak Killer. The strongest Killers have little or no downtime on their abilities, hit or miss (Nurse, Blight, Spirit, Billy, and more recently Dracula, Singularity and Houndmaster), while the weakest either have insane downtime (think Trapper's traps or SM's drones being effectively useless about 90% of the time) or don't actually have a power that can hit or miss in the first place (Wraith's cloak, GF or Myer's Stalk). IMO the most ideally balanced Killers at the strong end of the spectrum have a reasonable balance of uptime and downtime for their power, with consideration taken as to how impactful their power can be: Plague, Unknown, Oni (when he's not bugged or clunky as hell), Artist, Cenobite and Wesker.

  • I kind of wish I could play Bubba more since his power is so weird and requires a combination of spatial awareness and mindgame strategy that not many other Killers use. But your points stand: he's mechnically quite difficult and has weak map control that capable or co-ordinated Survivors can exploit. His addon pass was very welcome but it's had a limited effect on his strength. Add in the anti-facecamp changes and Bubba's usual playstyle has suffered a lot.

    Paradoxically I think they need to nerf the camping potential of chainsaw Killers more so they can afford to buff Bubba's potential elsewhere: Basement Bubba is still his best (only?) strategy at the moment, and even if a Survivor gets to self-unhook thanks to a perk or the basekit anti-camping mechanic, an assiduous Bubba can still chew through their Endurance and down them again quite quickly. This might be inflating his kill rate and creating an illusion of balance. If, for example, chainsaws took a lot longer to rev up near a hook, they could then look at his other stats with more clarity and think more about modernising the boy.

  • The reason Killers are using more aura perks is precisely because they know they'll actually get value now Distortion isn't omnipresent. Would you rather every Killer ran 4 slowdown perks all the time?

    A second, more insidious part of the Distortion meta was that if a Killer was running aura perks, they'll be much more likely to end up tunnelling the one Survivor who didn't have it, often unwittingly, simply because all the other Survivors would be hiding. That's something I don't want to return as both a Killer and Survivor player.

  • I think a big issue is that she doesn't have inbuilt crosshairs and aiming on console (where you can't add in a crosshairs with 3rd-party software) is really hard. It would be nice if BHVR could add one in for her so at least one disadvantage is leveled out.

  • She's difficult to play, has quite strong counterplay from even moderately organised Survivors and is hard countered by some maps and offerings. A lot of her addons are also quite mediocre.

  • Slugging isn't a new problem; it's just a problem BHVR hasn't fixed yet. And no matter what you do to bleedout, there will always be some Killers who will slug because it's what they want to do. I have not-so-fond memories of a Pig doing a full slug and bleedout with Knockout and Third Seal on a Lery's offering when I first started playing more than 3 years ago, and that was before all the changes people mention.

    As a Killer, I understand the motivation behind some types of slugging. Hooking a Survivor takes time which you don't always have, and if you know Survivors are either playing aggressively (hovering for flashy or pallet saves, sabotaging hooks), teaming up on a vulnerable generator or even if the Survivor has just positioned themselves in a place where hooking is going to take too long, then slugging is just the better play. I don't think that's what most reasonable players have a problem with, so a solution doesn't need to apply in those cases. There's also the niche cases where a Survivor can make themselves unhookable through map offeirngs and perks or through cheats, but those are issues for BHVR to fix in terms of QoL, not balance.

    I don't think the bleedout timer needs to be as long as it is. In a game played in seconds or even fractions of a second, 4 minutes is too long, especially if all Survivors are down and there are no perks that will help them up. In those cases, an 'execution Mori' like the one they tried to implement might not be a bad idea. However, I do think that some kind of basekit Unbreakable after a certain amount of accumulated time on the ground, even if at a lower speed, would help disincentivise mass bleedout slugging and/or slugging for the 4k, which I think are the most egregious and disliked forms of slugging. On the flipside, accelerating picking up, carrying and hooking Survivors would offset the loss of momentum it can sometimes cause. Knock Out should be reworked, and if other changes happened changes to related perks like Boil Over, Flip-Flop and Unbreakable, as well as hook offerings, would be necessary. There also needs to be broader conversations about slowdown perks and the strength of some item addons, but that's not the focus of discussion here.

  • What on earth were your criteria? This is all over the place.

  • This is a problem on both sides. I've played Survivor against hardcore, tunnel-from-hook Killers who tried to slug for the 4K. I've also played Killer against Survivors who bring the strongest map offerings and then teabag at the gates because I was trying to lean into the weird useless perks I get and not be super sweaty. Alternatively, I played against some Survivors who more or less gave up because I got a hook at 5 gens and then said they were reporting me for 'holding the game hostage' when I was chasing the ones who were still trying to play the game instead of the ones who stood under the hook gesturing at me. This is all during the FIRST THREE DAYS of the event.

  • The issue isn't the perk itself, or even necessarily aura perks in general (though the increasing number of them may make things difficult). It's the extremely strong Killers who can use them to pin down Survivors quickly and never lose track of them. If Blight and Nurse couldn't see auras when using their powers, it would remedy a lot of these issues.

  • It's a bit of a sweeping statement to make given that A) Hens is one of the best non-competitive Killer players out there and can make almost any build seem viable and B) a Youtube video is going to curate successful examples of the build rather than any failed attempts. Legion has basically no anti-loop, is allergic to large or convoluted maps and gets hurt by any number of Survivor perks that trigger when injured or in Deep Wound. Plus, you have to use the BFFs Pin addon which gives no benefit during the main game and requires a really large number of hits to trigger in endgame anyway. The average player would struggle to make this work in the average match for all these reasons and more.

  • I feel like the point I was trying to make here, specifically about the use of map offerings in Chaos Shuffle, has been missed somewhat. It's a gimmick game mode about everything being random. Why then do some players insist on going against that theme and try to exert control over the game further? In Lights Out you couldn't bring map offerings (admittedly because there was a smaller pool), so I don't see why we have to have them in this mode at all.

  • Do you never get even slightly upset when a Survivor forces you to go to Garden of Joy or Badham, or a P100 Nurse with an aura-reading build takes you to Midwich? While there have been some small improvements to some of the worst offenders (the Coldwind maps in particular are much more manageable now), there are still some horrendously designed maps in DBD, and it's infuriating when you can't escape people who insist on playing them again and again even in a fun, gimmicky mode like Chaos Shuffle.

  • On my highest prestige Killer I have 10 Sacri Wards. On my highest prestige Survivor I have 3. Compare that to the potential number of map offerings you can encounter: I've had like 5 in my past 15 games, and never to what you'd call balanced maps. Even if I played one every match, I'd run out so quickly that it wouldn't make an impact.

  • You miss them, I don't. These perks got changed because they were bad for the game and not fun to deal with.

  • @kosaba11 said:

    Killers don't get a give up button because killers are already over powered, and more likely to get a 4K than the survivors are at escaping. Until BHVR starts making the game fair for survivors, killers don't deserve anything, because they already get everything. They just buffed Dredge - who didn't need a buff in the first place - and now he's impossible to face. They just buffed Twins - when they didn't need a buff - and they're even worse to face. Even the killers the community considers weak have too much power.

    That's a very us vs. them mentality you've got there. We all play the same game, and there are times when it's miserable for one side or the other. I had some games as Killer today where it was very clear I'd lost quite early on– whether it be a bad map, bad RNG, just or Survivors who really wanted the win more than I did– and I would have liked a forfeit button so I could just go next more quickly and with less teabagging at the exit gates.

  • @NovaKane said:

    I'm on xbox, so I've only seen clips. So I don't actually know for sure if u can flashlight save before the survivor gets teleported to the hook. But all I really know…killers are running the new perk and Franklin's as if their life depends on it. S

    Wait, I just left a whole serious comment before realising you're complaining about something you've not even experienced?

    You can't even remote hook a lot of the time as Killer, and even if you can you may not want to for various reasons. Yesterday I did it like twice in about 6 games. I have to admit being able to avoid the whole dull, sluggish and risky process of taking a Survivor to a hook did feel good, but arguably the remote break and the free Endure are better uses of the Invitation a lot of the time.

  • I haven't played as much Survivor as I have Killer, but what I like best about it is outsmarting the Killer. I have bad reflexes and hand-eye co-ordination so things like flashy saves and high-tier looping are hard for me, and as someone who plays Killer a lot I recognise how crappy some things like Head On feel, so I don't tend to run them. And with the buffs to sabotage it's actually very easy to get those kinds of saves with a modicum of coordination. But what I can do is understand the macro of the game and our win condition and work towards that in some way. Taking a hit or even a down to prevent a particularly important hook, clearing a key generator, or solving some part of the Killer's power when they have some kind of additional objective is a great feeling. I just wish the game leant more into that as a design philosophy, but while Nurse, Blight, Spirit and Wesker are so powerful there's no need to.

  • I tried bringing a fun meme build on Hag, got a bunch of syringes, BNPs and Adrenalines for my trouble. It's not like this is a one-sided thing.

  • When so many Survivors use Distortion, is it really that good?

  • I've had so many matches where it was obvious I've lost at the lobby screen that I would really appreciate a way to end the match that doesn't involve a DC. If the Killer disconnects the Survivors all win anyway, so just formalise that.

    Or maybe fix MMR so I'm not getting put against Survivors with 10 times my hours?

  • Nemesis can hit you with tier 2 and 3 tentacle over all pallets and most windows, but not all of them (Backwater Swamp maps are notable for their weird windows that make it impossible to hit past them). The tentacle has a series of finger-like hitboxes that extend in a downward arc, and if one of them hits you then the power connects. They also linger for a fraction of a second, allowing Nemesis to 'drag' the tentacle sideways.

    It's quite possible that something has bugged out with his power, but I've not noticed it myself.

  • I believe that symbol indicates packet loss between you and the server.

  • Knock Out is to Survivors what Boil Over is to Killers. Doesn't actually help you achieve your objective in any meaningful way, just makes the game less fun and more annoying for the other side, and can form part of a really toxic and antagonistic playstyle. Both should be reworked.

  • Chapel can be awful for a lot of Killers, mainly because of how the main building is designed and connects closely with other loops. Greenville can be rough for Killer depending on RNG, but it also feels difficult for Survivors sometimes? DDS is very Killer-friendly. Toba could be balanced but the amount of ambient noise on the map makes it really hard to find Survivors who are stealthing, which I think knocks it down a bit.

  • I played Myers in Chaos Shuffle the other day because I had a daily and it had been a while since I'd tried him. 4 gens popped before I got tier 3 and I was using addons that speed up Evil Within gain. This is obviously not a problem that affects all Killers equally (all aura-read Nurses don't mind losing slowdown), but the lowest echelons of Killer and those that require some degree of setup suffer so badly when you can't use the strongest perks. I hope BHVR gains some insights about this from the Chaos Shuffle data, but the mode's very randomness probably precludes that.

  • RPD is by its very design horrible for many Killers (especially ones that rely on lockers or LOS for their power; Unknown is also pretty bad because of all the weirdly shaped obstacles that screw up his projectile bounce) but completely fine for others (as usual, Blight, Nurse and Spirit are all pretty good on both iterations of RPD). It's also almost totally predictable, which favours Survivors somewhat since they don't have to work hard to figure out generator and pallet locations.

  • I'm PS5 and UK, and I've never had to wait more than a few minutes for a match. No clue what's going on at your end I'm afraid.

    Just queued and got a match in maybe 70 seconds?

  • Dunno what's going on with this post but here goes:

    Chucky immediately came in as one of the strongest killers BHVR has ever released, up there with Spirit, Blight and Nurse. While more comparable with Spirit than the other two, there was still an issue with how interactive Chucky's power was (or wasn't). A half-decent Chucky essentially ran on a cycle of continuous hits and downs, with few options for counterplay on the Survivor side. Currently Scampering under pallets allows Chucky to ignore the structure of most loops on a relatively short cooldown. The change is intended to shift Chucky away from that playstyle towards using Hidey-Ho for stealth as well as to make Slice and Dice harder to set up and less unavoidable. It's arguably more of a side-grade than a nerf.

  • I’ve had some great matches in Chaos Shuffle, but if it’s going to be a permanent mode I’d like to see a few changes:

    1. No map offerings. It’s one thing to get a bad map by chance. It’s another entirely for survivor teams to send you to Garden of Joy or Ormond consistently because even the best perks won’t help you there. Conversely, I doubt it would be much fun for survivors with No Mither and Self Care to be sent to Midwich by a Nurse main.
    2. Item/add-on changes. Similar to the above, a mode that’s meant to be about goofy randomness feels much worse when all four survivors have brought styptics and syringes or Brand-New Parts, while most killers have such a clear hierarchy of add-ons that there’s no reason run most of them. I’d say that on the Survivor side at least they could be randomised, but you can’t do that so easily for killers since there are contra-indicative add-ons for several killers. Maybe a limitation to Uncommon add-ons?
  • Something I've not seen mentioned so far with all this is is map balance. Some maps have atrocious hook spawns, and sometimes it's impossible for Killers to hook Survivors in some places even without any being sabotaged.

    And of course this change will affect weaker killers far more than strong ones. Wiggle off from a Nurse or a Blight? You get maybe 5 seconds before they just down you again. Wiggle off from a Trapper or Myers? He might never catch you again.

  • Should be fun but I keep getting horrible maps and survivors bringing BNPs and syringes, while I get Fire up and Furtive Chase :(

  • Play a killer who's not Blight or Nurse against a lobby with one or more DS in it and then tell me it's trash. A well-timed DS can, like a well-timed Dead Hard, completely derail a killer's momentum and deprive them of much-needed pressure… unless they're Blight or Nurse, in which case it might as well not work at all. Even the old 3 second stun was really good against killers with low mobility, especially if you went down in the right place.

  • If they're going to buff DS they can't just revert it. Old DS was horrible for weaker killers to deal with, didn't make much difference for the strongest killers and put you in the unwinnable position of either having to consciously evade a Survivor who in 90% of the cases I've ever seen deliberately got in the way during chases or eating a really long stun just because you have to. If it reset Killer powers with a charge bar (I'm looking at Blight, Nurse and Spirit in particular), 3 seconds would be fine.

    Additionally, should the two best anti-tunnel mechanics (DS and OTR) be locked behind additional paywalls and a perk slot? It would be a lot better if they introduced better basekit anti-tunnel so all Survivors could benefit and not just those who have access to the strongest perks.

  • Can OP explain why a reversion would be such a big improvement for Sadako when her old iteration was widely placed at the bottom of Killer tierlists next to Trapper and Myers? And that was when gen-kicking was good, unlike now.

    I learned to play DBD by playing a lot of old Sadako, by the logic of her being an M1 killer with beginner-friendly, decent perks (RIP CoB by the way) and once I got past about the 100 hour mark in playtime it got extremely difficult to get anything done. More experienced survivors could loop me easily without any anti-loop potential because her power got very little value in chase and I didn't have enough addons or perks to run her (to my mind extremely unsatisfying) condemned style of play. I contributed to the PTB feedback based on as much footage as I could watch at the time and the theoretical implications of the number changes to her kit, pointing out potential issues while generally believing the changes were in the right direction and maintained her identity. Even if she's not perfect now (global condemned spam is probably what they're going to change), I just like being able to play Sadako as a more cerebral killer without having to use an Iridescent addon to make her playable.

  • Old Dead Hard was horrific for Killers to deal with. New Dead Hard is way more manageable because it's not an infinite resource that you get for free but can still be a game-changer in a chase against most Killers (except of course Blight, Nurse and Spirit).

  • Immensely disappointed that this post didn't rickroll me

  • Yeah the event is pretty survivor-sided. At least it's over soon.

  • I have fun as Killer approximately every 4th match. At the moment it's just MFT, map offerings and teabagging Survivors who seem way out of my league as a mediocre Killer whose mains are generally B tier. To even have a chance at keeping up I have to play like a complete scumbag and do all the things Survivors accuse Killers of, and I don't enjoy that too much. I play Survivor sometimes, but if I'm mediocre at Killer I'm terrible at Survivor, and I've not been enjoying going against The Xenomorph as a bad Survivor.

  • Lobby dodging is a symptom of a lack of faith in MMR, not the cause. I've got around 500 hours in the game and I only dodge lobbies as Killer when I'm pretty sure that the skill/experience balance between me and my opponents is not fair. As an experiment I accepted every lobby I was given for around 30 games and there was a strong (but not absolute) correlation between having high Prestige Survivors in my lobby and me losing. When I could check or ask I was getting survivors with at least double (going up to eight times as many) my hours in the game as I have and perhaps unsurprisingly they were destroying me. I wouldn't be able to dodge a lobby based on prestige if I couldn't see it, but it wouldn't change the fact that the matches would be horribly unfair and unfun to me, which is not what the objective of a MMR system should be.

  • I don't know what lobbies you're getting but flashlights being 'practically the number 1 Survivor tool' is a pretty wild thing to say. I guess since maps and keys are virtually useless flashlights are at least in the top 3...

  • That's a popular proposal for Trapper but I don't think it fixes many of his core issues. Having all your traps just enables his 'lockdown' play style where you get a survivor in basement or similar and camp with traps all around, which is not fun and not even reliable, but is still his only viable approach 99% of the time.

    If BHVR wants to buff Trapper (which I don't think they do), I'd reorganise the logic of where his traps spawn so they're not left in useless peripheries of the map. I'd also make it that instead of taking several seconds to set a trap, Trapper can drop them instantly and they take a second or two to activate. Some of his addons would need a rework but they probably needed it anyway.

  • If I don't sweat as Killer then the Survivors who are sweating just as hard will destroy me. If I could choose to play more casually and not have a miserable experience as a result then I absolutely would, but there's no way of making that happen. I'd rather get 'why you sweat so hard it's just a game loser' messages and at least have had a good match than 'lmao baby killer go play another game you suck' messages after being rolled because I didn't bring my best (I get both, lovely community that this is).

  • Signal boost to this post. It's a really horrible exploit and it seems like a worrying number of Survivors are using it. Until this is fixed I'm not playing and I'd encourage everyone else to do the same, Killer is tough enough without invincible Survivors and I don't want to risk getting tunnelled out as Survivor because I'm the only one who can be targeted.

  • The killer's barely been out for a week, maybe wait for the dust to settle before calling Xeno OP?

    At the moment the game doesn't seem very fun for either side. I'm actually enjoying Survivor a little more these days because as Killer I'm waiting ages for a game only to get put against people with double, triple or quadruple my hours, and since I don't play S-tier killers I have to sweat just to get 1 kill.

  • @DEMONANCE said:

    i had cases of killers i first hated then after a long while suddenly they clicked with me and I liked them this happened with trappy boy.

    i switch killers all the time cuz i get bored of playing only one after a few matches even if i enjoy them a lot and luckily i pretty much enjoy every killer in the game except like 3 (spirit, huntress, billiy)

    but not really a killer that I play for a long time then i find out i hate them maybe it's just burn out in your case?

    I think it's more like the opposite, I took a break from the game and came back to find I'd lost my patience for Wesker. It's not like I mained him since release but I played him from time to time, but now I have no interest in doing so anymore after my recent experiences.

  • I hate it too: it rewards Survivors for losing chases or generally being annoying in a way that's not quite toxic (using map offerings and then camping specific parts of the map). It just makes me want to slug, camp or tunnel the Survivor running it, because if a Survivor is going to make hooking them difficult, I'm going to minimise the number of times I have to do it.

  • I imagine it could work on M1 killers that frequently use their power, like Spirit, Clown, Deathslinger, Dredge and Wraith. It's certainly not good on a lot of killers, and I'm not sure it'll always be worth the perk slot on the ones it is good on. It may also receive some tweaks before release.

  • Honestly I think it's because the dev team has limited time to test the balance of maps once they're made and given basic QA testing, because they're already looking at the next 3 maps they need to design. Think about the state in which Decimated Borgo and Toba Landing released. The difference between them and GoJ is that they actually received some fixes and aren't terrible now (though Borgo is still very strong for Survivors). At least Nostromo Wreckage looks manageable...

    The alternative explanation is that everyone at BHVR only plays Blight, Nurse and Spirit and none of them sees any problem with the maps they make :)

  • I mean it's possible that the Alien is LGBT+, I don't think anyone's asked 😂


    But seriously, this game has some really impressive representation and I'd like to see that continue.

    (Also give me a Hooked on You Trapper skin, you cowards).

  • Previously the Onryo was arguably the worst Killer in the game alongside the Trapper if you didn't use her single, gimmicky strat of forcing Condemnation with an extremely specific build and playstyle. They've now nerfed that specific playstyle but significantly buffed her elsewhere and also given her the ability to passively generate Condemnation with a normal playstyle. This now means that a good Sadako is as dangerous against mid-tier survivors as she was previously against bad survivors. She’s still highly vulnerable to co-ordinated play and now effectively doesn’t have a chase power thanks to the change to Manifestation. She also still has a lullaby that is visible on VTR even when Demanifested, so her stealth playstyle is quite weak. I don’t think she’s so terrible that OP is justified in DCing against her constantly (if I DC’ed as killer every time Survivors did something I didn’t like, I’d have a 5 year long ban by now, and this is coming from someone who struggles a lot as Killer currently). She could probably use a power shift away from Condemnation (I’d recommend reducing the range of Condemnation upon using Projection or reducing the quantity of Condemnation built up) and back into her chase abilities. It’s really good that Sadako can use TVs in the same way Dredge uses lockers, now if Manifestation had some more oomph to it (faster Demanifesting would be nice, or at the more extreme end being able to move through pallets while Demanifested) she’d be a properly scary Killer with a skill floor and skill ceiling which would make her less oppressive for newer Survivors who can’t find TV’s and don’t understand what’s happening and more effective against experienced Survivors who can, as always, run rings around many M1 Killers.

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