WishIcouldmain
WishIcouldmain
About
- Username
- WishIcouldmain
- Joined
- Visits
- 7,381
- Last Active
Comments
-
Maybe
-
@Sluzzy said:
All 3 perks are crutches, really. Especially a high mobility killer with any tracking perks, beacons telling killer where to go in a horror game. With BBQ a high mobility killer is always instantly downing someone and it does make it impossible to get gens done. Now add in slowgen perks like Ruin and PGTW and you see what is happening. All of these perks are winning a lot of killer games.
BBQ has plenty of counters.
PGTW was nerfed so no longer could a 4.6 or 4.4 get across the map in time to pop a gen
Noed can get changed don't know how.
-
Laughs in Gas Heaven.
-
Please play killer more.
-
Once you get one survivor down you've figured them all out.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1952736#Comment_1952736
m1 basically means loopable, can not get htis at pallets. I get what you're saying but generally m2 killers are killers who predominantly get hits on their M2 ability which is used to counter looping, nurse blinks, spirit phase, hag traps, pyramid head POTD etc
But Billies use their chainsaw constantly.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1952040#Comment_1952040
You mean Billy....an M1 killer where survivors control the chase. That was my point, thanks for proving it.
Also survivors don't quite want those killers like that do they? they wanted nerfed Billy which they got, and now they want nerfed huntress which they will get.
Billy is an M2 killer
-
Yeah new Clown is way better I think people are just a little stubborn with the new bottles. When this video shows it makes Clown ability to get from loop to loop much better. Since an issue with Clown before was you couldn't catch or slowdown the survivors enough before they could drop the next pallet. But with short reload and speed he's much better.
-
@DemonDaddy said:
Spamming his power?🤣
Like most m1 killers he is easy to pick up.
He can put snares down but that does nothing if not placed beforehand and your asleep. It's not even that good unless the survivor is dumb enough to continue that same loop. If you run it until he places snares, throw the pallet, then move to the next, his snares are never an issue and it removes previous setups in the process. His teleport is good in combination with perks, but still limited in the frequency of use. The only way he progresses killer objective is a m1 slap.
Not all loops are chainable
-
@[Deleted User] said:
if someone can explain how pressing space to vault/drop a pallet, running around in a large circle and then pressing space to vault/drop a pallet again is skillful then I'll explain how freddy is skillful.
Freddy still isn't skillfull. I want a dynamic power. I want to play Doctors and Bubbas not yawn Freddies.
-
@trying1121 said:
I mean what's ur point with saying certain killer takes no skills? Is that supposed to be bad thing in a game with 4vs1 where all they have to do is hold m1 and hit skill checks? Not to say it takes them 5 mins to finish all gens
Not none but little out of all the killers Freddy requires the least amount of proper training.
-
@[Deleted User] said:
I mean he is, any killer is that is why you can still win against Freddy.
If he required no skill he would have a win rate of 100% or close to it.
He is just much easier than probably every other killer in the entire game, short of maybe a face camping Bubba, due to the inherent nature to spam his ability. The result is that his winrate is slightly high in every matchmaking bracket and skill bracket there is, because a good Freddy player is utilizing things efficiently, but just has a bit too much at their disposal, and a bad freddy player is just so spammy with their power they have a lot more chances to just get lucky or disrupt survivors even if they put no thought into its use at all.
He still has a lot of base killer knowledge required as well, given he still has to M1 survivors, grab survivors, play around lockers, loops, every other fundamental mechanic of the game.
I want his power to be dynamic.
-
@QwQw said:
Well I agree that Freddy doesn't take much skill to play, but he certainly takes some. Bad Freddy's put their snares in weird spots and don't make use of them during chases, and they also don't use their teleport to mindgame.
Compared to everyone else.
-
@Killing_Time said:
Freddy is fine. He's a M1 killer with mobility, that's it. We all know slamming gens beats him like 99% of the killer cast.
Stop trying to loop and play against him like every other Wraith & Trapper.
Doesn't mean Freddy is skilled. I don't want to play someone with a lame and easy playstyle. I want to face Huntress's and Pyramidheads instead of yawn Freddy.
-
That's more polishing her then a rework.
-
Gonna go play mobile instead.
-
I don't get why people act like DS is worthless now they'll still be safe from a tunnel.
-
Unfortunately for me I'm lagging like crazy and landing hits that for some reason didn't register. Yeah and getting hit a map away as survivor this update sucks.
-
@HuDawg said:
Had 7 matches where the killer tunneled and face camped me to oblivion now that ds will be nerfed to the ground tunnelers will become much more annoying wasting my entire match. I'm done i quit i'm not playing this game anymore i don't care what happens to this game you won't be seeing me in a lobby anymore
Well if the killer tunneled you then DS will have still done it's purpose
-
@Karna5 said:
You're confusing programming with designing, Wishlcouldmain. I realize you're just trying to insult the developers, but I'll answer your question.
To program a game you have to learn mathematics and how computer memory and hardware works, and then you need to learn one or more low level computer programming languages.
Once you've learned all that you can learn to design things, but you must learn them all if you wish to be a good programmer and then a good designer.
This said, I don't believe for a second you wish to learn to program games nor to design them.
No I don't, but when someone makes it their job they should do it as good as possible.
-
@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/1938000#Comment_1938000
lol what? DS is still here unchanged.
For when it gets changed.
-
Since they're reworking all maps to a new common standard those new standards like breakable walls gotta go to reworked maps.
-
Mobile be doing more then the devs.
-
@Alionis said:
Freddy has the same lunge as literally every other killer.
I know that. Because he has a small character model but still has the range of say Trapper some hits will seem weird. Take a joke.
-
That's how they're getting people to play killer more.
-
@Shirokinukatsukami said:
Today is almost done here in the Eastern side of the world. The update ain't coming.
Realm Beyond 4 said it was coming February 9th.
-
@Raz_ said:
i dont understand all the killer mains whining and crying about some survivor perks.
the best excuse is "DS is carrying" "bt is carrying" etc
you guys act like Tinkerer, ruin, undying isnt carrying?
Pgtw isnt carrying or any other perk.. these are not carrying matches?
what is wrong with killer mains always attacking survivors and there perks.
"DS needed a rework because it carried survivors" well then every perk who is carrying you needs to be reworked lol
so devs when will ruin, tinkerer get reworked? since something strong shouldnt never a thing in the game right?
gosh stop with the whining its just emberassing nothing else at this point honestly.
there is one perk what carrys me and its RESILENCE well.. i guess soon it will get nerfed since its carrys me every match with faster vaulting.
Ruin and Tinkerer are fine. PGTW got nerfed and Undying is getting nerfed so chill. And because you said killer mains as like you don't do killer I'm gonna guess you're looking at this from a biased perspective.
-
@[Deleted User] said:
Wooden breakable walls would so not fit inside a laboratory.
Neither did the game.
-
@HommeBizarre said:
Hawkins will not be reworked because it has already overhauled graphics
Nah I think it's kinda dull the graphics. But noy even the graphics. It doesn't have the new standard or breakable walls. It's old enough and is unpopular enough. Could get the Lerys treatment a way to finds gens easier. Or the Game treatment being opened up possibly.
-
@CakeDuty said:
I doubt Hawkins is planned for a rework. Graphically it looks pretty good and my theory is that, once they've reworked the last maps, they're going to disable bloodlust, which will help with the whole "unsafe pallet" situation on Hawkins
Not sure I think it's old enough it's on the list. And you know it needs some breakable walls.
-
Please tell me you're trolling?
-
People want a fast paced game Hag is unique in that she doesn't do that and survivors after playing the other 21 chase oriented killers will likely forget Hags playstyle.
-
Overall not much a difference though I've seen PC survivors loop tighter. And Console survivors do more jukes.
-
@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1925256#Comment_1925256
Tell me what the risk is.
The risk is you block the gen. Then you lead of the killer. He downs you but the gen that could've been fixed by your teammate and helped you win isn't repaired because of Repressed Alliance.
-
@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1925366#Comment_1925366
You seem to have missed my point. You are making a blanket statement that certain perks are flat out, unilaterally better than another when they each have different strengths and weaknesses so they flat out aren't. Maybe you personally find certain perks to be more useful, but that does not mean that they are for everybody in every game under every possible situation.
Bond gives you nothing if your teammates are outside 32m of you. Empathy has a much longer range than Bond but is useless if no one is injured. Aftercare has zero range restriction, but has some other restrictions. You can't just say one is better. Each of those perks have strengths and weaknesses and which one is better heavily depends on what you're trying to use it for.
Similar story for Visionary vs Detective's Hunch. If you only care about where the Generators are, Visionary is better because it has substantially higher uptime than Detective's Hunch. Including at the very beginning of the game.
You also seem to have completely missed the point of Off The Record. Speaking as someone who used to play super stealthy on the Survivor side all the time, the hardest point to be stealthy is right after getting unhooked. The Killer knows where you are, you're bleeding, you're loud, and if you want to get away at a decent rate you have to run which leaves scratch marks. Off The Record is designed to help with that pain point of playing Stealth. Sure, Off The Record isn't active for the entire Trial, but it doesn't need to be to do its job. If your goal after getting hooked is to hide, heal up, then get back to it... well that aura reading blocking its got is really nice since BBQ and Nurses exist AND you don't need muted injured noises permanently... just long enough to heal back up. To get both those effects without running OTR, you'd have to run both Iron Will and Distortion, eating half your perks and Distortion is crazy limited with the number of tokens it gives. Now would it be swanky if Off The Record also blocked scratch marks? Sure. But to argue that it has no purpose just because Iron Will exists is just wrong. You can maybe make a case that it doesn't do its job well enough but that's not what you said.
Also Off The Record is getting an indirect buff with the coming buff to Fixated. Sauntering away from the hook 20% faster with OTR + Fixated sounds like a fantastic way of disappearing. No noise, no scratches, no auras. If your Killer isn't good at tracking blood or you're running Lucky Break... well you just turned into a ghost.
That must be why I don't see any Visionary, Aftercare, and Off the Record Gamers because they're the best perks to run. If they're so great how come I and everyone else see Bond, Iron Will, and Detectives commonly? Oh right they're better perks the perks you mentioned niches and downsides aren't worth the perks slot. And you don't need Visionary if you've played the game enough it's a beginner perk.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1925473#Comment_1925473
He’s honestly quite balanced but very good against inexperienced players
Yes he is balanced though unfortunate those people who don't know how to play him say nerf him. But Freddy and Spirit yikes on the nerf train.
-
@Phasmamain said:
I like him because there is a lot of outplay opportunities for both sides and his power has clear counterplay(lockers)
Freddy you can stay awake but eventually you will be chased asleep and you will have 8 snares spammed at a loop without a penalty on Freddie’s side
I might as well unplug my moniter against a good spirit and save us both the trouble
Unfortunately I've seen people have no clue how to play against him. They don't leave his terror radius. And at loops they won't pre drop a pallet or vault early then have no clue why they can't vault or drop.
-
Because in reality where if we went of capable survivors Doctor and Pig would be lower but we have Locker Dwight's, Corner Care Claudettes, Megs who walk around all over the place, and Neas who Urban all over the Place. In reality if all survivors were capable Pig would be on the low end. But often her RNG will win for her or loose for her so stats are hard with her. Doctor while still strong would be lower but from what I've seen survivors have poor understanding of his power they'll often not pre drop a pallet before getting shocked or hug a window thinking they'll be able to get through. Less of them and more survivors. Don't go off statistics because we know Nurse is the best although stats say she has the lowest kill rate. And Doctor is mid tier but survivors lack proper knowledge against him.
-
@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1925271#Comment_1925271
Self Care for one. Yeah sure some people use it badly or at the wrong time, but it eats the same amount of time as a standard heal and makes you a lot more self sufficient even without comboing with anything.
Tenacity for another. Granted if the Killer insta picks you up it isn't so good, but if they leave you alone even for long enough to kick something you can disappear on them and save yourself a hook state. Sure you can't pick yourself up, but the fact that you can use it more than once in a match makes it better than unbreakable in some ways.
Better Together is another perk you seem to be under appreciating. As the teammate of the person, it lets you know that you can come there for healing or to bust through a generator or you can not go there to not bring the Killer there or to spread out on gens because that's the most effective way to get gens done early on.
Also... I just read your OP more closely. Some of your claims are just... what? Visionary is not trumped by Detective's Hunch. Detective's Hunch doesn't do squat to find you your fist Generator because it needs to have a gen pop to activate. Visionary is "I need to find a gen now", Detective's Hunch is "I want to find everything". Similar story for Bond vs After Care. Sure After Care can be turned off, but Bond has limited range and doesn't give your teammates any info at all. With full After Care, your whole team will know you're going for the unhook so they can stay put and... if you get intercepted, they'll know that too before you take a hit.. Iron Will vs Off the Record don't even have the same purpose? Off the Record is Stealth version of Decisive Strike. Iron Will is to limit the Killers info whenever you're injured and won't do crap for you when you're med kitting yourself post unhook vs a Killer with A Nurses Calling or a Killer with BBQ who just got another hook.
Self-care is in the needs something to be efficient. Tenacity yeah it's good but killers will usually pick you up so I prefer to run it with something else. I just don't believe Better Together is necessary I see it pop when I was already going to that gen. And Detectives is still better then Visionary which is a beginner perk only coming in clutch on indoor maps where gens can be tricky. You play the game alot so Visionary isn't necessary you know gen spawns. Why run Visionary with a range that doesn't cover majority of the map and a Cooldown instead of the superior Detectives a perk that has done me just as good on indoor maps and find me that Devour Hope or Ruin. And that three gen much more easily. Why run Visionary over that? And Aftercare is an unfortunate perk where why go through those requirements risk it deactivating when I can have Empathy or Bond always up and running. The problem with most of the perks I listed is there's a better option. And why have off the record which one has a requirement you don't want to do get hooked doesn't last whole game when I can Iron Will help me more actively. Why run Visionary a beginner perk when you know gen spawns Aftercare extra steps that can be taken away, or Off the Record with a requirement you want to avoid perks with limitations when there are superior versions. Detectives rewarding you with so much information, Bond always gives you info that can't be taken away. And Iron will where it can actively help you in first chase avoiding the first hook throwing off the killer. Face it Visionary, Aftercare, and Off The Record aren't as good. But I will run Aftercare sometimes. But Visionary is unnecessary and Off the Record is bad
-
@FFirebrandd said:
So... here's a tip. Just because a perk needs a combo to be really good doesn't mean it isn't good. Like sure Dance With Me needs Q&Q but with it, it is really good. Also there's several other perks in that list that are pretty good. Just because a perk isn't "meta" doesn't mean its useless.
I meant that some perks are pretty meh on their own but with a proper combo can perform well. And name those several perks you mentioned.
-
@ChurchofPig said:
We're Gonna Live Forever and Unbreakbale aren't comparable because We're Gonna Live Forever is only faster healing when you're healing downed survivors not yourself. Unbreakable is for yourself. Besides no one is bringing We're Gonna Live Forever for healing, they're bringing it for bloodpoints.
Repressed Alliance is fine. It takes a long time because it almost guarantees you get a gen unless the killer just sits in front of your gen and in that time YOU COULD BE DOING ANOTHER GEN.
Built to Last is fine. If you're suggesting it should work for perk tokens I don't think it should. I think it's fine to just be used on items and it should be able to used more than once, but on a token system so it can't be used indefinitely.
The other perks I agree with, but that doesn't mean they aren't fun to use (I'm not saying that you said they weren't)
Repressed Alliance is to big a risk
-
@[Deleted User] said:
Plunderers and Appraisal are among the best survivor perks in the game just for how often you'll find a purple/pink key. If you put a chest offering it's basically impossible to not find one.
Assuming your teammates don't go item searching with nothing before you.
-
@Mister_xD said:
but...
not all perks need to be meta perks in order to be fine...
a lot of the perks you listed are perfectly fine the way they are. yeah in an competetive environment they have no place, but this game isnt nearly as competetive as you'd think.
stuff like Plunderers Instinct + Appraisal + Pharmacy + Ace In The Hole are still perk builds that are a lot of fun to use, i dont need every single one of these to be Decisive Strike / Unbreakable / Dead Hard levels of strength. the most fun you'll have when you dont run them and instead actually go for something gimmicky - such as Diversion, Head On, Quick & Quiet + Dance With Me + Lithe, etc.
perks dont need to be meta to be fun. and in the end, fun is all that matters.
When I'm facing meta killer with their best perks why would I run WGLF instead of Unbreakable. This is Not Happening over Resilience, or Spine Chill over Premonition this is a competitive game. Fun is being able to survive.
-
@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/224696/all-survivor-perks-with-little-to-no-value
I'd like to start by saying PERKS are meant to synergize with each other; hence why killers and survivors come with 3 perks. Just because it isnt useful on its own, that doesn't make it useless.
Lets break down some of the "useless" perks you got here.
Calm Spirit - Counters Doctor, Clown, Pyramid Head, Blood Pool Freddy, Plague, (currently bugged), Iron Maiden, Infectious, Spies, Deathbound, and it also makes it so you make no sounds when you take damage.
Urban - Counters Pyramid Head, Huntress, Hag and can be used to quickly get out of areas without leaving scratch makes if the killer is nearby.
Ace in the Hole - Can be used to keep powerful addons after matches. Use a Whiteward for max efficiency.
Open Handed - Being buffed to 16 meters on Tuesday.
No Mither - 4 man SWF combined with Soul Guard/We'll Make it/Botany is literally invincible
Wer'e gonna live forever - Provides 100% extra BP, picks up downed survivors faster; also has a hidden feature.
Vigil - Stacks with other survivors
Tenacity - Can be used to quickly crawl away from killers. especially if another survivor buys time for you. Can also recover while crawling
Windows of Opportunity - Shows if you're running into a dead zone, shows if survivors are looping nearby, shows if killer is nearby.
Better Together - Good for gen rush Solo survivors.
Camaraderie - 34 extra seconds during struggle phase (Enough time for team to heal up and rescue). Used heavily in tournament play.
Red Herring - Can easily turn the tide of a game (especially at end game when they cant afford to risk not checking generators)
For the people - Can instantly pick up downed survivors; useful for saving a teammates on their death hook if you havent been hooked yet.
Repressed Alliance - End game perk used to prevent killers from using Ruin and PGTW on gens. Useful if you get stuck in a 3 gen.
Built to last - Can make a Flashlight and Medkit last the entire game.
Appraisal - Does not need a build. You can search multiple chests multiple times. CAN combine with other perks to make it OP
Plunderer's Instinct - Shows where chests and items are(Franklin's Demise counter) and gives higher probability for Keys.
Premonition - Premonition gives an auditory warning if you're looking in the killers direction. This also trumps stealth killers. Spine Chill requires the killer to be looking at you and a stealth killer can simply walk backwards or sideways toward you.
This is not happening - As you said "GOOD SURVIVORS".. People dealing with FPS drops can get use out of this and it also works for healing and saboing.
Calm Spirit is still situational. We can't say a perk is good four countering 4 perks out of 72 when only one of those are good. And 4 killers out of 22.
Urban in your case can counter 3 of 22 killers when Hag is extremely rare and it doesn't take much time to go over Pyramidheads trail.
Ace in the Hole can only be used 3 times base with teammates also searching chest
No Mither good one
We're Gonna Live Forever isn't bad but like many other perks I listed are outclassed by some of the first that can do it better.
Tenacity is okay on it's own but for the best efficeny it's best used with something else.
Windows won't do much with windows and that cool down is pretty dumb
Better Together you'll search the area for gens and already likely head to the area someone's at but can be nice on indoor maps
Camaraderie requires coordination hence why yes it'll get used in tournaments but in solo Q where survivors will rush the hook not knowing you have camaraderie or not get close enough fearing the slightest beat of a heartbeat it's not good and only gets used once.
Red Herring like you said endgame but it's not a guarantee you'll get to the endgame and maybe you won't get close because you took Herring over an exhaustion perk and killers will have a good idea over gens.
For the People is risky but okay you want that playstyle go for it
Repressed Alliance you said endgame perk once more not a guarantee and is it worth the risk you Repress a gen run away get downed then the killer goes back to the gen when it could've been fixed by your nearby teammate if not for Repressed Alliance.
Built to Last fine you can say it works but the other items it's not to good.
Appraisal I just think can be underwhelming
Plunders my bad didn't know it gave a better chance for keys.
Do not tell me Spine Chill a perk with no cool down isn't limited to a degree angle gives faster everything with a ineffective counter of not looking where you're going is as good as the garbage premonition with a 30 second Cooldown limited to a certain degrees won't even give a idea if they're coming to you or not. Unlike Spine Chill a great perk.
This is Not happening is still garbage FPS shouldn't warrant a perk good or bad. And more a beginner perk if anything.
-
Nerf Keys, Dead Hard, Spirit, and Freddy I'm fair and balanced
-
Prove Thyself everytime I tell myself there's enough time the gen pops I then see post game there was Prove Thyself still don't know why the perk isn't meta.
-
The way he spoke definitely trolling
-
He's fair and balanced although Night Shroud isn't consistent
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1923392#Comment_1923392
Of course they were hesitant. It’s designed to take away one of survivors few defences in a chase.
It’ll probably be buffed in the future, but I can appreciate why they were being extra careful with a pallet blocking perk.
A little to careful.
-
It's dumb it's a Hex it's already limited by range a cool down but I guess the devs were scared it'd be too strong.