Avatar

Withered8

Withered8

About

Username
Withered8
Joined
Visits
1,660
Last Active

Comments

  • @RocketPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764183#Comment_1764183

    yeah id agree, thats why i asked i mainly want to see how people who played it already are doing, mainly on midwich which i dont want to play with or without bloodlust honestly

    Well i had a game as pig where the survivors abused the main building of asylum, but i still 4ked at 3 gens and that maps gonna be heavily nerfed/changed so i don't think it's too much of a concern.

  • Yea i don't think you will notice it much if at all on balanced maps, only on unbalanced maps will you notice a problem. But all the unbalanced maps r being fixed with the graphical reworks, such as how new ormand is far more balanced.

  • Usually that'll happen if the nurse has landed spot on with a blink. Sure it looks kinda weird but its usually a deserved hit not bs or anything.

  • @Synfralidro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761862#Comment_1761862

    Just like in 2017 the answer to the excess of pallets was just "break the pallet". You can never win with survivor mains.

    Is there an excess in breakalbe ones? No. One or two at most. All breakable before even entering a chase.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761828#Comment_1761828

    The spirit needs to guess. The guess is generally in her favor depending on the situation, but it is still a guess, and can still be misdirected. Reeeeaaaaalllly don't want to start the "buh spirit no counterplay" argument here, but even putting that aside, she is guaranteed nothing.

    Deathslinger and Clown I explained in the other post you might not have gotten to yet, so feel free to check that.

    As for Huntress, She is a 110% killer who has a wind up time for her power. She needs to be close enough to have the time to get her windup and throw in time, in addition to actually aiming it properly. One miss, or even one windup and recognizing in time she won't be able to make the throw, and she needs to take another loop around, ever so slowly. TBH she's one of the ones bloodlust would help considerably, as it would allow her time and distance to position her shot. No BL means if she can't hit the survivor before they get close to the vault, she's going to have to immediately go for breaking the door and avoid a sunk cost strategy asap.

    Oh, also "5-10 seconds at the start of the match to break them." shows you really don't consider the logistics of any of what you're talking about. If I could spend 5-10 seconds to magically teleport to, and break, every breakable wall on the map, I'd do it at the start of every single game. Its almost like you have to go to the areas where they might be, break them, and then travel between them repeating this process or eventually travelling to locate survivors. Its almost like all that time and non-existant map pressure will pop 2-3 gens without getting a single down.

    Ignoring the whole no counterplay argument, playing spirit is not about guessing. Tha'ts what playing against her is about. Playing her is all about tracking, which isnt hard if you have had any practise or the survivor is injured. If you mess ur phase up that's on you.

    Huntress just needs to wind up and wait for the survivor to either vault or run away. It's not that hard. If your missing hatchets then once again it's on you. And BL on huntress? If you're using ur hatchets then chances are you wouldn't even know what bloodlust is. If your bloodlusting as huntress then you're not using ur power correctly.

    There's at most 2-3 walls which you "need to break" and these are always in teh same location, it's not like you need to travel around and go find and break them they are all in the one spot. So if 2-3 gens pop because your breaking walls, you spent 80 seconds doing nothing but breaking walls?

    Alot of maps you don't even need to break the walls. Yamaoka estate (both maps), iron works, sheltered woods. It also seems as though you don't need to on ormand or a large amount of the autohaven maps either.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761781#Comment_1761781

    already included blight and oni in the ones that can break them with a power, and even with oni, its only while he has his fury active.

    Clown's built entirely around anti-loop, yet not breaking a door at an infinite can potentially still cause the survivor to get an extra loop they wouldn't be able to get elsewhere, even at jungle gyms. That also means they would have enough room to make it to a pallet if one is nearby, thus extending the chase even further vs a killer whos literal only thing is being as anti-loop as possible. also imagine running out of bottles during that and needing to slow down and reload?

    With doctor one mistimed shock (see, survivors jumping through a vault after screaming because reasons) and you've lost more ground than you've gained, leading to another loop of the infinite. over and over until you get it right, or break the door. the reward of timing it right is nice, but the risk is worse than brute forcing the door (or even the loop, ironically.)

    Trapper and hag: survivor sees or hears you place the trap, they abandon right away. They've already gained plenty of distance on you, can come back and disarm the trap when its safe to, and in hags case that distance might as well be half the map.

    Deathslinger needs to have a clear shot that he can take quickly enough. Considering his movement speed, this isn't always possible, and shots with very tight timing can be predictable enough to easily bait.

    If you're playing clown and a survivor is able to get an extra loop at a jungle gym or window, then that's on you for not using your bottles properly. Same with if you're running out, that's on you for wasting and using all ur bottles up and not allocating time to reload.

    Yet again with doctor you miss a shock that's compeltely on you. If you manage to do it right, which is not hard at all, then bam you've got a free hit or down.

    Pre-trap as hag or trapper, you shouldn't be trapping whilst you're chasing the point of these killers is that they are prep killers, meaning you need to spend time at the start setting up their powers.

    Deathslinger doesn't just need to shoot you as ur running up to the window, he can litearlly do it whenever you're within his line of sight, any decent slinger will not let you use these windows.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761784#Comment_1761784

    You keep missing the point.

    The killers time is extremely valuable, with the majority of it being spent in chases. I've already explained how detrimental it is to break those, both in and out of a chase.

    While a killer goes out of his way to break those walls survivors will be cranking out gens. This means that effectively, breaking them is a waste of time no matter what.

    And don't try to straw man my argument into noob stomping. This has nothing to do with new players.

    As for your killers the majority of them can be looped to death around an unbroken wall. The only one who can't is nurse, mainly because she's an exception to most things in the game.

    5-10 seconds of your time at the start of the match at most kicking a couple of walls it not enough time for survivors to "crank out the gens and genrush." Even then kicking one during a chase is purely down to you not kicking it before hand and at MOST it wastes as much time as kicking a pallet normally, which you should be more than used to unless you play without breaking any pallets for some reason.

    I'm not strawmaning I'm trying to ask how much easier do you want the game to be seriously? It's already as easy as it's ever been for killer. I bet if they added breakable walls witht the first nerfs to infinites earlier in the year that there wouldn't be these complaints at all. If you truly think they are that bad then go back a year and try playing then, idk how you would have coped.

    "Majority of killers can be looped to death at an unbroken wall?" That is just pure nonsense. Let's say that you don't break say the groaning store house wall and are forced to vault the window. Killers vault speed is 1.65 seconds, survivors is 0.5. Your loosing just over a second on them. That's not taking into account any antiloops which the killer might have.

    Once again i'm going to say it because i don't think i've gotten the message across, just break the damn wall!

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761758#Comment_1761758

    Oh, you must mean Wraith, Plague, Legion, Myers, Pig, Twins, and Ghostface? or the ones with situational counters like Clown, Spirit, Huntress, or Deathslinger? The only ones who can't break doors with their power but can use their power to directly circumvent their strength are Trapper, Nurse, Pyramid Head (namely because his bait still works,) Hag (to a degree,) Freddy (only really with snares,) and Doc.

    If all killers had some type of anti-loop in their kit, you'd have a point. A lot of them, even when having some form of anti-loop, can be denied situationally based on tile layout or direct counterplay, and need to make a hard read or lose more time than they would have gained just going straight for the door, making their power usage much more risky. That leaves only 6 killers who can use their power to circumvent infinites, and of those, there is STILL counterplay for most of them.

    That means only half the roster has an answer outside of just walking up and kicking the door down, a quarter of them have an answer that basically boils down to "doing just that, but situationally making it faster,) and the other quarter can ignore it at varying levels of risk. wonderful balance ya got there mate.

    ? How is huntress, deathsligner, clown and spirit situational counters? Just shoot or throw or phase if they run to the window.

    Alot of the windows aren't even infinites, just windows you have to vault, which at the end of the day wastes 5-10 seconds at most.

    If you're struggling THAT much with the windows, then just break the damn walls. It's not hard. And if you really really need to because for some reason it's affecting you that much then put aside 5-10 seconds at the start of the match to break them.

    Just because you have to change up you're playstle slightly doesn't mean it needs to be nerfed hard. Survivors have constantly been dealing with fat after fat nerfs (yes alot of them justified) but they've pushed on and i don't see a huge drop in the survivor playerbase. Infact survivors could rightfully complain about all of the new filler pallets which are weak as hell and a free hit/down if the killer has any sense.

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761582#Comment_1761582

    Oh yes because killers can instantly break all walls in the map immediately after the game starts in just 3 seconds! They totally don't have to go around the map searching for them to break them so survivors can't loop them infinitely.

    There's only one or two on some maps which you are "required to break" to stop a potential infinite. Seriously half the time you will spawn near main anyways and the other half just go and kick it as you're patrolling the gen at main. Big deal.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761758#Comment_1761758

    Abundance of killers? Tell me how the majority of killers don't need to break the walls, which you even admit are infinites.

    Which leads me to my next point, the walls require you to go out of your way to break them. If you do them while patrolling, that's 2.5 seconds, plus whatever time it took you to get there spent not patrolling generators. Which means all 4 survivors will most likely be on gens. That means 4 gens will have progress, and you can only go after one survivor.

    If you break it in a chase, that will allow the survivors to get more distance on you. Which will allow them to get to another loop, which they can then string together with multiple other loops. This is without taking into account how balanced the loops are.

    Do you see how much time it wastes to get it broken? And how the majority of the time it'll be a detriment to spend time breaking them?

    You know killers like clown, doctor, blight, oni, hag, trapper, deathsligner and pyramid head don't need to break them, just to name a few.

    Is 2.5 seconds going to be a make or break? Seriously? Often you will just come across these loops as ur patrolling as there is pretty much always a gen in main and thus you're going to go there, or spawn there. I don't understand why killers can't just adapt and move on. I have. It's not that hard at all. Just because something was implemented which prevents you from stomping noobs 24/7 doesn't mean it's a world crisis and the games too survivor sided etc.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761582#Comment_1761582

    5.

    5 killers (billy, bubba, demo, blight, and technically oni) have an alternate method of breaking walls/pallets. They also arent actually faster than the base animation unless they're prepared beforehand, which gives survivors even more warning that they're going to go for the break. so much so in fact, that it can actually be used as a bait to trick them into leaving the position early.

    Oh, i guess wraith can give up a precious addon slot to reduce the animation time a bit as well. goody.

    Then there's also the abundance of killers who don't even need to break most of the inifinite walls as well. The point is it's not hard to just get the walls out of the way at the start, it really isnt that time consuming.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761582#Comment_1761582

    You mean the 4 killers who have an alternate method of breaking walls?

    The only ones who don't have the same breaking time are the two who use chainsaws. Demogorgon and blight still take 2.5 seconds to break the wall.

    Ur missing the point. Breakable walls are hardly a game changer unless you don't breka the important ones befor ethe end of the game, in which case that's on u.

  • 3 seconds is enough for survivors to do all five gens?

    Also remember alot of killers either have a rlly fast method of breaking walls or don't even need to break them at all.

  • @gibblywibblywoo said:

    I'll be interested to see if this has any major effects on map design. If the devs notice a significant increase in the strength of certain loops or areas on certain maps this could mean better map design changes in the future. It would be nice to reach a point where bloodlust isn't necessary in certain places as it's always felt like a weird band aid fix to the strength of certain tiles, like the god bus, for example. Or the main building windows in Crotus Prenn.

    Dw i can guarantee you asylum will be fixed with the graphical update, and the funbus is alot smaller and weaker with azarov's recent graphical update.

  • @chieften333 said:

    Honestly with the way the game is currently balanced it is a needed mechanic.

    A decent amount of loops are safe, and those that aren't can be used to string multiple strong loops together.

    Plus with how quickly games can go, something is needed to make chases end sooner.

    If loops, game time, and perks were balanced. It could be safely removed.

    ( this is without mentioning the slow moving killers )

    You should be breaking the very few safe loops that are left however. Not bloodlusting around every single loop and refusing to break pallets.

    Any killer who has any sort of secondary power or antiloop looses their bloodlust when they use it, so it's basicalyl encouraging killers to use their powers rather than hold w.

    Look at those rock loops on yamaoka for example. Have you ever come across a bloodlust killer at those loops? Ur basically dead before you even get to the loop, and as if those loops weren't unsafe as heck already.

  • I wouldn't even comment on this because others have but it's annoying me that much. Just break the wall!

  • Jeezus over reaction much?

    It's literally just a test to see it's actual effect, because currently we do not now how the game plays out without it.

    You also gotta remember how much weaker loops are these days, and that there's not really anyneed for bloodlust apart from a couple of infinites like asylum, which will 100% be removed when the graphical update comes along.

  • If ur having trouble with spine chill surviovrs, then look away from the direction you're travelling too. Helps alot.

  • Damn some of these ideas are really cool, small changes but ones that I think would make the perks more picked. Exactly the type of chagnes I wanna see.

    Although that's alot of haemorrhages, and i'm not sure I wanna be playing anymore m1 simulator with survivor than i have to.

  • The reason everyone used DS in hexy's tournament is because it was a tunnel and camp fest, so like what other choices do they have? Not really a good example.

    I'm on board with a rework but I think they gotta be careful how they do it. If it's made so that it deactivated when you touch a gen or get healed, what's to stop the killer from coming back and just going straight after that person again? That's still blatent tunneling, just that the survivors had a bit more time this time to do an action.

    I would rather see it deactivate if the killer hooks another survivor and otherwise keep it at 60 seconds unless this condition is met.

  • @FFirebrandd said:

    Honestly I don't think Legion's power should be lethal. It doubles Legion's speed gap between them and the survivors, it allows them to bypass every defensive structure the Survivors have, and it makes them no more difficult to control. In a word, its uncounterable. But... to offset that fact, it can't actually down anyone which is good because actual uncounterable downs are really bad when they happen.

    Really, I just want Frenzy to have more uptime and stop losing charge when they hit people or pick them up.

    Agree I think it should be easier to injure everyone and have a longer duration rather than be able to down people easier with it. I've always seen the point of legion is to injure everyone fast and easily, not to injure and then down fast.

  • I would rather see a buff to his frenzy duration and speed allowing him to more consistently frenzy everyone than this. The point of legion is to injure everyone quickly, not frenzy into m1 super fast. I feel that would kinda ruin his whole theme and idea, and mean nothing when often you can't even frenzy everyone because of the limited duration.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1691298#Comment_1691298

    "Not really a skillful play..." We want Pigs to make skilful plays, don't we? Baiting the dash and uncrouching isn't nearly as skilful as actually landing the dash, so we want to encourage Pigs to commit to more dashes.

    I don't think increasing the crouch speed would lead to "just dash forward" being the best play. The dash itself would still take a second to charge up - we'd need to give Medical File and Tape new functionalities - so the survivor still has plenty of time to make it to a pallet or window if they're at a tile. And if they're not at a tile, you would likely get the M1 anyway. Still plenty of room for skilled plays, less incentive to just W+M1.

    The whole skill factor of pigs ambush however comes from teh mindgame of whether or not the survivor is going to run away. If a survivor doesn't break away and the pig notices and ambushes, the survivor can't really do anything because a pig can easily outrun a survivor around a loop.

  • Giving her the ability to crouch instantly combined with dash charge addons would be broken as all hell, as it woul dbe used to basically catch a survivor running to a pallet or window.

    If survivors r leaving a loop as ur crouching, then start walking after then as soon as you start crouching and just uncrouch and hit them.

    Although i do agree her ambush could be improved in some way this is not the way to do it i feel.

  • @Chinanumawaaan said:

    goodluck on this one. the devs only nerf things that have lose lose situations for survivors. the PH nerf and Thanatophobia nerfs were justified in those words. lose lose situations dont exist for killers and as such cant be balanced :)

    having a 4% increased reduction is a nerf for thana? And pyramid obviously never got a shorter attack cooldown? Like that doesn't exist? Right.

    And no ofc the dev r totally survivor biased it's not like undying and blight were just added to the game, that yamaoka has been nerfed into the ground loops wise and that badham infinite has gone.

  • Idk how people can think saloon is balanced. I find it a run to the insanely strong main building or ur going down map. Also pretty yikes map for 3 gens.

  • @JHondo said:

    Personally he just needs some QoL adjustments and an add-on pass.

    I like the idea of a separate gas to help tracking but that doesn't really fix the issue to me. Clown's regular gas can reveal Survivors and let you know the number near a gen or hiding behind a wall. What he suffers from most is the slowdowns. They fixed one by removing his slowdown when throwing but having the same time and drastic movement speed decrease to refill any number of bottles is what hurts his potential the most. Some simple fixes include passive refill of bottles, allowing refills to time differently so if he has used 2 it only takes a second to refill those two as opposed to the time it takes to refill all of them, or just dropping his movement speed from a 115% to 110% speed instead of Nurse fatigue pace while refiling.

    To me, Clown at basekit isn't much worse than Trapper (which is another killer that needs some QoL adjustments) he's just punished too much for using his power. It's the same issue that the initial Billy rework had and that's resource management on top of the other juggling that killers have to do.

    I do feel like a faster reload spead would be nice but i understand why it's sluggish. I can imagine alot of clowns would just spam bottle throws and constantly reload if they are able to in a chase without loosing distance, because the strategy with clown is about careful, strategic and precise bottle throws to outposition survivors rather than just slow them down so they can't mak ethe next pallet.

    Yea i think it's all about finding the balance between not being able to spam your power but also being able to use it consistently.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1757529#Comment_1757529

    Yeah, that’s extreme and unnecessary.

    But a key problem many players have when using a killer like Clown is that they’re too focused on every chase resulting in a hook, rather than focusing on how they can keep as many survivors out of action or preoccupied with something other than gens as possible. Clown simply needs to find survivors quickly, and end chases fast in order to accomplish this.

    The only counter to a Clown that knows how to do this is extremely good stealth, something many survivors just don’t do, or don’t do well.

    Yea i guess realistically, if you played a killer enough and mained them consistently, i'm sure you could stomp pretty much anytime if played well, (maybe one or two exeptions with say wraith or something).

  • @TheClownIsKing said:

    Clown can create plenty of pressure. Most players using Clown simply don’t slug enough with him. Getting 2 downs in quick succession, and being in a third chases creates all the pressure Clown needs.

    That is true, but i'm not sure everyone prefers to slug 2 people consistently. I feel like alot of people would rather stronger and fairer killers witht he ability to play fun anf fairly over killers who need to 1 hook ppl and slug at 5 gens etc (obviously that's taking it to the extreme but do you sorta get my point?)

  • @TheButcher said:

    I think the dumb part is that the reason Killer's use these perks is to balance the game.

    Pop is needed for balanced gen regression.

    BBQ/Thrilling is needed to actually find survivors and keep the game active.

    Undying is required to barely make Hex perks viable. (I'm only explaining this one because you included in your original post. Actually in higher ranks you rarely see hex perks even Undying because they are still so incredibly unreliable. It's easy to remember totem spanws, and it's not difficult to find them. Most spawns are even directly in most Survivors pathing)

    The reason Survivors use these perks is to optimize additional second chances. When in a game where the Killer makes one mistake that will cost them the whole match.

    It's extremely unbalanced and one sided when you actually look at it all statistically. Survivors only have a hard time because most were raised in the game relying entirely on the second chances, and being pandered too - they are not good enough or have the common knowledge of the game to know that with some actual learning they are unstoppable. Then when you get to high ranks - the best are the only survivors you ever face, making it awful for Killers. Sure in high ranks you get some bad eggs of survivors because leving survivor is easy, but you really only need 2 strong survivors in a match or SWF to completely decimate a killer that isn't Spirit, or Nurse (Killers that apply both pressure to survivors and gen's quickly).

    Undying is not "required" to make hex perks viable, why else would ruin both old and new have incredibly high usage rates before undying came along?

    You've gotta remember killer's have second chances as well, it's not a one sided thing. Just because you can't actively see the second chances doesn't mean they don't exist.

    There are plenty of killer mains out there, especially those who main killers other than nurse/spirit, who will show u that that last statement is not true at all.

  • Bit of an overreaction for a few small graphical things if u ask me. You also gotta consdier was this done so that the rest of the graphics could be better without affecting frame rates and peformance?

  • Ngl I was actually hoping he didn't get his own music. I feel like he fits the default chase music :(

    Same with huntress, nurse and trapper so i hope they don't get new music either (as much as i do like the music variants)

  • Billy is 100% more rewarding once you get really good at him and has a higher skill cap. Oni still has a high skill cap but is movement and zero collision makes it alot easier to control him.

  • The problem is you have to be really good with him these days to do well with him. Sure there are good billy mains out there who genuinely stomp almost any team, but if u don't play him reguarly then winning is hard. Although i doubt he's gonna be changed or amended any time soon.

    Chainsaw hitboxes are messed up for both sides, with some bs hits and bs misses. Idk why they changed them they used to be fine.

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752715#Comment_1752715

    he does lose distance while aiming though and you dont need to be constantly juking to the left and right just put objects between him and you while dodging when hes likely to shoot i.e. when youre about to turn a corner out of Line of Sight.

    How do you put objects between you and him on a map like bloodlodge or sheltered woods? Even if you do put objects between you two he can still just walk up to you until he's close enough to shoot. Also a deathsligner doesn't need to aim for you to need to dodge, his sheer presence within 18m forces you to be constantly dodging. No other killer can do that.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752673#Comment_1752673

    He's still a 110% killer. Put an Object between you and him, maybe juke to the left and right and you should be able to get to tile in time, provided you keep an eye out. And quickscoping is far, far from easy as it requires learning what the center of your screen is before hand, similar to Huntress.

    That said, I do agree that his ADS time needs some adjustment, but that's it. Nothing major.

    If you have any experience with an fps then deathslinger is a piece of cake. All you have to do is just wait. And if you juke to the left and right then he'll jsut come straight up and m1 you. At the end of the day he's still far faster than you are so you can't afford to loose disance if he does't loose any in return for aiming.

  • @OllieHellhunter said:

    Id suggest learning to play against him, knowing when he can and cant get a shot is important.

    Those 'free' damage states are requiring him to either reel you in and hit you which takes time, or let it break and go through a stun.

    His terror radius is 24m 16m with Montior and his shot is 18m, also in regards to near no warning theres a rather loud ringing sound when he aims at you.

    Yeah I agree with you on deep wounds graphics being annoying I wish they went to the black and white it used to be.

    You can’t react to the ringing if he just quickscopes you, which is what every deathslinger does. No one aims their gun long enough for ppl to dodge.

  • The biggest problem with her is that she gets genrushed because cleaning takes an incredibly short amount of time. If cleansing were to take as long as healing and ppl were more incentivised to cleanse, she would be fine. I don't think she needs a rework tho just some QoL's.

  • Idk he's not so bad anymore because if a survivor is smart they'll punish the killer if they try to m1 when they are running up to a pallet. Deathslinger, spirit and freddy are far FAR worse. The big thing is pyramid head no longer has that loose loose situation, many people don't realise but there are many ways of getting around his bait now as survivor. Would be willing to show u some if u want.

  • Ok i can see you don't want to have a normal discussion so imma leave it there.

  • That's just matchmaking being messed up as usual, not a game balance issue. It happens to both sides, like when a stacked out spirit or freddy comes across some casual solo q players.

  • When a legion misses or gets spun out of frenzy.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749967#Comment_1749967

    He has an add-on that inflicts Hemorrhage on Survivors who are Tormented.

    Let me say that again, he has an add-on that inflicts Hemorrhage on Survivors who are Tormented.

    It's a Very Rare add-on too.

    He has some decent add-ons yes, but he also has plenty of really bad ones.

    -

    If you doubt me, I will gladly go in depth.

    -Pointless/basically pointless

    • All 3 of the recharge add-ons are pointless because he can use POTD without a a full charge of Rites of Judgement. He only needs a sliver and he can use POTD. Now you may think these could be useful if you're setting trails midchase - they're not. If you really want to, you put bits of trail at pallets and choke points, not long lines, because while drawing trails you become a 110% Killer and even slower after you stop drawing a trail. His cages and mini-mori can be really strong; but being able to quickly down Survivors with POTD is even stronger. You want to end your chases as quick as possible; not waste tons of your own time setting long trails midchase just so you can maybe apply Torment. The best time to set trails is outside chase; like a pseudo-trap Killer, and to that end the trail duration add-ons are infinitely superior.
    • All 3 of the Rites of Judgement duration (the power duration, not the duration of the trails) are worthless; for the same exact reason the recharge add-ons are. You don't need a full charge to use POTD and the trail duration add-ons are much better for setting trails in areas to get Survivors afflicted with Torment.
    • Crimson Ceremony Book - the Hemorrhage add-on mentioned earlier - is totally pointless. Even if Hemorrhage wasn't a bad status effect to begin with, Survivors afflicted with Torment already leave barbed wire trails behind them that act far better for tracking their movements. You also get Killer Instinct notifications whenever they step on a trail that show you where they're going. There's no reason to use an add-on to do something that your basekit power already does better. And there's still the issue of applying Torment; you do have a set of add-on that help, but this is not one of them.
    • Lost Memories Book is only good if you're setting trails around hooks in order to deny BT - and you already have a multi-hit power AND a way to tunnel people with your basekit power to assist you with proxy-camping. Denying BT isn't totally worthless, but it takes set up time that will only pay off if you continue to hang by the hook. Any other time, it's pointless since you'll generally be chasing Survivors that step in trails and since Oblivious doesn't hide your Red Light, the lack of a Terror Radius isn't going to effect them. You may think, "Well you can fake leaving the chase and catch them off-guard," but no, the effects only persist for 15 seconds after the Survivors stops stepping on the trails. That's barely enough time for the chase music to end, assuming you immediately leave them after they step on a trail. And again, you still need to be able to apply Torment to take advantage of this effect.
    • Rust Colored Egg applies Blindness, which is worthless. Even if the Survivor has OoO, you're still probably not going to getting them Tormented unless you're chasing them than leaving to hope you find someone else and try to utilize the 60 seconds of time in which they can't relay your exact position and actions to their teammates. And like the book add-ons, there's still the issue of applying Torment in the first place. This add-on is not going to help you do that.
    • Obsidian Goblet is a slower than Tier 1 version of Insidious. Your Terror Radius takes a LONG time to fully stop, and any benefit you might get from walking on the trail is offset by it's inability to go past hooks or gens. There's no point to using this outside of camping or as a worse Beast of Prey, and Insidious still does the job better.

    -Not super useful

    • Iridescent Seal of Metatron is, or was, useful almost solely for being able to tunnel due to a bug where it shows the Survivor that you cage. Otherwise it suffers from anti-synergy with itself. You need a lot of Survivors to be Tormented to use this effectively, but if you use this to cage someone you give Survivors the only way to clear their Torment. This is in addition to the problem that cages aren't much better for you than hooks unless you know where a nearby Survivor is or you're afraid of a pallet or DS stun. Again, Torment can still be an issue to apply and this add-on does not make it easier.
    • The 3 Killer Instinct add-ons are not totally pointless, but they just don't provide enough of a benefit by themselves to warrant running them. Killer Instinct is already basekit so that you can see where Survivors go after stepping in a trail, it lasting longer generally isn't going to help outside of chase unless you're actively occupied and can't look immediately. And if you're actively occupied, you're better off doing whatever it is you're doing instead of leaving to take advantage of the Killer Instinct trail. It can help with mindgames at high wall loops, but it's not an aura and is only going to give a general indication of where the Survivor is. It's better than nothing, but not by much.

    -

    All told that's fully half of his add-ons that aren't worth using, and just a quarter that help him (slightly less than that, if you account for the fact that the 'Slightly increases' for range and trail duration are just worse versions of add-ons you will have in abundance if you put points into Pyramid Head).

    How are the recharge and duration addons bad? It allows you to place way more trails, block of way more areas, and force survivors to crouch more often or become tormented.

    I can agree the hemmorhage one seems kinda pointless i wonder if they meant to make it mangled instead.

    There are plenty of uses for iri seal, basically a free bbq for tormented ppl and combined with those duration addons it could be rlly good. Sure it's not the greatest iri addon but there are far worse ones.

    A bunch of freddy's addons apply blindess but no-one considers them bad.

    Pyramid head is one of the only killers without those pointless meme addons and all of his addons have a use, the use might just be harder to pull of or not a playstyle you enjoy to/

    Look he may not have the best addons, but he definitely by far does not have the worst, and there are many other killers who more desperate need looks at their addons. And if you rlly don't like the addons, just don't use addons at all. That's what i do on 3/4s of my killers.

  • I wouldn't mind seeing a change to this perk but they've gotta be careful with how they do it. Giving that many tokens like you said would break many killer's powers and probably be too strong. Last thing I wanna see is for people to be spamming extra long lunges.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750523#Comment_1750523

    Honestly I think it needs a better trigger condition. Like for every 2/3 basic hits or something get a token. I don't think that would be too unfair considering it doesn't affect speed so survivors could still juke.

    5 potential longer lunges per game is not a perk I'd ever consider using outside of messing about in KYF.

    They've gotta be careful though because stacking this perk on some killers is just insane. And having a doubled lunge is just very strong in general.

    I think maybe they should make the lunge effect smaller but make it more useable more often.

  • Repressed alliance. Gotta love blocking gens in ppls faces both killers and survivors.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750976#Comment_1750976

    What else do you want me to do? Be afk and screw the team over? Ok, sure!

    It's not like playing ring around the Rosie with the killer is using your brain!

    How many loops and killers these days can you actually just run around in a circle? A really weak m1 killer at the couple of strong pallets on most maps? Looping these days requires strategy and skill because not only are the loops far less safe now, easily mindgameable for the killer, but if you throw every pallet straight away then you're screwed later on.

    Sure i might have agreed with this statement 2-3 years ago when loops were busted and that's all you needed to do, but not these days. Times are changing.

    Also do you have fun holding m1 on a gen?

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749816#Comment_1749816

    You loop a tile by either putting a wall between you and the deathslinger, or putting enough space between you two that when he hooks you, he cannot come around and hit you. If you force him to kick a pallet, you will gain enough distance to reliably dodge and juke his power. If you allow him to zone you in this situation, it is from poor choices on your end, not because he's strong.

    Facing deathslinger requires dynamic play, not the mindless pathing that you take against pretty much every other killer.

    If you don't like generators being the primary objective of survivors, then you shouldn't be playing survivor to begin with.

    Who plays survivor to hold m1? Who plays a game to hold m1? 90% of survivor mains play for the chases and when you have someone who kills that entire part of the game it gets incredibly boring.

    I would say less than 1 in 20 situations are you actually able to break the chain. Pretty much always when you've pulled a pallet straight away. Show me a way you can break chains more consistentyl i would genuinely be interested to see that.

    Forcing him to kick a pallet is bascially another word for throw pallets instantly and hold w away, that's not dynamic play.

  • @HommeBizarre said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749830#Comment_1749830

    If you are entitled that much, just stop playing...

    YOU are the guy who want an easy game lol.

    Get Good

    If I want an easy game then why am i fine/enjoy vsing good nurses, huntress's, blights etc? Who are all way stronger than deathsligner.

    Also why did you have to pull the "entitled survivor/killer main card?"

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749822#Comment_1749822

    Gens! That's what I'm doing since these so called 'problematic killers' are the ones that I actually like facing because I can't just hold shift + W and press space to throw a pallet like 90% of the killer. I would rather deal with a killer that makes me actually use my brain rather than mindlessly looping

    Holdin m1 on a gen makes you use ur brain? Right...

1 … 15 16 17 18 19 … 26