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  • @StibbityStabbity said:

    They have stated multiple times that they will not do a health Chapter a la "Operation Health" from R6S because they have more than enough resources to make such changes during regular content patches.

    Apparently that last bit is going swimingly.

    I think besides bug fixes, a lot of health changes to the game were very minimal if they existed at all. The last time I remember a good change that was great health-wise was when they fixed window vaults for survivors.

    Also, they sure seem to be adding plenty of health changes during normal patches. /s

  • It is very situational and survivors would never let you so no.

  • I refuse to believe you get face camped by every hillbilly you run into.

  • Anyone at the moment can be in the top ranks, unfortunately.

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876532#Comment_1876532

    It carries them from winning 9/10 to winning with 4-5 gens left every round. Why anyone enjoys playing to such a degree is beyond me.

    False statement.

  • No

    I changed my mind. I find it hard to believe that a company that made 202 million dollars off of one game in a year needs to ask for a donation. It is like a billionaire asking for money.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876532#Comment_1876532

    Or Ds and Unbreakable. People get carried by those alot.

    True, you can be carried more by survivor perks than killer perks and that is a fact. Especially BS DS.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876524#Comment_1876524

    There'd be ways to make perks like Chilli work imo. Either make it proc from Pyramids exact location or make it proc from the cage though that could give Ph a crazy advantage. I don't think Pop would be even remotely OP because gen tapping exists and always will, the initial loss is OK but its not crazy high. Its being chased off after the kick that makes it strong but if you're smart you can hide and tap quickly.

    Honestly I'd like this change just because it wouldn't weaken him but would punish the players who use him simply because they can't keep up with other killers without exploiting the cages design, that and I like being able to see how perks combine with specific killer powers.

    As the other guy said, in regards to MYC. They could just remove the notification entirely, I'm not completely sure why they even kept that after the cage change.

    Well, if you hide after the p head cages and kicks the gen, chances are he will still find you. The initial loss can be very hard to deal with, but only sometimes.

    I see why you want the change, but the problem devour hope causes is still there.

    Memorizing the locations of where cages can spawn is actually really helpful, it becomes ingrained in your head where the caged survivor can be if you play him enough. This still doesn't solve the MYC dilemma, I say dilemma because this isn't exactly balanced, just overwhelming so it could stay or be changed somehow.

  • @BioX said:

    so now the question remains, why do you main spirit?

    Because the OP finds her fun to play?

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1874490#Comment_1874490

    I had several matches with actual skilled players using nurse, spirit, freddy, pphead, that would use this combo. And not just use it, they were, during a chase, actively looking around for auras of survivors even working on dull totems and would break chase to guard the totems. It was completely over oppressive and impossible to do anything (solo queue). I gave up every time because its not worth my time to play with the universes ultimate sweat lords. It carried good players more than it carries mediocre or bad ones.

    I will admit in a situation like that you are pretty screwed. However, it is not exactly carrying that killer. Being "carried" by something is winning only because of it. A good killer who protects their totems and scares survivors off of gens gets value out of their perks but is not being "carried". If they were carried, this means that they played very poorly and the only reason they won was because of [perk], like NOED.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876443#Comment_1876443

    In regards to guessing I mean that they can't run ahead of time to where it is. So they can potentially lost up to 20 seconds or so depending on how far it is. You can make a general prediction depending where on the map PH is but its not concrete. Sorry if that didn't come across.

    I get your apprehension about perks like BT and such but in my opinion this is a good thing. While I don't play that way myself and it seems like you don't either. I've not played against a PH since his release that didn't immediately beeline to the notification knowing they had a risk free tunnel to death.

    Camping/Tunneling is a playstyle that should be discouraged as its boring for the killer and boring for the 3 survivors who aren't being pursued or trying to bait chases and being ignored. Making killer/survivor perks work with them would only buff good killers by allowing more build variety (imagine Devour with quick cages and new Undying, for example). And would punish bad killers. My two cents.

    Allowing pyramid head to gain benefit from killer perks, I feel wouldn't really make sense and be very hard to implement (at least hard to ever get the devs to implement this). I say it wouldn't make sense because of the perks having to do with hooks and not cages. Could you imagine devour hope on this guy? He could easily farm stacks incredibly fast and he doesn't even really have to work for it. Now, what about BBQ? How would the devs implement this, sure it can be done. But I don't think the devs would ever do that. With the new undying, devour hope will be incredibly detrimental to survivors against an already powerful killer. Devour hope especially because it is the strongest killer perk if the killer can get it to work. Because of devour hope alone, I can already say that allowing killer perks to work with him would just be such as pain to deal with. Imagine trying to clutch a gen with someone who is tormented and injured, but you don't have time to heal. Pyramid head could down that person, cage them, and then kick a gen with pop. Also, MYC. Instead of tunneling, the madman could just go to the savior and down them instantly. Allowing these perks on p head would be insane and a pain to deal with.

  • A killer who camps is already punished by lack of pressure on other survivors. The devs have tried something like this in the past and it didn't go so well. Also by BT and DS.


  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876443#Comment_1876443

    Thank you for openly confessing how much is wrong with cages. You must feel like a relly gud killer pitching a tent around a cage.

    As I said, I don't tunnel if it is not convenient for me, but I said that I move on if no one is there. So no, I do not camp as you are implying, you must have not thought this comment out. Explain, please. In grand detail, these are discussions after all.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876378#Comment_1876378

    I agree with you on most survivors running it but in regards to the cages dynamic with that perk, if you aren't immediately running to that cage by the time you see them again DS should be well out of action.

    With DS and hooks I see it differently as someone can follow you and unhook the second your back is turned and you have the dilemma of "this guy is full HP and will take longer to down and may not be past 1st phase, this guy is injured and dead on hook but may have DS and that could cost me more /will punish me for their bad play". With the distance of the cage and the fact that the survivors have to guess where it is, if you aren't a tunneler it shouldn't even really matter as the time save from the instant cage would allow you to begin patrolling gens way faster and keep your pressure rolling. It should be well over 60 seconds before you see that survivor again. And if they run straight to you you know exactly what they want and can just ignore them/slug them as they waste their teams map pressure.

    I know for most people Pyramid heads problem isn't the cages but the chase aspect and how easily he shuts down loops/vaults with little effort, but I feel this mindset is "optimal" loopers who absolutely HAVE to get as many loops as possible before dropping the pallet and end up paying the price.

    Survivors don't have to guess where the cage is, the p head does. I myself have actually memorized where pretty much all cages spawn. What I like to do is cage a survivor and go over to the caged area and yes, tunnel but only if it is convenient for me. If there is another person there who had already saved the person, I will go for who is closest to me or in a bad position which sometimes is the recently saved survivor. I also like to put trails right in front of a caged survivor since it actually doesn't make the trails disappear and will re-torment the caged survivor. If I go to the caged survivor and no one is there, all I do is place some trails and immediately move to patrol gens.

    It isn't just DS that doesn't work with cages, it also includes BT, WMI, and off the record. Again, I don't play like a douche (constantly shaking my head and hitting survivors caged or hooked), but I do play to win so if I can conveniently tunnel a survivor I will definitely do that to get someone out of the game ASAP.

    The cages are a fantastic and very good time-saver, but what really makes them shine is the fact that they can ignore perks. I know I have said this already, but this is what makes him go from a better huntress to a killer who will murder you at a very uncomfortable rate if you play poorly. Right now, I really don't think that he needs to be nerfed. He is in a better spot than most killers, the only thing I believe is his problem is him having mostly weak addons. Can he tunnel you pretty effectively? Yes, but he is much more manageable than you think. A lot of the time people include clips of them being tunneled out of a game by a p head, they usually just put themselves in a bad spot or have teammates save near the pyramid head. What the tunneling pyramid heads do most of the time is check the caged person for a few seconds and then leave (usually). What you need to do is perform a safe unhook that is stealthy. His cages should stay the same because they can still be dealt with rather effectively.

    Yeah, the punishment of the dammed part of his power is very difficult when first learning him. It took me a while but I believe that I have got it down very well. Survivors hate him for this part of the power because they don't know how to deal with it. If the p head is bad, then yeah you could probably loop him. If the p head is good though, then what you want to do is constantly chain tiles together without looping predictably. This is how you deal with his shockwave

  • @scottymo said:

    First off only 2 keys open black locks/hatches. Second you have to actually find the hatch. Is it worth wasting a perk slot for such, nope. The hatch is what 1X1 meter. Using a map means no key. The 2 keys are fairly rare and how many have even one. Hatch Randomly spawns. Sometimes it spawns in the middle open area, sometimes it’s in some random corner. Not exactly easy to find. Killers can close the hatch. Again how many games by % does even 1 survivor open hatch with key? How often does a match start with a keyed survivor? How many keys spawn in chests? Bloodweb...

    the outrage over keys is kinda funny. Oh noes one survivor keyed the hatch and got away and ruined my kill sweep, OUTRAGE. Keys are fine get gud.

    Yeah man, if all 4 survivors escape through hatch I should just git gud.

  • Freddy because he already has so much in his base kit.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875480#Comment_1875480

    For me the obvious reason for the cages is to simply save time. Compare how much time is spent picking up, walking to a hook, hooking and then getting back to the patrol. It's a pretty significant time save.

    I'd just like to be able to use more perks on him without gimping myself of the cages altogether. But obviously they wouldn't allow that without enabling survivor perks. And that wouldn't bother me as I rarely proc DS/BT.

    True, he can use his cages to save time as well as force survivors to run across the map to get the save, but I still don think that it should be this way. It is a really strong effect and taking it away would make this killer significantly weaker. You yourself may not run DS, but most survivors at high ranks do.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875068#Comment_1875068

    You may as well put iron will in there as well. I consider it anti-tunnel because if the killer comes straight back to the hook it’s going to be the only thing that stops them from immediately finding you and gives you a chance to slip away.

    I don't know, iron will is literally meant for stealth.

  • I would like to introduce you to me, a good claudette player.

  • @[Deleted User] said:

    lol what? he's just been gutted to the point that nobody plays him anymore. Why is it that players of this game want to keep going and going until something is literally worthless?

    I need an explanation for this comment. How is pyramid head "worthless"?

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873895#Comment_1873895

    Agreed. This is why I think simply enabling perk interactions with cages would be a positive change. Good killer would take no punishment and have the added bonus of having a wider spread of viable perks on PH. You'd be able to tell whose a good or bad PH by simply looking at who complains.

    Wait, so you want perks such as DS or BT to work with his cages? There would be much fewer opportunities where you would want to cage a survivor and automatically make p head a much weaker killer. I think that him being able to ignore survivor perks at the cost of him not being able to benefit from strong killer perks is what really makes him unique and I think it should stay.

  • @KA149108 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873932#Comment_1873932

    Bruh?! A good clown will just use his bottle at the pallet to slow you down and then down you. It's not a great strategy and you don't wanna leave dead zones early match.

    As I said, if you can find and just drop pallets early you can never give him the chance to use the bottles on you. The second you are in the open for too long though, he will probably end up hitting you with them so loop smart. Against a killer like clown it doesn't really matter if there are suddenly dead zones in a match if everyone is on a gen (as they should be) and he is focused on you. There are more pallets than you think. Against a clown, he has no lethality in a chase (except with the ultra rare described) and moderate lethality with the pinky finger. Besides, this strategy varies on different maps such as springfield. On a map like springfield, you can actually use windows that are safe without using pallets for a little while.

    I know it seems really scary going up against a clown with the pinky finger, but honestly the only thing you should worry about is your teammates dying on hook because they won't even try to go against it because they think it is too strong. I am being serious, it really is not as scary as you might think.

  • @Rareware0192 said:

    Off The Record could also be considered anti-tunnel since its effect only comes into play right after you get unhooked, making your grunts of pain lower and your aura unable to be read.

    I forgot about that one. I guess it could be added to the list.

  • Oni and pp head. I love downing everyone and yeeting someone across the map without having to worry about BT or DS.

  • No one really said it was OP, just a pain to deal with if a survivor uses it for distance.

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873076#Comment_1873076

    No, God awful killers might not have gotten much out of it because they're gonna get stomled either way, but bad-mediocre-good killers were carried by this combo

    I disagree with good killers being carried by this combo, but maybe mediocre to bad killer players were sort of carried by the combo.

    What is the point of running undying + ruin if you are so focused on a chase the whole game, or doing something else that is unnecessary? This is what bad to mediocre killers have problems with. But if the perks still work against a killer like this, then it is probably the survivor's fault for not doing gens.

    Good killers on the other hand earn the value they get out of this combo. It really did take skill to use this combo in a way that you get lots of use out of it. Unlike a survivor perk like dead hard where you just press E to erase a mistake made or make distance. It took skill because like I said, you have to know when to just run around scaring survivors off of gens or chase them.

  • I would rather replace the hook counter with the two little marks that the game shows on the survivor side for the killer.

  • I would not recommend playing twins because they have such unhealthy gameplay.

  • I don't even know man. Seems pretty BS, I thought they said they were reworking the perk.

  • Sorry, I meant m1 killers. I kinda skimmed over the chase part.

  • @kaijudane said:

    Nerf this, buff that. Unbelievable. I've been in matches against wraiths in red ranks who wiped the floor with us. Granted, as you said they're perk and add on reliant but frankly, that's almost all killers and a prestige 3 wraith certainly put the time and effort into learning the character and became skilled. Players on both sides continue to want the work done for them. The problems is the devs are all too eager to do it.

    Not all killers need addons. Huntress, freddy, p head, deathslinger, Oni, and a few others do just fine without addons. Also, a very skilled Wraith can only do so much even with good addons. Just because you yourself have gone against a really good Wraith doesn't necessarily mean he is a good killer who doesn't need buffs.

  • I think that the true invisibility was necessary, but I also agree that he should have gotten windstorm base kit. The true invisibility allows him to sneak up on survivors on maps that are very open like the Macmillian estate maps. It is ridiculous how survivors can see the Wraith across the map while he is "cloaked".

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/219557/okay-now-heres-my-rant

    Too bad you think that those perks are such a problem when they arent. So I'm not gonna read your whole thing. Therefore, ill adress the beginning. Quit complaining about these "meta perks" killer mains are broken records lile holy hell. SPRINT BURST REALLY?! Sprint burst isn't even a God Damn issue like dead hard. Ds and unbreakable aren't even used that much and shack pallet? Yeah its one of the strongest loops but there are ways to loop shack and its gonna be an issue with a goof survivor. Most people cant even loop it properly and hell ill teach you how to loop shack as a killer if Its an issue for you. Like im not the best killer but shack never is an issue unless im huntress and thats cuz im on console and aiming can be a ######### but I can shut down shack quick enough or at least get the pallet gone. And if by chance you're better than mr you shouldnt complain. Meat tree is annoying granted but you cant mundane it so dont and you will be fine its one chase. Bt can be annoying but mending adds time for them to be fully healed and with the timer being 20 seconds they cant afford to dillt dally. Gens suck ass and so do ranks but because of that killer isnt that hard it can be stressful due to gens but kills are easy to get. For the most part. But seriously man I get the frustration but I can give you some actual more in depth advice or reasoning if you want. And as for the rest which I read because I felt like a Dick I agree mostly

    You were right about everything but DS and unbreakable tho. DS is used quite often with unbreakable being the less used one. Just because they aren't used together often (is what I hope you were implying) does not necessarily mean it is not an issue. But yes, most of the perks other than these described are a pain but actually doable.

  • Nurse, spirit, and hag are the best ones in order.

  • It still isn't really that great though. Just drop pallets down early against Clown, don't get caught in the open, and bam ez game. Seriously, the pinky finger is his best addon, but he is still a weak killer. The addon will only work if he can catch up to you, so just drop pallets early to not risk getting hit with it.

  • @MadLordJack said:

    We'll Make It is also an effective anti-slugging perk. I've combined it with WGLF (and gone agaisnt it more than a few times - damn does it suck).

    No Mither is very effective in some slugging situations, however it's power is more that it is a silver platter on which to place yourself so the killer wastes time tunneling the crap out of you.

    I thought of WMI, but this perk is mainly designed for resetting your team by healing them, but I guess it could be mitigative towards slugging.

    I thought of putting no mither, I didn't because it is a very weak perk even with the slugging. However, I think I can still add it to the list.

  • For sure, I think I remember them saying that they would give it a range requirement. Now when you run it, survivors can't complain because it takes skill to hit ranged shots lol.

  • If I get downed in a couple of seconds because I am up against a good nurse I am supposed to git gud?

    If I am being looped on the crotus peen asylum infinite windows I am supposed to git gud?

    The only thing that can be "abused" as you put it in your last statement is DS for a very valid reason or two.

    DBD is in the best state it has ever been in balance-wise, but it is still survivor sided.

  • @GoshJosh said:

    And had you had Decisive Strike and been caged instead... guess what?! He'd get an explosion notification of you being uncaged and head right there! Amazing that this killer's power is considered OK in the minds of the devs. And yet you'll still find hundreds of posts whining about DS on these forums!

    Probably because there is a possible solution for one killer

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873087#Comment_1873087

    Really because the description says you can get the effect if a hex is active or did they change it

    It gives you the endurance status effect regardless if there is a hex or not. You need a hex to be able to pick yourself up.

  • I am confused as to why they would fix this and not anything else.

  • There is one extra chevron on Laurie. But yeah, I like this one so much better.

  • @TotemsCleanser said:

    Freddy and Spirit are the ones I see the most for sure.

    Lots of Bubbas since his rework. And a fair amount of Huntresses and Onis, too.

    Then there are killers that I rarely see, but when I do they are always rank 1, like Blight and Pig lol

    Lucky, I never face Oni's as much as I would like. I only occasionally get freddy's and spirits.

  • @jester20k said:

    Sorry not sorry that ruin undying isn't there to carry bad killers to undeserved wins anymore. It cannot be denied that this combo was extremely bad for the game.

    It was actually only skillful killers who really got value out of this. If a killer is bad, they will probably not even get that much use out of this combo. I say skillful because you had to switch from chasing to scaring survivors off gens to chasing but not too much of either. But yeah, this combo was terrible because it was all up to RNG.

  • @onemind said:

    Thoughts

    The wraith no longer has to swap between invisibility and attack and his terror radius is reduced to 20m

    If the wraith is out of 24 m he is invisible and fades inside he gets closer (imagine freddy but less often appearing) his base speed is increased by 10 when not in a chase there is a power gauge that fills up in 30s upon it hitting full he can ring the bell giving every surivor in 64m oblvisous for 20s and their aura is revealed for 3s

    a pulsating effect on their screen for the duration of oblvisous or like a disorienting effects in r6

    Thoughts

    Interesting idea, however, it seems like normal Wraith is just objectively better. Your idea for hitting the bell to set some sort of an affliction is a start. The effect has should probably be completely new and help the Wraith pressure the survivors.

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