Wiccamanplays
Wiccamanplays
About
- Username
- Wiccamanplays
- Joined
- Visits
- 1,418
- Last Active
Comments
-
STBFL is a problematic perk, but in a meta where Survivors have a bazillion health states and move faster for free half the time it's a necessary problematic perk for the lower end of the roster.
-
I wish I had the quick turn binds you can make on PC attached to my direction buttons on PS5. It may well be possible but I've no idea how to do it.
-
He's only good for Save the Best for Last. I'm glad you're enjoying him but, sadly, beyond really low MMR levels he really struggles, because he literally doesn't have a power for half the game and can be left slower than Survivors' base movement speed. Yet he doesn't get changed because he has 2 stupid gimmicky add-ons that let him insta-mori if you're willing to spend 10 minutes in spectator mode and hope the Survivors don't escape before then. Ghostface is a better Killer if you like stealth, I'd stick with him.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488086#Comment_3488086
what is so hard about him? he puts pod then look at it, goes into camera, shoots camera then press his arm at the survivor to get teleport's. It is a lot of steps but none of the steps are particular hard or challenging to be successful at.
You also have a small period of faster vaulting, pallet breaking, and spirit fury + enduring, but the window is so short it can often not matter with the distance survivors start from you after the teleport.
I think it just comes down to his teleport+overclock being too weak. only two of his add-on improve overclock and every add-on is some strange bonus that does practically nothing of value. I am not entirely sure what they could do to improve him. I wonder if he would be any better if he had faster lunge velocity to lunge into pallets quicker. like 30% lunge velocity. Would that make him too strong? either way I have only played vs singularity twice since PTB. fairly unpopular killer.
The point is that all of those steps are finicky, imprecise and subject to sabotage by Survivors with no real effort.
-
I really don't think DS is that bad unless you're facing Blight, Nurse or Spirit. If you're facing those there's not much that can help you anyway. If, as others have suggested, DS reset Killer's power during the stun, it would then be much better against those 3 but not in a way that further victimised weaker killers against whom it's a perfectly fine perk.
-
I slug in late game for a short time if I want to kill the 4th Survivor more than the 3rd (usually if they were obnoxious or toxic) or if I need a 4k or to force EGC for whatever reason (archives etc.). If I have to slug but don't need a 4k I try to give the slugged Survivor hatch or exit gates if I can.
I almost never slug to bleed out: the last time I did it it was a Survivor who brought Tenacity, Flip-Flop, Boil Over and Power Struggle and would just run and camp a place where I couldn't hook them. I left them since I could do nothing to them anyway and by the time I got the last Survivor (who brought a Garden of Joy map offering and so deserved to die), the slug had crawled away and I couldn't find them before they bled out. That being said, I'd rather there were better ways of dealing with that kind of playstyle than having to slug.
-
As a Killer main, I do not miss 8 second heals and constantly having to snuff out CoH totems. I do agree that they could do more to differentiate different rarities of medkits since nobody uses them altruistically anyway, but given that everyone is still running them I don't think they're useless, especially since I see styptics and syringes way more now than before. I would welcome a change to make altruistic healing easier for solo players, and I keep coming back to something like basekit Kindred or other informational perks as a nice way to allow survivors to reset and collaborate better without giving SWFs an undue advantage.
Rather than reverting what was definitely a necessary set of changes to medkits and CoH, I'd prefer they show some love to some of the more niche healing perks like Solidarity, Bite the Bullet, Desperate Measrues and so on. They should also just buff Self Care since everyone runs it anyway and it's not exactly going to ruin the meta if it's a bit stronger.
In the longer term, I really believe devs should adjust how perks and items synergise with one another so we get fewer broken metas on both sides. The gen-kick Killer meta was not fun, nor were 8-second heals, nor are 50 second generators or 110% movement speed survivors. Granted, it might remove some 'fun' strategies if these kinds of synergies were reworked, but it would also allow some underused perks to get more attention (and therefore changes) if stacking gen regression or healing speed perks was less effective than bringing a diverse kit to a Trial.
-
I really like the idea of Singularity, but whenever I play him the end result is painful: constnat EMPs, janky camera placement and movement, and Slipstream being insufficient to end chases. The fundamental problem I keep finding is that the flow of his gameplay is too easily broken by Survivors with even a modicum of awareness. To get a good hit while using Singularity's power, you have to do the following:
- Place your biopod correctly, subject to procedurally generated map geometry. This may take several tries to work and takes time
- A survivor must be in your biopod's line of sight fully, and stay there enough to tag them. This may take several tries to work and takes time
- Get line of sight for a second shot which you must not miss or repeat step 2 but at a different location which you must select correctly. This may take several tries to work and takes time
- After you slipstream to the survivor, chase them and hit them with an M1. This may take several tries to work and takes time, as the survivor will have time to move away and put obstacles between themselves and you
- If at any point during this process the Survivor, or any other Survivor nearby, has an EMP either to hand or waiting on a printer (whose aura is revealed to them), return to step 1 and repeat. Survivors have to sacrifice nothing to produce EMPs
Compare to Nurse, the strongest Killer in the game:
- See a survivor within range while patrolling
- Blink to them rapidly. If you position yourself poorly, you have a second (and potentially third) blink to correct yourself
- Hit them as if with an M1 attack and enter a recovery state, during which time you get your blinks back
Singularity's power requires arguably the most complicated Killer methodology in the game, but is also the most subject to player error, Survivor counterplay or just bad RNG. To be good at Singularity you need to be able to achieve all of these steps more reliably than you could by just playing an easier, less clunky and less easily countered Killer. Yes, the maximum potnential of Larry is amazing, but it's so hard to reach I don't know if anyone outside of a handful of pro players and content creators will ever manage it. And while I agree with a diversity of skill floors and ceilings among Killers, is there any point in having a Killer who's so hard barely anyone can play him?
-
Wesker is probably what the strongest Killers should look like. A powerful but not oppressive ability with minimal RNG and a secondary objective that facilitates counterplay and doesn't directly encourage tunnelling (your infection meter resets to a low level when hooked), combined with a diverse array of strong but fairly weighted addons that aren't gimmicky or impossible to understand. Now they're smoothing out more of the bugs he's going to be in an amazing state.
That's probably why he's so popular, though he's not my cup of tea personally because I suck at movement killers :(
-
@DavidHypnos said:
Now the perk is gaslighting you? I’d say I’ve heard it all but then I’m sure someone else would say something even more ridiculous. Resilience and Hope are the only two perks it has great synergy with and Hope is endgame. The only other perk you mentioned is also endgame and a one-time use.
PS. You want survivors to not remain injured to get the boosts from perks like Made for This and Resilience? Maybe you all shouldn’t have complained until healing was nerfed into being near useless. The current meta of “genrushing?” Killer mains created it when they decided healing was an issue. You wanted more chases? But survivors can’t have something that benefits them in doing so? Guess what? You’ll get even more genrush meta. Learn to stop complaining about EVERYTHING.
A little late to reply but whatever. I clearly elaborated on what I meant by gaslighting (an admittedly flippant use of the term but one that served a point to demonstrate how weird it is to deal with): survivors moving faster than they should can be a sign that they are cheating or have bad ping, but now it can also be this perk, and there's no reliable indicator of which until much later in the game. If a perk can make me think my internet is crapping out or my opponents are using cheats then I'm not wrong in calling out as confusing at the very least. I called out Hope and Resilience because they're the easiest and most common perks to use in conjunction with it, but better Survivors than I can find other strong pairings with it. To dismiss Adrenaline, currently one of the most popular and powerful perks in the game, simply because it's an endgame perk or one-time use is also very strange. A perk that strong doesn't need to activate more than once to be game-changing.
I didn't personally make the decision to nerf healing (a necessary if not well-handled one in my opinion: 8-second heals were ridiculous) and I don't know why you seem angry at me personally (or perhaps me as a representative of Killer players?) about changes that I didn't control and haven't affected things much anyway, since I still see the same amount of medkits in my games, just with more styptics and syringes and bring other healing or utility perks than Circle of Healing. I'd remind you that BHVR actually rowed back on their original plans after a wave of complaints from Survivors. Additionally, the genrushing meta is also enabled because several of the most powerful stalling and slowdown perks got nerfed or changed without compensatory buffs to other perks that needed it– I'll never understand the logic of making CoB useless but buffing Pop even further– so the average killer, i.e. the one most harmed by MFT, has even fewer options for pressuring gens. All this does is encourage camping and tunnelling: if leaving an injured survivor off-hook is just going to make things harder for you, why let them off the hook or back onto generators at all?
-
I feel like this post only exists to sow further division, it adds nothing new to the conversation. We've always known tunnelling is strong, we knew that before DBD was released because it fits the logic of an asymmetrical game. BHVR has implemented a bunch of anti-tunnelling options but sometimes tunnelling is so obviously the only way to win that a Killer will eat an OTR, DS and DH in a row just to tunnel someone out because it's more effective than the alternatives. The only way I can see them making tunnelling any less desirable than it already is would be making Survivors lose collision on unhook until they do a conspicuous action or like 30 seconds has passed (it would have the nice bonus of stopping unhooked survivors from bodyblocking the killer).
-
The new map is awful to navigate, I don't understand why BHVR keep making maps that are so cluttered. At least it looks pretty.
The Killer seems very difficult and can get screwed over by map RNG even harder than many other Killers, but with some more tweaks could be really strong in a non-oppressive way.
The perks on the Killer side are mostly okay, but could be a little stronger and aren't exactly meta-defining. The Survivor perks range from the weird to the downright problematic. Scavenger was going to break the game but was changed in PTB, but everyone missed that Made for This was also going to be an issue. It's another typical situation where Blight, Nurse and Spirit won't care about MfT but the weaker killers will be made to suffer even more, which at this stage seems to be BHVR standard operating procedure.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442031#Comment_3442031
They can’t be matched with an in exorbitant amount of SWFs b/c 4-man SWFs are like 4% or all survivors teams. There’s just no way this person is facing SWFs like that. And that says nothing about them being good SWFs.
You're correct, SWFs aren't as big a deal as people often make out and I can't say for sure that I'm getting any of them. I am, as the other poster suggested, however, getting matched against people with very high Prestige levels, frequently on newer Survivors, and very high hours in the game compared to mine when I'm able to tell. I talked to a Survivor who absolutely destroyed me when I was playing Ghostface on RPD (0 kills, maybe 4 hooks throughout) and it transpired that they had more than 4k hours in DBD compared to my (at the time) less than 500. I get that experience doesn't necessarily equal excellence but someone who has 800% more time in the game than I do probably has some advantage.
-
I worry that this change is going to make some maps suddenly weird or bad for Killer (Midwich in particular), but that at least is something that could be fixed by tweaking numbers and hook spawn logic. If it means that Bubba plummets in the kill rates, then maybe they'll be motivated to fix all the horrible bugs he has and give him some add-ons that actually benefit you to run them. Maybe they'll even buff his chasing potential so he doesn't have to camp. If kill rates overall decrease then maybe they'll look at some more global buffs/changes to Killer like they did last year.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441755#Comment_3441755
It sounds like a combination of mechanical issues on your end plus matchmaking not doing you any favors to ease the pain as you learn. Losses happen to even the best players, but a 30% win rate over multiple days means you should be reviewing how to run common tiles, decision making, patrols, etc. A lot of people here, myself included, would be up for reviewing gameplay and giving tips.
I'm on console so the process of extracting and uploading footage is pretty convoluted, but I'll see if I can't figure something out
I want to reiterate that this is a recent phenomenon. If this was just learning curve stuff then I'd expect a more gradual climb in difficulty– i.e the one I experienced in my first 100 hours or so where I noticed that people stopped falling for Sadako demanifest jukes– but this is a sudden spike from manageable to impossible. I'm using the same perks, playing to the best of my ability and discounting Killers whose mechanics I'm genuinely bad at (Slinger and Huntress being the most egregious) where I expect to get smoked, but it's just been incredibly unfun the past week.
The matches where I got 0 downs were:
- Doctor on Rancid Abbatoir where I literally couldn't find anyone until 4 gens had popped and by the time I was in a position to get a down on an injured Survivor they got Adrenaline. If I'd been running Corrupt and Deadlock then maybe I'd have had a chance but I wasn't.
- Spirit on Mother's Dwelling, where 3 gens popped before I found anyone and horrible map geometry and ambience meant I couldn't track people reliably and kept bumping into stuff. When I did get a down there was always someone with a weird Flashlight angle ready to stun me. I gave up when the 5th gen completed and just went and opened the exit gate and let them teabag me.
- Pig on Borgo, just could never keep up with Survivors who always had a pallet ready. Because I couldn't place traps on them, I had no additional slowdown pressure and no leverage, so they just walked out.
I did have a complete blowout on Plague where the Survivors made horrible unforced errors repeatedly and all died before endgame, but that felt more like they lost than I won, and wasn't very satisfying.
-
@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441755#Comment_3441755
This is an issue on your end. Even the weakest killers had around an 60% kill rate in the top 5% MMR. If you get zero downs and zero kills frequently then you're doing something wrong. I don't know what perks you bring or what your experience level is but I usually manage at least two kills even in my bad games.
I don't mean to be rude, but your comment is pretty unhelpful. The statistics give an extremely broad picture that doesn't conform to the real experience of many players, and moreover a 60% winrate doesn't even mean 'playing this killer means you will win 60% of your matches'. How you're doing as a Killer has no bearing on how I'm doing as a Killer since we're different people with different experiences. I think you've also missed that this is a recent phenomenon for me. I was doing fine until like a week ago when suddenly everything started going completely terribly. Other people have complained about wonky MMR lately, so I'm not the only one having a weird time.
-
The whole argument about cooldown is redundant when you consider that there is no reason not to run Alchemist Ring all the time and immediately get your power back on a successful use. Imagine if Spirit got her full Haunting back on a Grudge hit, or Huntress recovered her hatchet if she hits a Survivor with it. If Blight's add-ons were brought back in line with the new philosophy they seem to have (focus on breadth of effects rather than strength of individual addons, and no instadowns thank god) he'd immediately drop down to being closer to the rest of the Killer cast.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440710#Comment_3440710
This is what so many killer mains fail to realize. It’s a game of attrition. You don’t always have to mindlessly chase one survivor until they’re down. Have some strategy, yet be unpredictable.
The point is that I'm not doing that. I'm leaving Survivors that I'm aware that I can't catch for whatever reason and moving on, but if I can't catch any of the Survivors without losing the game in the meantime then what can I do?
-
@[Deleted User] said:
Everybody hits a skill wall where the things that previously worked for them stop working. It happens to everyone periodically until you essentially reach the skill cap. If you posted a VOD, I'm sure people would give you tips or be able to point out the mistakes in pathing/power usage. There definitely shouldn't be a consistent theme of chases without downs across multiple games on any killer. Something is going wrong if that's happening.
There's very rarely a scenario where I break off a chase because I can't down someone. I might stop a chase because the time investment won't be worth it or it's going to an area I don't need to defend, but it's not a capability issue.
In the last week I've had a winrate of around 30%, and by win I'm including any games where I get more than 1 kill. I get that I don't play the strongest killers and I'm not the most experienced person in the game but I am I stupid for thinking that there's something seriously wrong if I'm getting zero kills, and sometimes zero downs, in the majority of my matches?
-
@Caiman said:
An important skill to learn is picking and choosing your battles. If you can quickly identify who's worth chasing when and where, it helps.
The problem is that by the time I get that info the game is practically over.
-
@HugTechLover said:
Not a survivor out there I can’t catch. 👀
Blight profile pic and username might explain that.
-
@duygu said:
what killer are you playing
Anything except Blight and Nurse, which I guess is my problem.
-
What's interesting is that the level of 'agreement' about these things is by no means equal.
Camping and tunnelling can be annoying and oppressive, especially at their extremes, but they can also be necessary for a Killer to remain competitive in a game. It's not always easy to fix the edge cases without also interfering with the more general flow of the game.
Nurse is OP, but you don't need to throw out the baby with the bathwater. I would like to see her blinking less often, but also not HAVING to blink as often, so her move speed would need to go up to compensate.
Blight has ridiculously good add-ons and he should have to share them with the rest of the class. Some Killers have uselessly weak add-ons or ones that literally don't work, so a Killer with an incredibly strong power having such incredibly strong add-ons too is a little insulting (also see Spirit).
3-gens being more spread out would require a lot of map adjustment, and if gens overall end up being further apart you need to do something about map size or Killer move speed, since there are already a lot of maps where Killers with no mobility suffer horribly. The nerf to CoB and to a lesser extent Overcharge have made this playstyle less feasible, and if you've not already secured 1 or 2 kills by the time you hit the 3-gen you'll probably still lose if you aren't Skull Merchant (and can still lose even if you are Skull Merchant).
I'd appreciate it if you'd also mention things that Killer mains complain about too, like genrushing, supercharged toolnboxes, a lack of perk diversity, Killer imbalance, Adrenaline, SWF bully squads, and horrible map design, but I get the feeling Survivor mains are more vocal on this forum.
-
A lot of commenters are falling for the 'fallacy fallacy': the fact that the examples of 'carrots' for Killers OP gives are almost all horrible ideas does not invalidate the point that the general resolution of problems with some playstyles has been to nerf and not to buff. About 60% of the perks in DBD are either so weak as to be useless or are just fundamentally badly designed. There's only ever about 6 perks on either side that are actually reliably useful. Several Killers have an even worse situation with their add-ons, further restricting their options (Pyramid Head and Bubba in particular have several addons that have been bugged and nonfunctional for a long time now, while several other Killers don't have a functional power without specific addons). Rather than expanding the possible pool of options both Killers and Survivors have, to promote a diversity of builds and strategies, the attempts at balance resolution in the past year or so have been to selectively nerf the few meta perks and addons that remain.
I'm so sick of seeing 4 Windows/Lithe/Prove/Adrenaline combos in the endgame screen, because two of them are probably too strong and the other 2 are just among of the only other perks worth running for Survivors. Because what else are you going to run, Corrective Action? Technician? Red Herring? I for one as a Killer main would like to be able to use perks other than Jolt, Corrupt, Deadlock, Pain Res, No Way Out, Lethal, STBFL and Distortion, but if I don't, then gens fly by, I can't find Survivors in time on the huge, cluttered maps BHVR insists on pumping out and I get nothing in return for most other perks when at best they do barely anything and at worst they buff the opposition (Predator, Dying Light). At least in the gen-kick meta I had some more options, unhealthy as they were. And if BHVR decides to nerf the last good slowdown perks because they're being used too much while introducing Scavenger then I might just give up. And you know what the easiest response to all that is as a player? Only play the strongest Killers with the strongest addons and tunnel to control the game more easily, a further narrowing of what's viable to the detriment of everyone's enjoyment.
I'm hoping that we'll see more frequent passes over the useless perks to either buff them into relevance or fundamentally rework them so there is a compelling reason to run them. Alternatively, the habit of making things 'basekit' for Survivors might be extended further, so the 'necessary' perks and addons could become default and allow for more niche meme perks to exist, though I don't like the idea of unnecessary power creep.
-
Basement allows Killers to defend hooks more easily, punishes survivors who go down in the otherwise very safe shack area (when basement spawns there) and guarantees that there are at least some hooks in a certain part of the map that can't be sabo'd or reliably body-blocked. If they were going to get rid of basement (which they absolutely won't), you would need sweeping changes to how hooks work and how a whole host of perks interact with them.
-
@BoilTfover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438253#Comment_3438253
I love how you say it’s “Rare” THIS is not rare if all the survivors are saying the Same thing what part makes it rare ?? None one part about slugging is rare this is happening Every match not every blue moon or every week or year . This is everyday nobody is just playing badly and gets slugged because if we was playing badly what’s the point of slugging ?? If it’s that easy to hook someone because they aren’t playing good ? Make that make sense you only slug when we are playing good we are being punished because you can’t get a hook before we get gens done ?? So we are supposed to let you hook us twice and then do gens ?? Or not wiggle down ?? Let you willingly hook us is that right ?
Where did I say it was rare? I was describing a niche situation which was literally the only time where everyone on my team has ever been slugged, and that was clearly the Killer's objective from the very start, since they brought a map offering and build fully geared towards slugging and making it impossible for other Survivors to find and help up other Survivors. I may not play as much Survivor as you but I've only ever encountered that scenario once. The rest of the time more than 1 Survivor was down, I could see either good reasons for the Killer to do it or a failure on the Survivors' part that led to it. If all 4 Survivors are down at once, that means that they either all got downed incredibly quickly, or that the other Survivors have not done their job to pick up downed Survivors while the Killer is otherwise occupied.
Slugging a Survivor or two is sometimes necessary for a Killer to win a game. Slugging all the Survivors and waiting the full two minutes for them to bleed out is not. In the same way, sometimes camping/defending a hook is a good idea, but we shouldn't encourage face camping the first survivor you down for the duration of the game.
I don't really know what point you're trying to make with all those random question marks, and to be honest your writing is incoherent and hard to understand. I'm sure it must suck to be slugged, but I honestly do not believe that it's happening to you every game, unless your favourite loadout is a hook distance offering, Boil Over, Tenacity, Flip-Flop and Saboteur.
-
There are 3 distinct scenarios which fall under the term 'slugging':
1 Downing multiple Survivors before hooking any of them. This is either a necessary part of a Killer's playstyle (think Twins, Tier 3 Myers or Oni during Blood Fury) or because Survivors have made a big mistake and grouped up too close when vulnerable in some way. Whether or not this is fair is debatable, but would require massive Killer overhauls to change.
2 Downing a survivor and not hooking them because hooking is impossible or inadvisable (you know they have DS up/they're running Boil Over and they've run to the top of Eyrie / another Survivor has sabotaged your hook or is hanging around with a flashlight). That's forced by Survivors' choices, not the Killer's, so don't complain when it happens.
3 Downing a Survivor to 'punish' or grief them. This is the one that actually needs addressing. As someone who's been on both sides of this, there's definitely shades of grey: I don't think a Pig should use map offerings and an incredibly specific build to allow her to slug a team of baby Survivors like me and make us all fully bleed out instead of hooking us and actually playing the game, but I don't know how you rule out such a niche case. I have slugged Survivors when they've been exceptionally annoying (spamming a window vault in the corner of the map instead of actually playing the game, or refusing to either take hatch or let me hook them when they're the last Survivor) or unsporting to their teammates (farming them for unhooks or trying to gang up with me as Killer against them), because I feel like if their motivation is to waste someone else's time then they should know how it feels.
-
Tunnelling is sometimes a necessary evil to get the win as Killer, and that's pretty hard to shake. If bad maps and bad RNG were less of an issue for most Killers then they could take some more powerful steps against tunnelling, like removing Survivor collision on unhook or something.
-
Something like a more specialised but lower-range Whispers crossed with Ghostface's reveal indicator would be really helpful. I'm not hard of hearing per se but have an auditory processing disorder that means I struggle to filter out and interpret sounds sometimes and it can be really hard for me to pick up on some sounds in the game. I can't even reliably hear Survivor footsteps when using the stupid Freddy add-on that amplifies them, and there are some Survivors who are practically silent when uninjured and extremely quiet even when injured (I'm looking at you, Ace and Sheva). The sound design in DBD feels extremely inconsistent compared to other pvp games where audio cues are relevant. There's no reason for Killer not to have at least some accessibility options, and I fully believe that it can be managed in a way that's not an overall buff to every Killer (and even if it is, there're plenty of Killers who could use a buff).
-
There hasn't been a balanced or Killer-sided map release or rework in at least 2 years, and some maps are so horrifically unbalanced that they verge on the unplayable for weaker Killers unless Survivors make extremely stupid mistakes. The facts that there are 4 Survivor offering slots and that a majority of maps are Survivor-sided mean map offerings are always going to be something Survivors, especially SWFs, can use to make Killers' lives miserable. On the rare occasions a map offering isn't to one of the worst maps in the game for most Killers, it's being used because at least one of the Survivors has an annoying, gimmicky strat that they want to use to again unreasonably aggravate the Killer (i.e Flip-Flop, Unbreakable, Tenacity and Boil Over and camp some weird spot whenever they're chased so they can't be hooked).
Either maps need to be rebalanced or map offerings need to be nerfed so they do not guarantee a particular map or realm. This cuts both ways: if there are maps with particularly low survival rates then they should be changed too. Until then I'll continue to camp, tunnel and slug whenever I see a map offering just to make a point.
-
Why not bring a ward to counter map offerings instead of bringing your own if you're so worried?
If you bring a map offering, I don't usually DC. I just tunnel, camp, slug and BM everyone to the best of my ability, especially if I think you brought the offering. If BHVR won't nerf them, Killers just need to discourage Survivors from thinking bringing them will make the match more fun.
-
Adding voice comms will not help the vast majority of solo q Survivors, it would just make it easier for toxic people to be gross and make even more work for the already overwhelmed BHVR support team. Not to mention on the EU servers you'd have little chance of everyone even understanding the same languages, never mind cooperating perfectly.
Just make Kinship basekit and maybe give Killer FoV slider to compensate.
-
The majority of messages I get are 'gg', though yesterday I did get called dogs**t for playing a little mean to get a 3k as Huntress (one of my worst Killers) after the survivors brought BNPs and a map offering that put me on Cowshed. My only regret is that I didn't tunnel and camp the map offering bringer harder, as he was the one who escaped :(
-
This all just feels like a flex on OP's part to say how good he is at the videogame. Congrats, you're good at the videogame. I'm not.
I'm a mediocre player with a bit less than 500 hours, mostly Killer, some Survivor. As it stands, if I'm not playing a high-tier Killer or playing against absolute baby Survivors, my average initial chase time is usually long enough for the remaining 3 Survivors to clear a gen (this is assuming I didn't bring Lethal Pursuer and the survivors didn't all spawn next to each other), with more time if it's a large map, a more gen completion if there are strong toolboxes and Prove Thyself at work. Sometimes the only option I have left is to tunnel a survivor because I literally can't find anyone else because it's Mother's Dwelling and I'm playing Clown and the generators are 500 miles apart. The reason you found a Survivor and caught them in the first place (bad awareness, lack of game sense, brass neck weird Archive etc.) could mean you're more likely to find them again instead of another Survivor, and if a Survivor is in front of you and you can injure or down them, why wouldn't you? It's hardly the first thing I plan to do in a match, but it usually ends up happening at some point regardless.
With that out of the way, the real incentives for not tunnelling should come from within the game, not how random internet forum stranger judges me for breaking his Honour Code. On most killers it is so much less stressful and more straighforward to tunnel than not to tunnel that going out of your way to get 8 hooks before securing a kill amounts to a kind of masochism. They tried to disincentivise repeatedly hooking the same survivor with that nerf to Pain Res, but, without adequate slowdown options, the most effective way to stall gen completion is still to tunnel a Survivor out so there's 25% fewer people working on them at a given time. The rarely-discussed corollary of 'tunnelling should be harder' is that 'not tunnelling– getting multiple hooks on multiple survivors– should be easier': that requires map changes, perk changes on both sides, changes to Killer powers and even fundamental changes to the flow of gameplay.
-
If a Survivor runs Boil Over, I tunnel or camp them: if you're going to make it extremely annoying for me to hook you after winning a chase against you, then I'm sure as hell gonna make sure I don't have to do it too many more times. I especially don't like the Boil Over/Power Struggle, Tenacity, Flip-Flop and Unbreakable combo that I see surprisingly often. It makes no sense to me that there's a whole suite of perks that Survivors can use to punish the Killer for doing their job, to the detriment of being at all useful to their team or to avoid getting downed in the first place. I agree with OP that I don't understand how it's any fun, especially when the most efficient response from a killer is to slug the offending Survivor (and even camp their body so you can't get helped back up or use Unbreakable).
-
Killer: I've been getting back into playing a little Pyramid Head recently and it's so refreshing to actually have a power that does things. Hitting a fat prediction Judgement through a wall is one of the most satisfying feelings in the game.
Survivor: Yui I guess?
-
Adjustable colour scheme for auras, scratch marks, etc. I'm colourblind and on several maps I can't see scratch marks even with colourblind settings on. If I could make the Entity's presence hot pink I might have half a chance on Coldwind or Borgo.
Give ranged Killers a native crosshair, people use external ones anyway and it might make Deathslinger less painful on console.
Fix Twins already.
Survivors see what perks other Survivors are bringing in the lobby, Killer sees what items and offerings they're bringing (so I can dodge bully squads easier).
More consistent logic with hook placement, especially on multi-floor maps.
Fix Bubba already.
A clearer post-game breakdown of what earned me BP would be nice.
Fix Pyramid Head already.
-
The game's not in a great spot for Killer either: there's still only about 6 good perks in the game, with the rest being either fundamentally useless, nerfed because they made 3-genning too strong (even if they weren't really the problem) or bottlenecked in strength by Blight, Nurse and Spirit. A whole bunch of Killers are incredibly weak or just nonfunctional, with bugged powers and add-ons everywhere. Most maps are awful for the average Killer, with some actively made worse by reworks. On top of that, Survivors DC or give up as soon as something happens that they don't like, which can even be as simple as getting a certain Killer or their map offering not working out for them. The only perks I see are Adrenaline, Lithe, Windows of Opportunity and Prove Thyself, which is so boring and predictable but completely understandable given how most Survivor perks are trash and half of the ones I mentioned are insultingly strong. The strongest items and item add-ons are so common now that you just have to assume that everyone has a BNP or syringe and will fully abuse them. The nerfs to medkits counterintuitively has made them more prevalent, so a bunch of Killers feel even less effective than before.
-
With the exception of Wesker, the 'tunnel/camp-heavy' Killers are all pretty weak or inconsistent. Only Billy on the 'play fun' list is really that inconsistent compared to Blight and Huntress (who is actually a horribly effective camper). Funny that the killers who struggle the most to get downs and hooks are generally the ones most inclined to defend or capitalise on them...
-
Damn, I barely ever see SM in my lobbies, it's all Ghostfaces, Weskers and Nemesises (Nemeses?).
When I play SM, I go super aggressive rather than committing to a 3-gen early on, which is probably why I lose a lot of my SM games (except where Survivors DC as soon as they see me or they get downed at 5 gens because they didn't realise my drone speeds me up).
-
Old DS was inconsequential for Blight, Nurse and Spirit and awful for everyone else. New DS is less awful (and even more inconsequential) but still useful if you use it right. I'd like it if DS reset the powers of killers who have 'charges' of their power (like Blight, Nurse, Spirit, Wesker etc.), so it felt more impactful, but being stunned for a long time is just not fun, especially if you're eating the DS after 59 seconds on a weaker Killer. If you're worried about getting tunnelled, bring DS and/or OTR, and/or Dead Hard if you're really paranoid. The real secret to minimise the risk of tunnelling is to carefully time unhooks and to take protection hits, but solo queue Survivors will naturally struggle with that as is.
-
I guess the unsympathetic thing to say is 'don't 3-gen yourself'. You were on one of the biggest and most Survivor-sided maps in the game against an m1 Killer with average mobility. Regression perks are generally much weaker now too, so the constant kicking strat is not nearly as useful. If you were facing a stronger killer, you'd all already be dead by the time you reached this stage. If you were facing a weaker one, you'd all alrady have escaped. While wearing a claw trap, she loses a drone, so she has at most 2 at the point you took the screenshot. If she downs someone, it takes her attention away from gens, potentially long enough to finish one if you've been chipping away at it gradually. I get that it's not fun to be stuck in a bad spot, but it may be better to accept that you've reached a point where you don't have any optimal moves left and to just try something knowing that it doesn't have a good chance of success, because it's better than doing nothing.
-
The lockdown play style is definitely oppressive and can wreck an unorganised group of survivors, but the problem is that it's the ONLY way to get value out of Trapper, and it's not even consistent. If you get a bad basement spawn or don't catch a Survivor in the wrong place, it doesn't work. Trapper shouldn't be passed over for buffs/reworks just because he has one unfun, gimmicky style that is dependent on a bottlenecking add-on: the exact same can be said for Sadako and Myers. Unfortunately the approach to balance being driven by statistics devoid of context means these Killers are kinda stuck. If traps near hooked survivors auto-disarmed like Skull Merchant's drones, they could then buff the hell out of Trapper and his addons to make him compete with the other tactical/setup killers and make him actually fun to play and play against.
-
Doesn't this overlap with Vigil a lot? I can't recall the full details, but that includes faster recovery from some negative effects. Additonally, many of the sources of these effects (perks mainly) inflict them until fully healed, downed, or some other condition, not a timer, which would invalidate this perk. Finally, I'm gonna level with you as a Killer main here: most of those effects are pretty weak anyway. Blindness is definitely a solo q stomper, but unless you're running all aura perks and have no short-term memory and/or are playing on an indoor map it doesn't affect you in the main: plus, the addons/perks that inflict blindness, and the killers that use them, are generally kinda weak compared to others. Haemorrhage and mangled should in theory be powerful, but I've rarely seen it have a significant effect on healing times given the proliferation of healing speed buffs. If you're not self-caring in the corner and missing every skill check, it's not going to have a huge impact, especially if it's been applied by an M1 killer's Sloppy Butcher, because an M1 killer is going to struggle to catch up with you if you're not already downed or make some stupid misplay which had nothing to do with Sloppy Butcher anyway, when they could have just brought STBFL instead and down you faster.
-
I was going to go on a whole spiel about how bad map balance is in this game but I realised this isn't the place. I like the tone of Macmillan maps, they have a really oppressive, gloomy feel that fits DBD so well. Ditto Midwich and to a lesser extent Yamaoka maps.
-
Killer had a bad game and reacted accordingly when given a chance to do so, surprised Pikachu face. Survivors waiting for 2 minutes at the exit gates for the killer to come and watch them teabag and gesture before leaving is absolutely infuriating as killer. Your running back in could be misinterpreted as you BMing the Killer further, and sometimes giving a kill when it's clear you've already won can be pretty patronising, though I'm sure that wasn't your intention. It's not cool to BM in most situations but I can understand why someone would do that to you in this one.
-
My concern is that these changes benefit the killers who were already super-strong or could be oppressive without slowdown perks, while leaving lower-tier killers with even fewer resources than they had before. None of the slowdown perks were even that strong individually, but because Skull Merchant and Knight's designs are fundamentally flawed, they're taking the easy way out and nerfing perfectly fine perks instead or reworking killers: the same thing they did with Nurse for the better part of 3 years. Meanwhile, the killers who can't do what the top tier killers and the weird ones like Knight and SM can do are left worse off with no compensation: slower healing doesn't matter if you're still unable to quickly catch, down and hook survivors in the first place, and worse slowdown options give them even less time to do so. On the survivor side, reduced slowdown and worse healing encourages gen-rushing and discourages altruism: everyone was already bringing medkits and still will, but will never heal each other if there's no incentive to do so and it takes longer. I'm glad CoH and DH are getting pared back but Adrenaline and Prove Thyself weren't touched, while the million garbage perks piling up on both sides are still a waste of space. If there's not a considerable course-correct in the PTB, we're going to see one annoying, unfun meta replaced by a differently annoying, unfun meta.
-
Plague is strong, not OP. As everyone else here has pointed out, the fullest extent of her power is RNG-dependent (whether survivors cleanse, where her Pools of Devotion spawn etc.) so Plague can dominate or be dominated because of a variety of factors, some of which are under neither the Killer's nor Survivors' control. Her addons are also very strong: even her meme addon is quite powerful in the right build. If her power were more consistent, then she would definitely ascend to around the Spirit's level of power i.e verging on OP if you use her best addons, but she's not. Knowing when to cleanse and when to tough it out is, like 99% of things in this game, very difficult for beginners to grasp.
-
The maps that are killer-sided are a bit killer-sided but can still be manageable. The most survivor-sided maps verge on the unplayable for some killers in the roster. It’s telling that the standard reaction of killer players and content creators to so many maps is ‘oh god not ____’
-
Knight is not strong in the same way that Blight, Nurse or Spirit are strong. He's strong in a very specific way– controlling a small area or a 3-gen in the late game– that can actually be avoided by coordinated survivors. Unfortunately, coordinated survivors don't exist outside of SWF. Additionally, certain maps are very good for Knight, containing tight loops or closely-packed gens, while others are terrible for him (and for most killers that aren't the 3 mentioned above). The problem is not with The Knight, it is with solo queue Survivor experience and map balance. I really enjoy some aspects of Knight as a tactical killer that doesn't rely on mechanical skill so much as intelligent strategy, but I understand that he can be boring and oppressive if played with meta perks (as well as underwhelming in several other matchups).