ZCerebrate
ZCerebrate
About
- Username
- ZCerebrate
- Joined
- Visits
- 375
- Last Active
Comments
-
@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/1581468#Comment_1581468
That and you can open lockers faster, aka. waste not much time with them. That is especially a nice goody if you use no slow down perks.
I know that many see Iron maiden as a trash perk, but I love him.
It's usually not worth the slot on a majority of killers (Even huntress who technically reloads lightning fast with it) because the expose rarely comes into play if ever with only Doctor being able to easy pull value from it in many cases
-
@lostboy said:
######### can I do? I run DS and unbreakable and still they go out their way to ruin the fun out of this game. I am a killer main and never play that style, but it appears when ever I go and play survivor I get this sort of trash play style. Sure three survivors always survivor, but I am always the forth (no torch, no t-bag just doing gens).
Why can't you just accept defeat instead of literally face camping and then tunnelling?! It's not even funny any more.
I also have issues with certain killers who deliberately go out their way to bring in a mori when they go against me. Played the same killer three times in 48 hours and every time he will bring in a mori and joke after in chat stating he is just 'farming'.
In my mind as someone who played hundreds of hours of killer too - if a killer ever resorts to face camping to ensure a kill while everyone else survive then they lost the match. 5k Bloodpoints for surviving isn't really that big of a deal - change your mindset because by just about every definition outside of it saying "VICTORY" on your screen, you won.
Playing tons of solo survivor here myself and I see enough pepegas on my team while I run bonds or kindred that I just roll with it - if you save that last guy and get a 4 man escape while body blocking for him it's a feels good but if the killer is completely unwilling to even give that potential away then there's no real reason to play anymore with him and just take your win and leave
-
@RizeAki said:
I don’t know just seems like simple assumption based on teachable perks or just over used perks in general same can be done about the killer side you always have to assume their is bbq and hide in lockers even if it’s not there with something like spirit you assume they have stridor
Agree with the people hiding in lockers like you're running BBQ thing - works wonders with unexpected aura reveal stuff like Ghostface's Outdoor security camera - grabbing a Dwight out of a locker crying hacks at me in post game is pretty delicious.
Stridor is less of a thing for experience survivors because it actually makes your breathing louder too - usually my heads up that I'm against a Spirit before she is even spotted or phase walking and makes me less willing to rely on Iron Will or trying to be too fancy with mind gaming in close proximity to the killer.
-
@Blueberry said:
Midwhich is fine. None of those things you mentioned are an issue.
You not being able to find the way down to save a survivor is you not knowing the map, not an issue with the map itself.
I would disagree, even while knowing the map's configuration I think that Midwich is pretty poorly designed with it's sparse almost worthless courtyard, long corridors - more than half of the counter intuitive wall breaks where you should really only be breaking if you notice the enemy team is abusing (uh utilizing properly) balanced landing perks (The chemistry lab gen comes to mind for example with a hole directly next to it much like the Crotus Asylum middle gen).
It's unique in this regard but also crippling for most killers (Basically any who aren't Freddy, Demo, Nurse or Hag) and really only really helps abuse narrow chokes with Trapper or even PH (I guess it is his map). This also adds that RNG factor of knowing how many generators are upstairs against certain teams without balanced landing as it's almost 100% a killer advantage chasing upstairs after you weaken the pallet options.
But the biggest design flaws is the amount of FORCED "Hold W" that happens in corridors which is boring for both survivors and killers as it lacks any mind game potential outside of "Can I create or close enough space" without much anything going on AND what OP talked about with stairs basically being at Corners only "IF" that. A very common strategy I've seen and used myself is breaking the bottom floor bathroom wall but leaving the upward one and see survivors get trapped or at least waste time trying to use that just to get upstairs which if intended is very much the same reason I hate the Graves Saloon dead ends... it's reliant on experiencing it once and map knowledge of "dead zones" rather than making the map feel intractable and fun. Somewhat related note - I find map features that don't add to the gameplay at all outside of a "Stealth here and waste time" like the 3rd floor totem location to be dry and lazy but that's just my personal feelings
-
@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1580610#Comment_1580610
People always tell me Hag has depth and a high skill ceiling but to win the game with her it's such a 1 dimensional strategy and you don't ever have to deviate from it because almost every survivor can't do anything against it, and the ones that can means an auto-lose for the Hag: trap 1 half of the map, get a down with little effort because insta teleport to traps and fun killer, hook and place traps around hook, teleport when survivors go for save, rinse repeat. Wow, so much depth and so much skill involved.
This is literally the suboptimal way to play Hag and why people considered her on the lower side of the tier list for so long. Read some of the replies above - maybe watch Michi from EU play and try Hag yourself. People who play this way are also turned off by Nurse because her ceiling is too high for predictions and missing penalty "too long" with the nerfs - both have more to offer than people are willing to put in the work for
-
@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/186955/killers-are-terrified-of-unequipped-perks
I've started using DS when survivor solely because I've realised just having 1 guy with DS makes the killer play completely differently. If there's no DS the killer WILL tunnel straight off the hook even from a distance or if BT is active, even at 5 gens-red ranks.
Most matches I don't use it as I'm more of a stealth/do gens player. I feel like wasting one perk slot for a perk I despise is and getting a fun match is far, far better than getting a 4 man solo match with no obsession and a tunneling Billy with noed.
Sometimes you run Sole survivor for the memes and it still serves as a DS when the killer mindgames themselves ~
-
Head On bluffing on Jane is a bit harder because the 3 second setup time but not impossible if it lines up for you where the killer sees you (or at least suspects) you went in the locker and can't get near you in time to yank you out. It's rare that it wastes more than a few seconds but still funny when it does
-
@hardtofindausername1 said:
So I saw that they listed that they added a new promo code system. How does that work? Do we get discounts on characters in the in game shop? Where can we find these promo codes exactly?
Portal409 beat me to it but so far the other promo codes have been 1 time use and given away as rewards during their streaming events. Make sure you use the 150k one though
-
@Customapple0 said:
The Executioner’s Ultra Rare add ons are trash.
Obsidian Goblet should at least make you undetectable while you are trailing rather than having to stand on the trail to achieve the effect
Seal of Metatron is just a situational version of BBQ & Chilli. At the very leas t it should reveal auras of all survivors, regardless of whether or not they are tormented when you cage someone, at least the. It encourages sending people to the cage rather than saving torment for the Final Judgement.
Pretty much agree with the Seal of Metatron needing a fix as it's currently pretty trash - so your buff or just a replacement completely.
Obsidian Goblet is actually very usuable in those common but niche situations where you identified there is an immersed survivor nearby that you can't really spend time looking for then return within the 60~70s window (90~ if you run the duration addons like you should) and can basically free snipe them on the gen from 8m away
-
As a Solo queue Survivor;
Kindred (Aura perk)
Spine Chill (Anti Stealth)
We'll Make it (Hook Rescue)
Last one is a toss up between Resilience and Lightweight - especially without an exhaustion perk - you have to make use of any small chase perk gains (faster vaults or scratch mind games)
For killer it really depends on the killer but
Sloppy Butcher
Whispers
Bitter Murmur
I guess if you really wanted to win
Hex: NOED unless you just wanted to waste their time by running Thrill instead
-
@BabyDweetMain said:
So some background.
I've been playing for years and have been pretty survivor sided. I saw myself in Dwight and instantly clicked to him. Dwight is a bit more tame while I'm more crazy but I too am an awkward leader of sorts in my day to day life. I mained him ever since. I played killer from time to time but it never felt like it fit, like it was right for me, like how playing Dwight felt. I figured that maybe I just need to try harder on the killers I'm good at (Spirit, Legion, Hag, Demogorgon).
Now let's go to when the Doctor got his rework. I never played him before that and after the hundreds of games I had to play with him, I grew to hate him. I thought he was overpowered, I couldn't sneak, do gens, not even totems without hearing his crazy laughter behind me. It aggravated me to no end every time I heard the initial shock in the distance at the begining of each trial. It was pure hatred.
Well a couple of nights ago I was goofing off, playing snoot boop pig when I figured since killer queue times were fast, I'd play every killer I've never played before once with no perks just to see how it is. One by one, I still had that feeling of it just not being right...until I got to my last and most dreaded killer - The Doctor. I entered the match and I instantly got a rush of excitement. I flew through the map electrocuting every survivor I saw, shut down loops, located that pesky blendette, and I got a 4k with no perks. It felt exhilarating! I instantly pumped hundreds of thousands of bloodpoints into the doc and I equiped his tome skin outfit (his lore skin from the archive rift) and I dominate the game, getting 4ks each game, loving the sound I once dread - the first shock of the game.
I can now proudly say that I am a Dwight AND Doctor main :)
I love the enthusiasm - Doctor and Legion fix that "I hate blendettes" itch for me which is enough for me to play them on occasion. Honestly I never minded being against doctor but since his rework when he brings both Iris heads on a small indoor map with Distressing it's just mildly frustrating
-
@dugman said:
It boils down to how many seconds on average it takes a killer to get a hit over the course of the game. The faster a killer can get hits the faster they get downs. Hag is one of the only killers that gets hits with pretty much no chase period. She spends extra time in the beginning setting up a web of traps, gens outside that web start to go, but then once those are done the survivors are forced to enter her territory and she gets hits the moment they start triggering the traps. Smart Hags put the traps in chokepoints that survivors will run through when chased off gens as opposed to right next to gens, so crouching near the gen doesn’t avoid the trap, and will have traps that are in a close enough region of the map such that if you get hit by one trap you have a decent chance to sprint toward another trap and get a second hit a few seconds later. Since none of the hits require her actually chasing survivors for more than a few seconds she is extremely time efficient once the traps start triggering.
Her main weakness is against a full swf using a flashlight to sneak around near Hag and disable her traps. You can potentially deal with that by, for example, setting up a couple of traps and then forcing the player following you to set them off to down them, but either way being “weak against a full swf team that specifically coordinates against you” isn’t exactly a problem unique to Hag.
Personally I think she is among the top five killers with the top three being Spirit, Nurse and Freddy and her and Billy being four and five. Most streamers seem to put her fairly high as well. (And Michi is the best Hag main streamer I’ve watched, the things and foreplanning he can do with traps are pretty wild. If you ever want an insight into how an expert Hag player treats traps check out his Hag guide, he does some pretty neat tricks with traps like using the forced camera turn to steer runners into the wrong sides of loops.)
Actually learned a lot when watching Michi, one of the greatest EU Hag bar none - agree with all these points mentioned by dugman
-
Added the Executioner section which I apparently completely forgot when intially typing this - was wondering why I didn't have 20 on my table of contents...
-
I did this assuming that complete gameplay changing addons like Iris head+Infantry belt Huntress, Double Iris Piece Doctor, Fragrant Tuft Tombstone Meyers or Yaku Amulet+Mother/Daughter Ring Spirit were off the table on an average sized killer sided outdoor map. Of course it's personal preference but I can back up my claims for the most part even if the most popular streamers and gamers might disagree with my assessments. I also tried to use the entire tier list meaning D tier is still viable but slightly weaker than those killers above them, if I wanted to be "fair" to each killer then I would've been forced to only use S through B+ which homogenizes the tiers.
S Tier - Oni, Executioner, Spirit
A Tier - Cannibal, Hillbilly, Huntress, Hag, Nightmare, Nurse
B+ Tier - Deathslinger, Plague, Legion, Ghostface, Shape
B Tier - Demogorgon, Doctor, Wraith
C Tier - Pig, Trapper
D Tier - Clown
-
@MrBuffalo said:
Only reason I ever see a hag get a 4k is cause the survivors just don't know how to work around her traps cause almost no one ever plays this killer? Did a streamer say she is good?
A few streamers and long time killers mains have caught onto it for sure - especially the naysayers and people who used to put Hag at the bottom tiers with old Freddy who have ACTUALLY given her a try recently have found her to be extremely strong. There are a few reasons for this:
1) She used to be overshadowed by Omega Blink Nurse (Back when triple blinking distance also increased your blink traversal speed due to a bug - and less stun time on missed blink attacks) and Insta-saw Hillbilly (With old Green Carb Tuning Guide allowing you to basically down healthy survivors in many loops almost completely negating Dead Hard and forcing the meta slightly towards Vault Builds to deal with the prevalence of Billies at high ranks). Both these are now gone so the next tier down is starting to shine a lot more, Which are your Infectious Fright Onis, Stridor Spirits and Yes, you guessed it... Hags.
2) The general QoL increases to killer made over the years have also helped M1 killers a lot especially with removing some infinites and basically narrowing a lot of choice spots for Hag to put camera breaking traps compared to before - loops are less likely to chain like they used to meaning playing her with zoning in mind at each tileset basically guarantees her hits if you have good spatial awareness. Another QoL change that helped survivors (bringing tilesets closer together) which hurt every other killer has actually inversely helped Hag in terms of using less traps to break more areas of the map considering her teleport range couldn't handle THE GIANT maps (they still happen but it's not as prevalent and can be worked around).
3) The meta developed in terms of killers figuring out how to waste more survivors time more and the Hag is great at creating pressure during these moments that other killers don't really have. The main topic here is slugging then using that time to lay traps to draw more people into your web. Unbreakable on it's own is strong vs this but doesn't invalidate your traps that you're building up as you pressure and move about the map - unlike other killers repeatedly giving up chases to keep inflicting hits, force healing and recovery is extremely viable and powerful on hag just because the nature of traps. Instant teleporting, hitting then replacing the trap, then continuing on is a very common gameplay loop. You'll rack up hooks whenever you catch hurt people out of position or trying to heal, then there's that trapper bonus of just getting free downs with unexpected traps ontop of that.
4) Like you said it's rarely played and people don't know how to counter her. Urban invasion is honestly an out of favor perk atm while strong against her while Flashlights ARE strong but not unmanagable if you are aware survivors brought them. Even experience SWFs rarely know to dedicate their best looper to PRESSURING the Hag by setting off traps whenever they can through gambling or just being keenly aware when a hag is going to be UNWILLING to give up her chase to just get a free hit on you because she's about to get a hit or down. This is in reverse to the norm where it's actually on the survivors to pressure strong tilesets or lose the game against good hags (It's ironic that survivors can be told the same thing they always chime to killers). There is counterplay to her but it really isn't as easy as "Lulz just crouch and bring a flashie"
-
There should be ingame text macros that survivors can send to each other built into the game to emulate an SWF's communication... then the game should be balanced in the killer's favor with the assumption that every single group is a communicating group of folks. Slowly diminishing the stigma of SWFs while keeping the main requirement of playing multiplayer games with friends.
Hag is actually in the top 5 of killers competitively if there were no exploits that reveal her in lobby before game even starts.
Being so immersed that a crow appears over your head should subtract bloodpoints from your end score (what little you're getting anyway).
-
@SCP_FOR_DBD said:
The amount of effort you put into this is insane, nice job!
Heres my tier list for Ghost Faces addons.
https://us.v-cdn.net/6030815/uploads/AKMWB41A3QQU/my-image-281-29.png
Pretty much lines up with anyone who has played more than a dozen Ghostface games. His Chewed Pen and Address Book are too powerful for how his power works and being stuck with such a long cooldown that it literally makes all his other addons worthless. I do want to see his basekit just have an address book incorporated by default (base cooldown down to 24s instead of 30s) then just remove the ability to stack these addons so the game is the same with a Chewed Pen but it gives him the option to run something else
-
@BaldursGate2 said:
It's ridicoulus how many killers have purple and red addons, hence green / yellow are better (like ghost face or legion).
Pig has to be at the no. 1 spot in the to do list. Her addons are all crap. The best one is a brown one.
Do you know how pig could really be usefull? There should be no 25% chance on the boxes, you have to have go to all 4 to disarm the trap, then you would really get some space out of it.
Bubbas rework was good, pig needs one ASAP.
I agree that Pig's traps have too much RNG involved with them - sometimes it's literally first box as you get unhooked and other times when the pig is running the extra jigsaw box addon and you are ticking down faster you literally can't make it to the 5th box in time even if you are full sprinting from box to box without at least a few great skill checks (especially on larger maps). Bear Traps (Trapper) and RBTs need a set number of disarm check even if its a median number because it makes it more consistent for both the survivor and killer and not just crossing your fingers in hope.
That said having to go to every single box is a bit much unless the time at each box is drastically reduced - probably more fair to require 2 boxes increased to 3 boxes with an addon or make it related inversely to how many generators are left unpowered
-
Had an idea for a Spirit Power change where her steps made padding noises on the ground and had some sort of visual where an addon might get rid of that visual to keep old spirit asthetic while costing her movement speed or an activation speed addon. Her Base stats could be made a little stronger to compensate too
-
@darktrix said:
Because games do not generally force people to keep playing them. It's an out for various reasons, if you played more survivor you would experience plenty of them.
To be fair plenty of games have leaver penalties if you leave your team high and dry mid match - usually the equivalent of this game's DC timer. Nothing is forcing you to perform during the game either but having the guy let go when I ran across the entire map to unhook him in phase 2 when the killer is chasing the other guy is basically a kick in the face that the devs refuse to put in this game.
I wouldn't mind if the entire hook stage became a skill check every X number of seconds - so if you REALLY wanted to suicide you could fail even single skill check but there is still a minimum amount of time you would be on the hook - not 9 seconds then instantly let go in phase 2.
-
It's on experimental ELO system where your rank is equal to the negative value of your previous losses on the account plus or minus the root of all positive or negative reports against you by fellow players squared minus 4 times your previous month's ranking times your currently displayed rank. All over 2 times your previous rank's value.
It's very precise and will equalize your matchmaking into where you belong in a matter of 20 games or so - just keep playing and you will see a lot more red ranks eventually just by playing a lot.
-
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1578069#Comment_1578069
The 5% extra regression is not applied. It should increase the failed skillcheck regression from 10% (regular fail) to 15% (Overcharge fail) and this is not happening. I'm not talking about killer perception, I tested this with screenshots as survivor and saw the regression is the same.
Only it was never intended to be a 15% regression as that forced skill check is it's own separate entity a special "overcharge" skill check that doesn't give any progression on the generator either if the survivor passes it unlike a normal skill check. If they fail this "tremendously hard" skill check its a 5% regression, the customary 3 seconds of paused progression and an explosion of noise. Then you can go about doing the gen and if you fail the first normal skill check you get a 10% regression, 3 second pause etc if the survivor manages to fail that one too.
Edit: And as a survivor who has watched survivors fail the unnerving pressence + overcharge combo multiple times, I know for a fact that it does at least regress 5% on that fail as the bar moves backwards. But if this is a very recent bug as of the latest patch that that's news to me. That perk needs to get fixed anyway because it's such a waste of perk space atm
-
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1577983#Comment_1577983
Overcharge would need to be fixed at first. The extra regression that the perk states is not happening. Besides that I think it is ok to just replace the normal skillcheck with the overcharge skillcheck. I would maybe think about removing the "feature" that you can tap the gen and hit the Overcharge skillcheck while running.
"Overcharge the Doctor's Perk -You are fuelled by your hate for progress.
by performing the Damage Generator action.
The next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check
Failing the Skill Check results in an additional 3/4/5 % Regression penalty. Succeeding the Skill Check grants no progress, but prevents the Generator Explosion." If they fail that check the extra regression on the generator happens but people just straight up don't fail the overcharge check. If you meant the kick needs to be more powerful then run Pop goes the Weasel it's a Clown perk that's pretty meta
I mean it's really easy to hit that skill check over and over again if anything the only way to make this a hard check would be to randomize the the speed of the needle from any other skill check and make the success zone smaller - making it an actually difficult skillcheck. Also prevent you from hitting the check while running away after tapping the gen but make it an auto fail if they let go - just like a normal skill check.
-
@seffard said:
Every time the killer enters 16m after 10s(default camping mechanic) the hooked survivor gets a time extension on top of the killers' bloodpoint loss. Camping and proxy camping are still pretty powerful and such an easy cheese strat for killers to force survivors' altruism that they usually win with it because survivors want their (easy btw)points too. Yea, survivors could genrush with it, but it's obviously unfun to do gen after gen while the poor guy on hook holds to die, so further balance is more than welcome. But I guess Im just wasting my time with feedback.
Camaraderie is a thing for the time extension - it does require someone to activate it by steping nearby for a moment but if the killer chases them away then you can actually be saved from the face camper.
I'll agree with the more bloodpoints being rewarded for struggling (like 2x the amount) while the killer face camps them because in a way they're basically wasting the killers time by not just "letting go" and allowing the face camper to do it to the next schmoe immediately in the 1v3 now
-
The best thing about overcharge when you m1 tap it and start running again is that you can hit the skillcheck while running (seemingly by design too) which still puts the gen into normal state to be rekicked if the killer wants to regress it. The perk is basically unsuable outside of green ranks without unnerving and Huntress Lullaby with stacks or a reverse doctor skill check in which case... was all that worth it?
-
I like the meme pictures but I get the feeling that you aren't a native english speaker because I lost you in the first half.
-
@kaeru said:
I don't even remember when we had last bloodhunt. I would really like to play for 2x bp this weekend.
The last 2x bp event was like June 20ish until mid July for the 4th Anniversary event.
-
@CalamityJane said:
Ghostface is going to stomp low ranks because the main counter to him is good awareness which low rank survivors simply don't have.
In higher ranks he's still good, but he's very heavily add on reliant, and doesn't have many good ones. It's mostly just power recharge speed.
His stalking isn't anywhere near as good as Myers, but his stealth is much better, so most people will either ignore it entirely, or 99 survivors and then activate stealth and finish the stalk when they're close enough to hit. If you actually just mark someone chances are you'll just eat pallets for 45 seconds.
Pretty much this - the only real way to play him is to keep people at 99% and manage your expose on others - making sure not to wipe your 99 by failing to pay attention and hitting whatever random survivor comes running by. All his addons technically suck except for the 3 power cooldown one (Chewed Pen Green -8s, Yellow Address Book -6s and the Brown Matchbook -4s) especially since they stack and basically having his 30s power become a 16s cooldown is hard to beat. The only other setup that sort of works is Chewed Pen + Outdoor Security Camera Pink along with Infectious Fright for perfect information as you will primarily be using 99% then one shotting to create downs and pressure and only regular swinging at safe targets otherwise (Literally just build bloodlust if someone you almost fully stalked runs at you while your power is on cooldown).
I would say Nurse's Calling is pretty huge on him as people have trouble knowing when to heal against stealth killers, my biggest advice if you're a new wraith or ghost face is to moonwalk or strafe a lot when approaching generators to completely negate spine chill. I recommend not running Sloppy Butcher as it encourages healing and allows you to run other perks like Brutal Strength or Whispers which might not even fit in your build otherwise if you are running CI, BBQ and Chili, Nurse's calling
-
This sounds like 1 step away from holding the game hostage with cheap rationalization but whatever floats your boat. I really don't mind if this happens to me because you do get those unbreakable reversals (one happened to me earlier today and ended in a 3 man escape from having 4 of us slugged) and if we all bleed out while you stand terrified of that Kobe - twitching in your seat afraid to wipe the sweat from your brow... I'll just watch my 13 minute ad for a 2 minute youtube video about how someone made a couple million dollars working from home.
See how that works?
-
I read this and thought about it... Honestly if it was like "BLOODPOINT MULTIPLIER X" in big letters during the loading screen like you got a jackpot because let's be honest half the dbd population just dc's when there are 3 gateaus running anyway then complain about not have enough blood points.
Honestly not even sure why Moris are hidden - when BHVR revamps the killer lock in MMR they should make the survivors in lobby begin dancing animatedly when you equip them with a key (even if its a green one to troll) and mori's being shown on loading screen (since a hidden offering is 99% of the time a mori anyway). Give everyone more bloodpoints to in turn get more Moris and keys! Would you look at that, the ridiculous grind for new players gets a little bit more managable.
-
@kaeru said:
I like to see how YT Killers noticing survivor with a key. They drop everything to chase and destroy survivor with a key with unstoppable passion. So nice to watch.
What's even funnier as a solo queue player is noticing your fellow survivor in lobby bringing a key then scooping it up when he inevitably gets tunneled by the killer and farmed by my teammates. If the killer isn't running new Franklin's then that key will be salvaged by someone one way or another
-
I would love for the X crossed arms emote because there are so many times where someone teabags repeatedly next to me obviously telling me that they want heal me when I'm working a 80% generator vs pop goes the weasel and just teabagging until the killer just magically shows up as the generator is at 98% and I gotta make that sudden decision whether I stick it or not... because the guy wouldn't just nuzzle the gen with me
-
I find it funnier when people get upset about getting Mori'd or survivors hatching out or better yet when NOED or DS goes off. It's literally the unbalanced casual game we're all playing... this isn't an esports you're playing professionally for money (because you definitely wouldn't be on theese forums in that case) so relax and just have fun.
The only time I get mad is getting sandbagged by teammates which is basically griefing just because they feel like ruining other players' experiences - getting unhook spammed but not actually pulled off while you're in stage 2 until you die or repeatedly slamming a locker or vaulting a window next to me while i'm breaking a hex totem etc (also include hacking on either side to this since it just sucks the fun right out for the other 4 players in the match).
-
As a survivor I tend to keep doing objectives - if the killer wants to slug me then watch me slowly bleed out on the floor while the only other guy slowly bleeds out on hook then I turn on a youtube video but generally speaking I don't give up doing gens, rescuing or other objectives to escape until I'm dead because bloodpoints are bloodpoints in the end (I burned at the very least a yellow offering)
As a Killer I tend to keep chasing people around because I never really believed that getting 4Ks was the END ALL as a killer to win. I basically treat each chase as a little mini battle and see if I can win without having to resort to Bloodlust III'ing them (though I guess in theory that would be my giving up if they're too damn good). You'll be surprised how often you get a reverse sweep 3~4Kill from what looks like a hopeless situation from a series of mistakes.
Now when the opponents give up...
As a survivor - I just finish the generators and leave because - onto the next game. Give me as many BP as possible but don't really care either way if the Killer gives up then it's just boring for me too.
As a killer - I just slap him and if he lays there like he is afk I leave him there - if he starts helicoptering at me or was pointing as he got slapped then I'll just hook him because he clearly wants to leave or maybe something came up (Timmy's mom's yelling for him to get the groceries right now etc.) it's just a game just keep it moving... I've never really been a sadist who wanted to keep gamers hostage because some fragile insecurities (cough - not outing some people who do that #########)
-
@Todgeweiht said:
https://us.v-cdn.net/6030815/uploads/0QW72N1KBXUM/my-image-2817-29.png
My add-on tier list for reworked billy
Wait what you put Punctured Muffled in your A tier? Have I missed something or not had any issues with Chainsaw cooling rate ever yet (Playstyle difference?) I'm glad you put LoPro Chains up there though - I'm honestly a fan and think it's a straight playstyle difference and it's just satisfying when you got flying through at them
Honestly didn't use Apex Muffler enough to know if I'm just not lucking into those cross map stabs because they happen even if I'm not running it where I sprint and a survivor just comes dashing out into my face so I veer slightly GTA style.
As it is I agree that the Iridescent Brick alone lower tier and is just situationally hard to use in too since your chainsaw is just revving anyway even if you are. Which is why I suggested combining it with the Apex muffler.
-
@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1576907#Comment_1576907
Can't you say the same silly argument apply in reverse? You think there's decent counterplay because 99% of people don't know how to play her properly.
The man has spoken... it's funny that it only works one way on these forums
For the record I am that dirty Stridor Spirit who cranks my volume up if I feel like winning after a rough couple playing other killers and I think the phasing noise should be directional or produce soft footsteps if all her addons are remaining the way they are now (Activation, movement speed , especially the Yaku Amulet + Mother Daughter Ring Combo which is borderline broken at +70% movement speed, -26% movement speed with insane recovery and 8.5 second duration instead of 5 seconds.
-
XIII. Nurse
A. I said this before for the Doctor the only thing that should be part of the base kit but EVEN MORE important for the nurse is the Plaid Fannel for new players – Allows the Nurse to see Blink Target Locations. The HUGE learning curve of current nurse is why there are so few of them considering how punishing it is to be bad at her with her current state. She has been adjusted enough and beat down but she’s still extremely good in chases if you’re a practiced and precise nurse (I’m mediocre to below average at best and the compliants about map pressure isn’t bad because how fast you take down chases (except on the largest of maps… with no verticality).
B. Nurse’s Pink Addons
1) Torn Bookmark (Adds 1 Chain Blink but can no longer blind through solid objects) - This is absolutely horrible and at this time point should give 2 additional blink charges instead so it isn’t as crippling. It should be immediately obviously to survivors that the nurse is blinking 4x meaning she can only go through windows and over pallets not through walls. Gameplay change and useable addon at that point for both sides.
2) Matchbox (Increase the nurses movement speed to 4.2 m/s but removes 1 chain blink charge).
Being limited to a single blink is pretty painful for those minor adjustments especially since how long her stun lengths are that the movement speed is just not a good addon. 105% movement which is still slow compared to her 97% normally
Suggested new pink addon
3) "Last Gasp" - a modified Anxious Gasp (Blinking through a survivor causes them to scream) but now make it so blinking through a survivor injures them 1 health state then immediately fatigues so you can't combine with Torn Bookmark to just shred a guy up unless you keep missing. This would also remove one chain blink charge as a downside. Make it so she can no longer attack after blinking too so she can't just play as normal. This would create some fun different dodging patterns and even build variance as she is probably no longer running onhit perks or addons while she tries to teleport through you
XIV. Oni
A. Infectious Fright is a requirement on Oni to snowball – those who are purist and say otherwise also don’t run Stridor on Spirit because it’s “too easy to win”. Just run it and revel in the bloodbath that is Oni.
Honestly with how Hillbilly and Leatherface lost their instant charges it’s strange that Oni still has it on the Green Scalped Topknot addon with flick hitting (2s charging down to 1s – halving the time!??!!). He does have the whole blood orb activation thing so I’ll have to forgive it a bit but still it’s his best addon if you understand how Instant Saw Billy worked (to snowball out chases within seconds against the BEST survivors).
If for whatever reason you don’t run that one and don’t like instant saws…. Then stack two of the 3 duration addons which just increase his snowballing to generate super pressure during his power. This is sort of like the Ghost face issue where his choices are directly limited by how powerful these addons are in comparison to the rest of his addons… could make it so they don’t stack at the very least is what I would say. His blood orb stuff is good to if you are against those “Super safe – I refuse to let Oni get his first power” survivors to get rolling as soon as possible but I honestly can’t give up the duration addons since you will inevitably get rolling if you keep swapping survivors with the intent of getting blood. Could also use the mobility dash speed options if Duration didn’t stack and was just 100% too good.
B. Oni’s Pink addons
1) Renjiro’s Blood Glove (Survivors can see blood orbs, survivors aura is reveal for 2s when they touch an orb) – Survivors being able to rob you of blood orbs to prevent you from snowballing is actively counter-productive though it gives you some information. It’s risky but the fact that it can reveal for you when survivors adopt this playstyle means you can meta this and drop you other tracking perks. Enough of a gameplay swap if adjusted for so… acceptable pink addon for me.
2) Iridescent Family Crest (Missing a demon strike during your power makes all survivors within 12 meters to scream) – This is god awful and NOT a replacement for Infectious Fright – If you have ever tried to make this work then you will understand why this is counter-intuitive and a useless addon that gives you nothing. Throw this one away BHVR...
My suggestion for that Alternative Iridescent Family Crest: If your Blood Fury is available to activate – just activate it immediately as a downside against your control when to use the power. But in exchange everyone across the map that isn’t inside of a locker just screams in terror on activation – meaning you are forced to make use of that information. It takes agency away but puts you into this HIGH paced gamestyle mode as Oni.
Alternative Family Crest 2: You no longer see orbs of blood or collect them. You charge a set amount of Blood Fury per hit and get a set amount whenever you gain a stage of Bloodlust during a chase. It limits your tracking and mechanics throughout the match but allows you to turn into a completely different type of Oni if balanced correctly like hit a survivor and Blood Lust II to get your first Blood Fury but then be limited on how to chain into your next blood fury because the lack of blood orbs (different game pace without a reliance on snowballing).
XV. Pig (Amanda the Jigsaw II)
A. Even with the Combat Straps being added to her base kit – she still has them to reduce them further by .3 seconds which is still pretty strong on her as her ambush charge times and cooldown are her only alternatives outside of RBT altering addons. Honestly the only quality of life change I want for her Stealthing (considering you run Monitor Abuse + Whispers if you want to stealth) is to remove that blade SHING noise whenever she stands up which makes grabbing literally impossible on her unlike other stealth killers (maybe put it on an addon if you insist on it being like Wraith’s). Honestly not a fan of the RNG nature of her ability and had a few ideas for changing the set number of boxes that each survivor has to check depending on which bear trap they were given. I couldn’t think of a more fun alternative mechanic that didn’t require more assets and mechanics for various skill check hoops that survivors have to do at the boxes instead of boring basic type skill checks. Suggestions welcome here.
B. Pig’s pink addons
1) Amanda’s Letter (Reduces Reverse bear traps by 3 which is down to 1 and reduce jigsaw boxes by 2 which is down to 2 just to give auras of survivors within 12 meters are revealed to the Pig while crouched) This is just a crappy version of Wraith’s purple All Seeing Eye addon with immense downsides… It’s only better than wraith because how fast you go in and out of crouch and even ambushing out of loops with low walls.
Honestly in exchange for changing her into basically a different M1 killer her base terror radius should be reduce to 24 with this addon with the current downsides so it drops it 16 with Monitor and Abuse Perk. This would be a significant enough change since it basically took away her jigsaw puzzle delaying power in exchange for that.
2) Rules Set No. 2 (Survivors cannot see the auras of Jigsaw Boxes until their reverse Bear Trap is activated). This is horrible and worthless as is and should be be combined with the Purple addon Amanda’s Secret (Aura reveal for 6s when a RBT is removed by survivor but also makes it so the Pig cannot see the Jigsaw box auras). Gameplay wise this forces the survivors to activate their own RBTs instead of running around trying to deactivate them while they aren’t even timing down but it also makes it harder for the Pig to patrol camp every single box by hiding it from her as well (though not impossible if time is spent to figure out a route).
XVI. Plague
A. She’s really not that strong but her ability to an extent negate a whole family of healing perks and items gives her an edge like Legion being anti-immersion. The Apple addons (Start with more corrupted pools of devotion) are the preferred snowballing Corrupt Purge thing combined with tracking perks especially infectious Fright and Corrupt intervention to get rolling. Surprisingly Apples are just outright better than Corrupt Duration unlike Oni just because how her power activation works to snowball.
I actually prefer the Vomit Effectiveness addons because I personally think the Vile side of her powers effects the game a lot more when the survivors are still spread out and I don’t feel like running those 2 of her perks every single game though I admit it is effective. Being able to vomit on someone to break them and never giving them a hit speed boost to down them is just more satisfying for me for a unique killer experience as I mentally push survivors to purge and juggle when to go on Corrupt Purge rampages. This means the only brown addon I would give her by default is the Prayer Tablet Fragment where she activates pools faster and move very slightly faster while holding corrupt purge (I mean they gave Oni Demon Dash for his fury – should be similar to the Plague in her powered up form by default).
B. Plague’s Pink Addons
1. Iridescent Seal (Get a Corrupt Purge whenever a generator is completed, reduce corrupt purge duration but also reduce movement speed while vomiting your attack). This has an appropriate drawback already of getting slowed and losing 20s off your 60s corrupt purge but this is actually pretty powerful having 5 extra uncontrolled corrupted pools of devotions though especially with something like Bitter Murmur perk.
2. Black Incense (Reveal survivor aura whenever they vomit for 5 seconds which is almost constantly up with maybe 10s downtime) – this just gives too much information across the map that is not based on anything and has no downside as survivors have no idea either. This is just too strong of an addon compared to others and I would say some downside is necessary like infection rate being considerably slower (maybe like 60s instead of the 35seconds normally) – it should be noticeable enough that survivors should be able to suspect you are running this pink addon.
XVII. Shape (Michael Meyers)
A. I love this guy. Standing Mori Tombstone addons (will talk about pink one below) is just such a fun surprise factor kill as you just grab a teabagging survivor in the face and remove them from the match while not having a hidden “mori” offering. It’s good fun though its not purely about bloodpoints or pipping… it’s about sending that message. I’m a fan of it no matter which side of it I’m on. The Scratched Mirror (Permanent Tier 1 but can see through walls within 32m) on indoor map Fat Meyers is fun as well and one of the few jump scares you can still get in this game. Good variance here and the Stage 3 duration addons are pretty good if you don’t want to run Tuft too. He has Aura reveal options and movement speed during stalk I think the addon design with meyers tiered power system is very fun. Competitively I really like Judith’s Journal (40% stalk gain against the obsession) or J. Myers Memmorial (20% stalk gain against any survivor) with Fragrant Tuft of Hair (infinite Tier 3) but there are other Tier 3 duration options. The Yellow Dead Rabbit (Decrease Terror Radius during Tier 2 and Increase TR during Tier 3 – diminishing with Monitor and Abuse perk but still stackable) addon paired with Infectious Fright and Monitor and Abuse is just so perfectly synergistic too. The only thing I would say for him is that he needs to get out of Tier 1 ASAP if he isn’t going Scratched Mirror because he basically lacks a lunge in tier 1 meaning stealthing purely at the start just isn’t an option. I would say give him Boyfriend’s Memo (Increase Evil Within Lunge Range) brown addon just to give him that option to start stealth, get a hit THEN begin stalking while the guy is speeding away because not having a lunge is feels god awful. Replace that brown addon with a slower stalk speed troll addon that gives more bloodpoints by 200%.
B. The Shape’s Pink Addons:
1) Fragrant Tuft of Hair (Permanent Tier 3 but takes far more Stalking to tier up) I would argue this is just too strong on it’s own but the downside being a lot more stalking – the only thing I would say is maybe some sort of visual or audio clue comes into players’ awareness might be fair. Just the 100% certainty that the Meyer’s Tier 3 WILL NOT run out would fix some of these scared stiff survivors when they become exposed especially if some other meghead obsession gave the Meyers T3 and you were on a gen on the other side of the map, none the wiser on the longer stalking time.
2) Judith’s Tombstone (Slower movement speed by 9%, takes far more stalking to Tier up, can Mori from Standing just like the Tombstone piece but doesn’t drain your power gauge unlike the purple version). Has downsides and can be built around this playstyle – I’m a fan because movement speed on it’s own is very noticeable and requires a particular perk build and play that can be countered to make work.
XVIII. Spirit
A. I’ll admit it that I’ve played over 100 games as a dirty spirit killer with Stridor and cranked up headphones. I will agree that in many cases there is no outplaying outright but a serious of mind gaming coin flips from both sides if they’re playing it correctly which has allowed me to run Spirit with basically every single perk setup possible. Using her Activation Charge rate addons (Blood Hair Brooch, White Hair Ribbon, Gifted Bamboo Comb) to end chases like a cracked up nurse combined along with the Movement speed addons (70% Pink, 26% Green, 18% Yellow, 9% Brown) to create immense map pressure flying around the map. Literally the only 2 types of addons you need if you play enough Spirit – you’ll have survivors disconnecting in rage in no time (Yea, very toxic. I know). Honestly I tried a lot of the other ones too after the Prayer Beads (phasing sound is heard by all instead of silent) nerf and they all help in some way or another but nothing really beats activation charge + movement speed for how I play. Yakuyoke Amulet is actually broken for map control by increasing the phase duration significantly but only really makes sense with the Mother Daughter Ring but it also current aids recovery speed which negates those addons (even when they are normally outclassed on their own by activation addons).
Her worst addons from my experience are the Dried Cherry Blossom and the Juniper Bonsai which changes her passive blinking in and out frequency similar to old Freddy walking around. I personally don’t see the point of these unless someone wants to explain when you would run these other than to muck around.
B. Spirit’s pink addons
1) Mother-Daughter Ring (A 70% Movement Speed Increase ontop of her normal 176% mspd phase walking, in exchange she can’t see scratch marks). This is only good with a super sweet set of headphones, volume cranked up and running the Stridor Perk. But when those come together this becomes borderly unbearable when she hears you breathing while health then hits you at mach speeds on all sides of the map. When you’re hurt and moaning from Stridor – your scratch marks don’t matter anyway. Pair the purple Haunt Duration addon Yakuyoke Amulet paired for absolutely broken madness that the devs said they might be fixing in the future as the power recovery is being unintentionally shortened due to the duration being longer
2) Father’s Glasses (Survivors’ Blood Trails are visible while using her power) – I personally never relied on this ever since the Stridor Bug when it sometimes didn’t negate Iron Will was fixed. I could see it being a viable option for those not able to rely purely on hearing or choose not to run Stridor though.
Honestly have no suggestions here for her current addons or a new alternative.
XIX. Trapper
A. Basically his required Addons are his Bags. These enable Trapper to actually play and not just be ferrying traps for a majority of the game being limited to 1 at a time. The Brown Bag (+1 Trap in hand with a max of 2) should be Default Base-kit on Trapper because literally cannot play with other addons.
Then Yellow Bag one should become a Green rarity bag (+1 Traps at start with a max of 3 held), while the purple bag (+2 Traps at start with a max of 4 held) (the bags are just realistically options not requirements at this point). Purely quality of life in my opinion but if you insist that Trapper of all killers need a nerf in exchange, the devs could drop the added traps starting in hand and just add the extra traps to the map instead)
Replacement for Brown bag addon: Brown “Usual supplies” add-on that takes the furthest to the edge trap and places it in the center of the map (Because if you’ve ever played trapper and been unable to incorporate a trap because it spawned in the corner of Swamp behind some trees without throwing away all pressure, you know my pain – still not a required one for most Trappers in a majority of games).
B. Trapper’s Pink Addons:
1) Iridescent Stone (Random trap auto resets every 30s): This is one of the best addons atm which allows him to mostly carefree about people wasting time disarming his traps. Honestly not bad alone but it’s horrid to go against when combined with things like Honing Stone (Purple – Survivors who free themselves get put into Dying state) or Bloody Coil.
Honestly there should be a downside for Iridescent Stone which should make the traps significantly brighter (opposite of the obscuring Tar Bottle Green addon) and basically harder to hide in bushes. It could even reset faster and still allow Trapper to cancel windows and pallets easier since areas he setup up will in theory stay setup for kills.
2) Blood Coil: Healthy survivors get injured whenever they disarm a trap – doesn’t put anyone in dying so it isn’t OP as much as it sounds. Could also make traps significantly brighter – combined with Iridescent Stone, maybe traps just outright start to glow slightly. Promotes slight gameplay change – injured folks disarm traps while healthy folks don’t.
XX. Wraith
A. Anyone who has played Wraith knows how “Required” the Windstorm series of addons are offering 15%, 20%, or 25% movement speed while cloaked (ignoring the negliable downside of moving slower while uncloaking). As an outright buff I would give the yellow 15% as a default to wraith’s basekit, completely remove the green 20% windstorm then make it so the Purple addon just gives 10% movement speed (so it is the same 25% total). This would open up options because the 10% movement speed purple addon would still be good but not absolutely required if you want to try a different addon combo. I can tell you that Base wraith feels terrible without windstorm but with the yellow windstorm it’s just barely competitively playable when combined with Play with your Food perk (more movement speed and wraith’s power helps you drop chase instantly). I literally cannot run Shadow Dance series (Faster Actions while stealthed like kicking generators or vaulting) without feeling like I’m giving up many good choices at the moment but if Windstorm Purple was only 10% I might be able to fairly weigh it against Shadow Dance Purple for competitive play. His worst non brown addons are reducing the disappearance time for stealth just because how little effect it has on the match other than adding a hilarious fast BONG BONG BONG noise.
B. Wraith’s Pink Pallets
1) Coxcombed Clapper (Renders the Wailing Bell completely silent) – This is arguably one of his best perks especially on any map with high walls and does change gameplay especially if you walk backwards to counter spine chill. Up for suggestions here I guess but don’t think it really needs a downside other than longer reappearance time.
2) “All Seeing” Spirit (Can see generator repair progression by intensity of auras while cloaked) – tons of information coming from this much like Legion’s pink that was based on this one but doesn’t even require a cooldown at all. Combine this with just Sloppy Butcher and all of a sudden you slowdown the game immensely as purely a M1 killer without having to run a pre-hook tracking perk like Discordance. With Windstorm buff maybe going cloaked might have to take more time as a downside.
Well 15 pages later... the quality started to drain the further down I went so I may have to review this later and make some major edits. Formatting may not be perfect on the forums either so will have to see what I can do eventually for easier reading. Thanks for making it to the bottom but for the rest of Gen Z and on.
TLDR:
Killer’s addons need some changes, occasionally devs read these forums, and some players (or just me) felt like talking about this on the forum
-
While I'll agree Deep Wounds and Legions design is pretty boring overall (for both killer and survivors) - there is a reason it was nerfed into the current state. There was a time when Deep Wounds on Legion had an even more brain dead tactic of running Bloodhound (possibly even Play with your Food for added lulz) then just moonwalking after getting a powered hit. You drop the chase then the survivor immediately starts bleeding out while you walk around looking straight at the floor to prevent another chase from starting. The result was the survivor either started mending and getting smacked or just falling over in the 30 seconds regardless of how bad the killer was or how good the survivor was.
This tactic wasn't going to get the Legion many 4Ks but it was enough to pip and just drain the fun out of the game so it was "fixed" through the current state its at now.
On another note - it's actually a misconception that people think Legion is weak, if anything his ability giving you the ability to "FIND" specific really annoying immersed survivors AND usually keep everyone in a usually noiser bloodier 1 shot state (because in theory you want survivors to be healing against you as legion to make them waste time) makes him one of the above average killers (above pig, clown and trapper). He also applies his on-hits with his power active meaning things like Hex: Third Seal and Sloppy are arguably stronger on him than on other killers. Watch Otzdarva's games and he says the same things about Legion for keeping pressure up and making people play dumber because they should always be hurt.
But once again he is "Boring" while being viable sort of like old Bubba (I actually like New Bubba a bit though his add-ons still make no sense).
-
@Widden said:
https://forum.deadbydaylight.com/en/discussion/comment/1545328#Comment_1545328
killer main forum don't agree with me. I guess i will go the steam and facebook groups
Pig is objectively one of the worst killers being stuck at a M1 and a short charge that no longer applies sloppy butcher. Her traps is one of the few things that can build up time for her since wasting the survivor's time to disarm them is all she has for the most part. She has arguably one of the worst pink add-ons that take most if not all her traps and boxes away in order to give her aura reading within 12m of her and its fun to muck around with on indoor maps but any competent survivor won't fall for it more than once - try playing her that way on a normal map and see how gutted she is without her reverse bear traps.
-
@Tactless_Ninja said:
I thought a competent team crushing killers was a general issue? If they don't get an early lead they don't have anything to pressure with mid game. Which is why Noed is so prevalent.
It's actually more rare to see the No one escapes death perk once you get to a certain MMR rating (though it does occasionally come up) and it's also usually not an issue if you're ok with letting that person die or the team actively goes to look for the totem instead of all just leaving through the door or rushing hook for 1:1s.
I do think the majority of killers don't have enough game knowledge to force the best survivors into 50:50s and identify then hunt down weak links (combined with avoiding strong looping areas) which is why M1 survivor army always just feels like a "Gen rush!!@@!" because your chases take too long. Console killers have it worse because they can't reliably land hits so in the worst cases their chases are close to indefinite even with all the killer interaction buffs over the last 4 years.
-
There's this crazy idea that's been suggested multiple times before that they add hotkeyed pre-existing text blurbs that survivors can use to communicate with one another (It's used in other DbD clones already).
Example: "Killer is following me at <x>!", "On generator at <x> location" "Heal me near <x> location!" "Hex Totem near <x> location!"
X being current survivor location and obviously they could make a lot more of these and have one of those text wheels for players who refuse to hotkey things. It could be a small text banner that stays over your portrait at the bottom right.
AND THEN balance the game as necessary because it's literally impossible to prevent people from playing with their friends but at least give solo queues the option to play with their random teammates in similar ways.
-
Cool, can you tell this story again, bro?
Nothing about this sounds out of the ordinary at all even the part where you justify your hover camping of basement and survivors who are overly altruistic pay for it.
-
@Avilgus said:
They have already talk about a "husk survivors" when someone DC...still waiting.
Huh so they did mention they're bringing it in at some point - forum filter brought these up when using "husk" as a search word. So it was promised in an upcoming patch back in Q1~Q2 2019 but is still not in the game? Yet they're programming functioning AI for the DbD Mobile game to make up for players disconnecting or a lower playerbase in general at start? Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
Feb 2020 https://forum.deadbydaylight.com/en/discussion/comment/1090181
Dec 2019 https://forum.deadbydaylight.com/en/discussion/113870/survivor-dc-husks
Dec 2019 https://forum.deadbydaylight.com/en/discussion/comment/928934#Comment_928934
Nov 2019 https://forum.deadbydaylight.com/en/discussion/106319/survivor-dc-husks
Oct 2019 https://forum.deadbydaylight.com/en/discussion/96816/when-are-the-dc-husks-coming
Aug 2019 https://forum.deadbydaylight.com/en/discussion/comment/637718
-
Being able to see hooks within 30~40 would actually be a reasonable buff (not very broken nor polluted) to Saboteur or even Slippery Meat to complete the combo (Meaning you need multiple perks to make the build work) because sabo has been nerfed until almost no one plays it at the moment other than SWFs looking to meme. Knowing exactly where every hook is nearby would actually allow the solo player to spend his time (dicking off technically) to setup an area where the killer is forced to make that decision to make a longer run towards a hook or just drop the guy there to keep his momentum. This also enables other perks to come into play where survivors can try to delay it by taking hits in hopes the guy can wiggle off and killer perks like Mad Grit or Hangman's Trick come into play because let's be honest... no one uses them right now.
-
She can be downright obnoxious to deal with if you are playing solo and your teammates cleanse everytime they are even touched by sickness. Corrupt Plague shots is just ridiculously easier to use than Huntress hatchets and for how fast she can move.
In an SWF or with anyone who can competently loop she is weak to mediocre - which is why she feels that way. Basically another pub stomper type killer but as killers get better with her maybe there will be emergent perk and addon combos that make her stronger. I've experienced the steaming garbage of a match when every fountain is corrupted by overly germophobic survivors and she has infinite ranged vomit damage but she's just-so so without that.
-
@Entità said:
The new ranking system forces all survivors to do all things (gens, totems, rescues, chases, heals, escape): it's not possible anymore to have a specialistic role.
The killer cannot camp or tunnel or slug all survivors, if they want to pip.
Both sides must play seriously a complete and hard trial.
The issue is that in the case when the Killer is garbage unless you're cognizant of your randoms pipping you can "win" a game by playing it as it is designed and depip because the survivors managed to well... "survive". I'm not saying I'm god's gift to this game but there are actual baby killers (or even baby survivors) getting lamblasted and the player wrecking the other person may not be moving on to a higher rank.
Totems don't go toward emblems, if the person never goes down there is no rescues or heals. One person can get iris evader by looping a bad killer the entire game and never get to touch a generator (black or bronze here) and altruism... meaning they can "MAYBE" black pip (2 Iris exactly) or even depip in this scenario if they get downed and abandoned at the end because silver on Survival at that point.
-
I made a similar observation here from playing about 40 or so games between yesterday and today.
Either they fix it before next reset or some yawn fests will drive casuals away... and you know those casuals turning into diehards for the game is the only way to keep a game like this alive where people will "eventually" burn out after the years of playing
-
The thing is "true" stealthing in this particular hide and seek game is actually discouraged (You will de or black pip for it even if you rescue 2 people and do 3 of the 5 generators alone currently). Optimally you just run in the open from loop to loop doing generators and hope the killer chases you so you can loop him for 2~3 minutes while other stuff gets done, let him hook you. Get rescued then go do a generator or two and that lands you on the 1 pip.
If the killer is bad you infinitely loop him - escape then do a generator or two. Rescue a friend maybe, never get hooked and walk out for a 2 pip but honestly this just doesn't happen once you get to low ranks
-
The locker cluster is hilarious though. Urban Evasion'd from them and actually watched a baby killer individually check 6~8 lockers while I'm working on a generator 30 meters away. I almost finished the generator before 0 before he spotted me.
Honestly though the huge open running distances makes it very hard for you to get to the next loop though as a survivor which has been my biggest issue with it. I've been downed a few times trying to get to the next jungle gym or loop after the killer loses his bloodlust which doesn't really happen on other maps.
-
@PreGum said:
Stunned? No thank you.
The perk should make it so it shortens the time it takes you to wiggle off the killer’s shoulder. I think that would make it quite decent actually.
This is what players wanted Kate's Boil Over perk to be - but that ended up being the killer sways more left to right. Aka the devs think that is too overpowered.
As for a buff - if this was a one time per match perk (I don't even care about the other stuff) where you could ignore a hit mid vault or while throwing down a palette... I would say that would be usable (at least for me).