Yippiekiyah
Yippiekiyah
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- Username
- Yippiekiyah
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Comments
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He's add ons need changes, despite being one of the hardest killers to play effectively most of his add ons have a weird downside like the spiked boots which gives a very long stun penalty if you bump or the tuned carburettor which turns u into a 110% killer in exchange for faster revving.
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@k3ijus said:
Im a trapper main but recently all ive been getting is hardcore sweats with my mmr. I have 2 playstyles varying on my traps and quite honestly against sweats like these by default they always dodge my traps or dodge the loop and i get bare minimum value
i could resort to tunneling,camping,slugging,exc while im in these high mmrs so i stand a chance,yet then again i also main survivor so ik how it feels. Whar should i doo
I've a lot of hours with trapper and he's only viable at high mmr if you run trapper sack with honing stone or double iri. With those add ons dont even try to hide the traps just put them in most problematic loops.
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I don't see how a shark could work in this game but it got me thinking what about a James Bond chapter with the henchman Jaws as a killer.
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@DemonDaddy said:
It's fine, unlimited health without assistance should have some drawbacks.
Agreed if they buff it then self care botany become unlimited fast heals.
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@KingDeathly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503618#Comment_3503618
Yes exactly. I have no idea why it's like this, it truly balphels me.
I think its to do with numbers, there needs to be a ratio of four survivors to 1 killer but the ratio is actually much higher so they just throw any killer in as there's not enough high level killer players.
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Im the same play killer get full toolbox prestige 100 squads that rush the gens in 3 minutes then play solo queue and get teammates that dont touch gens the entire game.
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@BlightedDolphin said:
Wraith’s perks are garbage so here’s some ideas.
Predator - the scratch marks are worse with Predator, so change it completely
- Footsteps are louder
- Survivors continue to leave scratch marks for a few seconds after they stop running
Bloodhound - make it a killer version of Made For This.
- While walking within 1-2 metres of pools of blood, move 3% faster.
- Keep the glowing blood because it’s cool.
- So basically you move faster, but only when right on top of blood (like a bloodhound)
Shadowborn - With the FoV slider it will become obsolete so it should get a rework after.
- Whenever a survivor is afflicted with a status effect it is shown to you next to their portrait for the duration.
So they still keep his theme of tracking/info perks, but they aren’t useless or a hinderance anymore.
That Shadowborn change would be great if it was made basekit.
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I like the furtive chase idea but make it 1% instead of 2% as thats sounds crazy op. Here are some other ideas i have
Hex : Huntress Lullaby- In addition to current effects each token also makes skill check move 4% faster.
Unnerving presence- In addition to current effects it will also remove the skillcheck audio notification when within killer's terror radius
Overwhelming Presence- Increases item consumption rate by 100% when within killer's terror radius and effect lingers for 20 seconds afterwards
Coulrophobia - Also open exit gates 50% slower
Dragon's Grip- 80 second cooldown will start when when you kick the gen
Deathbound- Duration increased to 80 seconds and in addition to current effects survivor will suffer from 3% hindered
Oppression- Remove cooldown
Dying Light- Remove obsession healing bonus at start and obsession now gets 3% healing, unhooking bonus per non obsession hooked
Beast Of Prey- When blood lust activates lets you see the aura of the survivor your chasing
Call Of Brine- Increase regression to 150% but now goes on cooldown for 1 minute after kicking a gen
Fire Up - Increase to 5% per token
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It’s basically two free mettle of man activations without the protection hits. Easily still one of the best perks in the game.
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I’ve played 3 swf teams tonight where all 4 of them were running this combo and you just can’t hook them ever. It’s not gonna stay.
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Buckle Up/For The People combo cant possibly stay how it is.
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Because kill rates will drop at least 10-15% then they'll have to spend months making all maps balanced and fair.
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I think it's overrated not only for the reason's you stated but mainly cause your solo queue teammates don't know you have it and rather than staying on the gens they'll immediately come to unhook you giving you little value.Can be good in swf's though.
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@MikaelaWantsYourBoon said:
Adrenaline is fine as it is.
End game perk, one time use and if gen's won't finish survivor can't get value from it.
I don't think any change needed.
It's not fine at all it completely kills the endgame, if 3-4 survivors are running adrenaline its almost always a guaranteed 4 escape. The game shouldn't end when the gens are powered.
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I've been playing him a lot lately and i have too disagree, he really isn't that strong he's just a worse Hag.
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Skull Merchant is one of the strongest killers in the game.
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Wraith is stronger by a distance.
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It depends on the killer tbh. Bubba or Oni would rather MFT than sprint burst whereas to Deathslinger or Huntress MFT is the definition of hell.
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There are no killer sided maps, there are a few maps that are balanced and the rest are survivor sided, many overwhelmingly
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They don't save if you facecamp, are godtier at dodging projectiles like Nemesis whip and their flashlights are bugged and can instablind. Apart from that it's all good.
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Yeah your right been saying the same for ages, maps need a pallet reduction across the board, with summin like 12 the most that can spawn.
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Nah disagree someone thats mastered Billy is way scarier than someone thats mastered bubba. But Billy is way harder to play for most so your average Billy aint that strong.
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Trapper has great iri's and Trapper Sack and Honing Stone are also great purples. Wraith's add ons are pretty solid too.
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Nothing is as bad as old dead hard
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Well it took them18 months to acknowledge Circle of healing was broken, wouldn't hold my breath.
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A perk that gives movement speed with no conditions is breaking the game. Who would have thought?
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They’re god tier at dodging nemesis whips.
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And rancid abattoir
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He's a strong killer from a popular licence, wat u expect? We need more big chapters F13th, Alien to move away from too many wesker players.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468535#Comment_3468535
Overcharge + Eruption made CoB overwhelming. It did its job much better because those perks boosted it, along with gens taking longer. Nothing really changed to help Adrenaline or Resilience become better.
The game has changed though, perks that were even more op than adrenaline like dead hard, decisive strike and COH got nerfed. Now adrenalines pick rate is around 30%. One occasional adrenaline is not a problem when theres regularly entire teams running it then it totally kills the end game. An occasional resilence again is not a problem but when it has a pick rate of around 20% and being stacked with other things like PT (which also has a very high pick rate despite it being a perk which helps the whole team) and toolboxes then it is a massive problem.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468044#Comment_3468044
Those perks weren’t OP a month ago. 🤷♀️ What happened?
It's a live service game things are evolving all the time. Remember Call Of Brine was in the game long before the gen kick meta and was considered fine.
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Well by the devs own statistics it can increase your chances of escape (the win condition) by 15%. Put it this way if your playing a tennis match and your opponent took a steroid and he won 15% more of the time he would be branded a cheat.
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Toolboxes are the new medkits with 2-3 strong toolboxes in every lobby with a few PT and Resilience on top, it's getting beyond ridiculous now. Toolboxes shouldn't increase repair speed or if they intend to keep them that way then they need a medkit style rebalance, 24 charges each with no add ons increasing charges or speed.
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@Ayodam said:
I think their answer to it was the healing nerf. They can’t have healing weak (as it is now) but also Gen repair weak (like it was before) because survivors would never escape their trials. And then people would stop playing that role, it would affect queue times, BHVR would lose out on the revenue they gain from survivor cosmetics, etc. so they have to be careful. Players must understand this game isn’t a murder simulator; it needs to at least have some semblance that either side can win.
Altruistic healing speeds weren't touched at all, just cause you cant self heal in 10 seconds doesn't make healing weak.
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@Ayodam said:
I never saw those perks, and like 4/5ths of all survivor perks stink so it’s no break from the norm. Eventually BHVR will either rollback or in someway lessen their healing nerfs because survivors are pushing gens and not focusing on healing as much. It’s upsetting killer mains.
Just coz stuff like toolboxes are op doesn't mean they have to rollback to something else that was broken.
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@Ayodam said:
I never saw those perks, and like 4/5ths of all survivor perks stink so it’s no break from the norm. Eventually BHVR will either rollback or in someway lessen their healing nerfs because survivors are pushing gens and not focusing on healing as much. It’s upsetting killer mains.
Nothing to do with healing nerfs, more like op perks like adrenaline and resilience thats fuelling gen rushing.
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Undying, Haunted Grounds, Devour, Pentimento or you can change undying for retribution or thrill of the hunt.
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@killeriseasy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463565#Comment_3463565
You can't help who you play with in solo que
That is true but what i'm saying is if Myers can beat you with this build then he would have won anyway just playing normally.
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He's certainly one of the weakest killers in the game.
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@killeriseasy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463545#Comment_3463545
Tombstone is fine and infinite is fine but together they're frustrating. I guess you didn't read first
Tombstone and infinite is a terrible myers build, hence why you hardly ever see it. If you allow him to get 400% stalk before you can complete the gens you deserve to lose.
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Iron Will was overnerfed, making it deactivate while exhausted was enough. Give me a survivor with Iron Will over a gen rusher with Prove Thyself any day of the week.
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You forgot the biggest problem of all. They can bring a toolbox that can knock 30 seconds off a gen and all they have to do is hold m2 instead of m1.
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Toolboxes have become the new medkits, there's two or three in every lobby and they're usually very strong ones.
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Original freddy skin with voice lines. Also make it that he can switch between pallets and snares basekit and add on pass.
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Toolboxes should be changed along with PT, Resilience and maybe Hyperfocus. I've always felt that a 30-60 seconds mini corrupt should be basekit too so gens aren't popping in the time it takes to walk across the map.
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@Percival_nxs said:
Expecially for M1 killers, the "Made for this + Hope" meta is a real problem.
Some players are seying "ThE PeRK is FiNe" and 80% of the players are using it.
Speed bonus is a REALLY delicate topic, you cant just give it like bread, this has to stop.
Playing an m1 killer feels awefull right now.
It is awful but the gen rush is even worse, every single game there is 1-2 survivors with stacked toolboxes, resilience, Prove Thyself.It's a miserable time to be playing killer.
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Her traps are in a good spot. Her stealth and ambush is kinda weak because when Behaviour designed the killer she had a 24 metre terror radius and they changed all 115% killers to 32 metres even though her stealth was balanced around this. I'd love to see combat straps made basekit or crouch speed increased from 90 to 95%.
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Why is everyone's killer tierlist almost an exact copy and paste of otz's?
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Yeah I’ve been hitting walls a lot lately too, least now I know why
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Killers are playing to win so of course they should defend both hooks. Sad part is both survivors are soon gonna be able to self unhook in these situations.