Zarathos
Zarathos
About
- Username
- Zarathos
- Joined
- Visits
- 3,054
- Last Active
Comments
-
@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2297033#Comment_2297033
The hit to contaminate the survivor isn't a big problem, even with the speed boost. It only gives them little distance and now you can injure and down with whip, so if they try and loop you, you'll easily get those hits. otherwise waiting until their at a more vulnerable moment where the speed boost wont help then can also help punish them, (ex. unhooking). you can just basic them until that time comes and lose no time.
as for PH's cage; slugging is a good alternative for Nem. applies pressure to heal the surv, which can lead to another down or a forced injury. The cage can help survs unhook and heal since ph wont initially know where they are and trails really do need to be forced via a chase, so you are putting that effect on them before you have access to the rest of his power.
for the insta kill, if you down and slug and then chase a nearby surv, then you create a situation where you could have a dying surv and a hooked one (best case at least one other injured surv). so if the slugged one is picked up, you can get chained injurys into downs into hooks, just as easy. basically, just being aggressive can help counter PH's insta kill for Nem. plus, a downed surv right next to a hook, is just as quick.
What kind of player dosent get value out of there survivor speed boosts. Tiny bit of distance? Every second matters if you are losing time just so you can injure with an ability that can be cured then you are losing more time then just going for a normal down. If a survivour wastes there speed boost its not becuase oh I timed it so they didnt get value they are just terrible players who choose to drop down instead of holding w.
Pyramid head can slug too. His power only works against him if he makes a bad decision the fact he has these decision points means he has a major distinct advanatage. If you can kill a survivour then bar the last gen being done you should immediatly do so.
Then there is the ph collaterrel hits. It utterly baffling trying to even imagine nemsis in the same tier as ph nevermind being better then him. Ypu know whats better then infecting an unhooker downing them and the person there unhooking. You will also have more range to do so with ph unliek nemsis who's infect atack dosent even stop the unhook animation if my recent games are to be believed.
-
@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2294762#Comment_2294762
Good points to bring up, but im sure i can still rationalize Nem being better power wise.
PH has his trails, which can be avoided easily, mainly will be forced through a chase. free hook and goes into an insta kill. shows killer instinct too, but when would a survivor actually walk in the trails on purpose if they dont have to? plus, trails disappear over time. PH does have a more hard hitting ranged though.
Nem's downfall comes from the vaccines which can push him back in applying pressure as he'll become a basic attack killer besides breaking pallets or walls. the zombies aren't that good. Nem tentacle whip is on a smaller scales and isn't very large.
between the killers i think the loop pressure is what counts more and i still think nemesis has PH beat even if he can hit through walls and multiple survs. i think Nem has more potential to save time in a chase ad that info gained doesn't amount to much.
Didn't address contamination hits. Imagine if ph inflicted torment first gave a speed boost and then could injure. Also I'll take ph trails any day over the absolute god awful zombie ai. Ph also can hook/kill faster with torment. Bypasses ds which is a little less useful now that the perk is finally balanced.
Ph has a way higher skill celling with his punishment attack nemsis is easiers to land with less range nad dosent even injure. Until they address contamination hit nemsis will definatly struggle to make it amywhere past c tier. Kinda sad they did such an iconic killer dirty like that.
Admittedly its very easy to fix but behaviour is usually pretty obstinante about using a straightforward fix.
-
@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2292553#Comment_2292553
Data says opposite. So while I enjoy your ideas, they just aren’t based on data or reality. Thanks though.
Data says nurse is bad would you consider buffing her? Im genuinely wondering? Also kill rates for a victory as killer in red requires at least 3 kills under the current pip system. There are exceptions with some high point scoring killers.
-
Also consider the influx of re players? I don't have stats on me but i can hypothsize playing generic repairman leon/jill vs nemsis whom has a unique power, addons etc its nto gonna be harder to figure out whi has more appeal. Is it any wonder a person would choose to play nemsis. I suspect 3-4 weeks later the killer queues will be back to normal. But hey if I'm wrong and we get more players playing killer that sounds great to me.
-
@supersonic853 said:
Ive faced like 3 since his rework. I play him all the time but i do agree with the statement theres just better options then him at what he would be good at. Oni can slug everyone in 30 seconds. Bubba can chew through pallets mow through survivors and bt and not have to worry about tantruming at like all. Blight has better all around map pressure. Then we are getting so many bad billy maps. Imma crap myself as billy on the new one. Also yeah the addons are #########.
Actually ya the number of awful billy maps has massively increased. Increase debris on the reworked maps. So many new awful indoor maps. Rpd, midwich hawkins etc. Oni seems way better on these maps and thats without factorimg the lack of good add ons billy has.
Behaviour didn't like billy i guess so they added a mechanic to discourage people from picking him up. The billy mains can sit there and say oh but hes still good but how often is a person learning billy gonna be locked out of there power. If overheat punishes average to inexperianced billy players so aggresively. Isn't it only natural the billy playerbase would stagnate and decline.
-
@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2289993#Comment_2289993
There are but in solo q, I see nobody countering it. It creates a snowball where killer hooks, uses bbq to go to next person, hooks them, comes back for person first hooked. Rinse and repeat. If it wasn’t a good perk then why do all killers use it?
Thats actually a really poor idea most of the time. If your spending time hunting a survivor who is 32 meters away your wasting a lot of time. This dosent matter at the low medium end of dbd play but vetran player will whup you. That being said. Bbq is a staple for 100% bp. If you moved it on to discordance, thrilling tremours I 100% prefer it over the rather limited aura reading effect.
Killers starting new chases with other survivors should be encouraged. If a killer is starting a cjase with someone else 32 meters away that is a lot of time to prepare.
-
@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2281173#Comment_2281173
Nemesis hits through walls too.....
No he has to have a gap in or over the wall to hit the survivor. Basically if your head is sticking over the wall he can hit you through it at least from my experience's. I have tried before hitting through walls that obstructs the head of the survivor and it always fails. I have yet to test every tile that being said. Ph also has the cage of atonement and an inbuilt mori. with hazordus field that allows you to more directly control where you can track survivor movement. Ph is definitely stronger then nemsis and that's without factoring 3 hits to down which is a massive problem.
-
@gendoss said:
Yes he's the only killer in the game who can destroy a pallet and injure you in 1 hit (except for Lopro Chain Billy). He always can force you into a position where you either drop the pallet and get hit along with the pallet being destroyed, or you don't drop the pallet at all and just die anyway.
His tentacle has no warning unlike PH's shockwave ability and has a lingering hitbox. He definitely has the potential to be the best looper in the game outside of Spirit and Nurse.
Ah buddy you might want to delete your post because nemesis can't simultaneously hit a survivor and a pallet its one or the other. Also nemesis loses more ground whilst his tentacle is out. Even if his looping is solid which tbh is way to early to say since actual survivor tech is still move awkwardly to make it difficult to hit. I'm sure more nuanced approaches to looping nemsis will be discovered. honestly nemsis just seems like a crappier demo. Just replace zombies with portals. Shred on demo is less slowdown and longer range. It makes so little sense how people can look at the rooster of killers and think nemsis anti loop is one of the best compared to doctor, demo, spirit, nurse, deathslinger, huntress etc.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2280851#Comment_2280851
There is also no other Killer who has such a high mobility-advantage. You cannot just focus on the Overheat and ignoring Billys strengths.
And as I wrote in my other comment, he messed up at least 3 times before overheating. He should not be rewarded with an Instadown when playing that bad.
No other killer, sorry what? Wraith, freddy, demo, hag, oni etc. Yes the mobility comes in different forms with different limitations but so to does billies. His relatively straight movement means a lot of the reworked maps limits his traversal with all the added debris. Hag can teleport on top of survivours but requires prep. I can go on with each liller named but you get my point.
On the note of missing three times isn't the fact the player has commited 3 times to trying to saw and failed punishmemt enough. That is a lot of wasted time. Imagine if blight had a bounce meter that was disabled if you missed three hit with your power that would be unecessary why is billy the exception. Or made it so oni lost large portions of his gauge for missing. The punishment for missing a saw is time loss locking them out of there power for a prolonged period of time is overkill.
Billy has almost disappeared from dbd in terms of play rate. You can't sit there say there is no fire whilst the lad is fading from dbd and expect us to buy these changes were excellent decisions.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2271486#Comment_2271486
Funny how you use this timestamp and not this:
https://youtu.be/xELkqkQjJ6w?t=331
Where he messed up and got 360ed. Which is the main reason why he has so much Heat in his Chainsaw to begin with.
And the Survivor being smart to bodyblock with BT is not really a problem with the Overheat-Mechanic. In fact, the Overheat-Mechanic is finally shown to be doing what it is supposed to do - punish people who play badly with the Chainsaw. And he played bad.
Ok i know dbd community is famous for gate keeping but please listen to yourself. Are you implying that he missed a saw so his power should be on a very long cd. If so explain to me how that is good for players learning billy. How am I encouraged to go for difficult saws if the consequences are so high.
There is no killer with a cooldown as long as billy. You can't just make a killer who appeals to those who have learned him and is unapproachable/painful for beginner/average billy players. It's illogical because then you get abyssmally low playrates for a killer the commumity has gone on record as saying it one of there favourites to play against.
This argument get's raised every time but people casually ignore this because hur dur git gud meanwhile the payrate of the killer tanks further and further.
-
@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2280766#Comment_2280766
How likely are you to play against competent survivors though? You are acting like everyone plays in a swf death squad.
Semi competent survivors can actually whup nemsis with this one simple trick. Focus on holding w and use your additional sprint burst to prolong the chase. He either lets you go or continues chasing which is a pretty big lose lose. This isn't making an anti swf death squad killer its about making a competent killer.
We have examples of killer like plague who is balanced and dosent have the obnoxious multiple hits to down. A lot of people only want minor buffs on nemsis taking away the 3 hits to down and dropping it to two is all thats really needed. The zombie ai is gonna need tweaks and I'm not talking buffs only.
The facecamping zombie issues needs to be looked at and potentially limit zombie attack behaviour so it dosent trigger whilst the survivor is in chase. Though this mechanic is the first we have seen in dbd so wait and see might be best for the zombies.
-
I will say zombie rng attack's is not what I like about them. What I like is that zombies act as an additional reconnaissance tool. It reminds me of old freddy but with a bit more reading whether a zombies movement is random or directed at a survivor. I do think nemsis has a rough early game with 3 hits to down so in many circumstances I try to get a down asap just to put some pressure on. His anti loop tentacle tech is very balanced and whilst tricky at times overall is quite satisfying to land. Attention should be on improving the feedback on how exactly the tentacle strike hits as it is rather unclear what it can and can't hit over. I need to test indoor maps but long term focusing on making zombies more geared around map information and less on lethality would be sensible to me at least during chases.
-
Saw license. So firstly they picked the least memorable of jigsaws apprenetices. (Mark hoffman was a way better option, amanda young just comes off as a slasher with no interest in actually living up to the legacy of the jigsaw killers.). The traps are very fire and forget with little info leaked to the killer. There's no ways for survivors to end up affecting other players timers or speed up the timer which again considering the franchise feels wrong. Then there's the dash which is by far the worst anti loop tech in the game due to the base counter of running away. Very often the games in saw involved teamwork or kill or be killed mentality. The fact that survivors play the trial like normal with no real consideration for the traps as a threat is a failure of adopting the saw license.
It did give me my boy tapp who brought a lot of fun survivor perks tenacity and stake out are kind of fun to play around with. The game map in its current state is a joke with it being pallet heavy and just lacking in structure with vaults and actual looping gameplay. Say what you will about freddy at least he's in line with his franchise. A dreamworld that puts survivors at a disadvantage with obstacles that represent his actual power in the movies. His ability to travel across the map with a reduced cd depending on how many survivor's are asleep.
-
@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/2275876#Comment_2275876
https://forum.deadbydaylight.com/en/discussion/comment/2275884#Comment_2275884
What do you guys mean by he needs to be faster? He is a 115 killer.
Honestly I think he is fine for the most part. He comes with quite a bit of tracking in his base kit. His power is pretty decent. Yeah people can use the antidote but there are only 4 on any map. Yeah he isn't the next s teir killer bit does he really have to be
The quality of mid tier killers is pretty bad tbh. That and the last two killer were awful for a number of reasons. The killer role is due a strong killer. His leveled up tier 3 is really underwhleming which is kinda frustrating.
-
Some less powerful variant should be base kit to dbd. Much like some variant gen regression should be base kit to killer. As it stand not running ds or any obssesion perks opens your survivor game to some pretty misrable experiances. I can't count the number of times it has saved survivors or at the very least bought them time. Post changes simply because i didnt expect someone to use it and i was very far behind as killer so I risked getting hit by it.
If ds was as bad as everyone made it out to be large number of streamers and content creators wouldnt be using it. Which if you bring up twitch and check you will find on average it is the most equiped survivor perk in the game. Ds is powerful vs killers who are forced into bad decisions and will tunnel if it means potentially claw back a losing game. Don't let killers exploit that vulnerability and focus on playing well enough to force these situations.
Consider what your teamamates are doing and avoid leading the kiler to them. Work on gens if you not being chased and dont rush to save someone unless you know your a great deal of distance away. Ds will no longer turn a losing game it helps prevent immediate rehpoks which will lose you the game. You need to pressure the killer.
-
So lets compare blight to billy and see why despite being similar killers blight has more appeal.
Add on variety, the blight has so many diverse strange add ons like resets on downing survivours and ability to shift the camrea at the cost of manuverability billy on the other hand has no real varietybor mix ups to his kit bar lopro chains.
Learning both killers the ability to do well on blight is always an ever improving process cutting corner through different routes to land a blow with his power from unexpexcted angles. It is far more forgiving to learn and thus the difficulty floor is way more forgiving then billys narrow chainsaw windows with somehow way more precision required.
Freedom to experment. Blight cooldown is very short on his power allowing the player to continously explore new angles of attack billys overheat is very restrictive with an extremely painfully long cooldowns. A lot of people were drawn to hillbilly due to his ability to manuver around the map risk free searching for long range saws.
New billy heavily punishes it and puts such a severe restriction on expermentation that it punishes and restricts inexperienced billy players from using the power encouraging them to only use the power when they know its a safe saw.
If you were good with hillbilly then likely the changes didnt hurt you bar limiting your long range saws. But if you were average or inexperienced billy is a deeply unpleasant killer to play who will have you soak a ridiclous number of L's before you are able to do well on billy. This is largely due to overheat hindering and making the learning process incredibly frustrating.
-
@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2205967#Comment_2205967
they should just get better at her then, lots of people stopped playing billy and nurse after they got changed but the thing is, they changed the killer not perks, so i dont think lots of people would leave because u are not making survivors impossible to get heard just making it normal, as i said increasing the skill cap is not a bad thing, lots of people couldnt live without insta saw, crack billy and omega blink nurse, so they left and good ones prevailed... those thing were very strong no, the next to very strong and needed to be nerfed.
now we are talking about a perk that needs to be changed due how the game current state is. You cant rely on a perk to play a killer, and about Freddy, they nerfed his addons wich if u know how much those addons afected speeds because it seems you dont were minimal, watch Otzdarva vid about how much it regressed things, purple was 2% each surv on dream world and the green one was around 4% even thana was better to those addons actually if 3 survs were injured but still.... i play freddy and i still stomp with Freddy and never needed addons anyway (or thana), because they didnt touch what was needed and that is snares... snares still do the same you can still place 2 snares in each side and that survivor will get hit IF DOESNT DROP the pallet. i would like to ask you from where did u get that "lots of freddy players stopped playing him" from, becuase its not my case and for anyone that had any knowdelege about how to play him.
Wait what people left billy and nurse because there power actively hurt the learning and exploration process of playing the killer. I keep seeing the instasaw omega blink nurse assumption. But i played dbd through that period most were using spark plugs and a wide variety of his add ons. Bumper billy had a following.
NOT EVERY PERSON WHO DROPPED BILY AND NURSE WERE THERE FOR OP ADD ONS. They simply dont like to be locked out of there power for prolonged periods of time. Perks hard countering a killers power is garbage design. Yes you can hate spirit i agree short phasing with a spirit should be punished more with longer cds so theres actually a risk with ending your power early. But making a perk that is mandatory for beating a killer is a terrible idea. Perks should help not win the game.
-
There is some inconsistencies patch to patch. Some blink zones can end up breaking rendering the nurse unplayable in some maps. However there isn't any other killer with the sheer potential to wipe a team as hard as a nurse. Her blinks will gain considerable consistentcy with practise. I recommend avoiding messing with add ons too much so they dont mess with the learning curve.
Finally not sure if your console or pc but avoid learning nurse on console. At least not until they implement keyboard and mouse functionality. This killer was made with a mouse and keyboard in mind. You need surgically precise tools to play nurse.
-
@Kharbarg said:
https://forum.deadbydaylight.com/en/discussion/251583/hey-look-its-blight-again
People tend to use only the most lethal killers.
Prepare yourself to see a bunch of Wraiths in the future (well, probably you can't see them but you know)
Not necessarily true. Twins is pretty dangerous but most people avoid the killer because they arent all that fun. Most people like mobile killers with the ability to do fun unique plays with well designed powers. Sure being lethal helps but barrier to entry can push people away from a killer very easily.
For killers like trickster it definetly a too weak waste of time aittude because he has the ability to do cool long range ricochet shennanigans theres just little payoff for actually pulling it off.
Blight can do some cool out of box angles and gets the pay off of a nice down. I do think mobility is another big reason for killer popularity.
-
I've been on a break for a while. Kinda waiting for behaviour to release a killer that dosent just absloutely suck. Twins and trickster was such a colossal screw up that i hope they actually make an exciting fun re killer. No real game shakeups mostly just qol changes bar admitadly the necessary ds changes. Heres hoping the next release isn't underwhelming.
-
Most standard m1 killers have been struggling to keep up with current killer standards so it might be nice to throw the myers and trappers a bone.
-
@kassamell said:
what perks/add-ons with huntress made you gradually get better, or perks that made huntress easier to play. I main huntress mostly but I feel as if i am not using her to her full extent.
The hatchet speed increase add on is massively helpful. If anything I wouldn't want behavior to touch huntress bar these simple add on changes any base kit changes could result in adding some obnoxious cd mechanic or longer stun periods to compensate for some additional buffs that would otherwise again ruin another good killer. She's part of the slug royalty line. A good huntress should be aiming to slug em up if gens start to speed up. Its her main method of keeping gens in check.
-
Your reflexes need to be razor sharp. If someones triggering your traps immeidiatly teleporting to punish is key. Do not lay your traps too close to a pallet and the survivor will be unable to trip it without taking a hit. Run sloppy butcher to disincentive survivors from taking hits.
If your reactions speed just isnt there this killer is not for you. If you have any gaming mouse bind the teleport button to an easy to reach place to help with this. Hag can be frustrating vs aggresivee teams but honning your reactions speeds is key.
At the very least your deviousness points will be high XD.
-
This video was super unhelpful it dosent explain why people stopped playing billy bar assuming a large majority of billy players only played him for his broken add ons which makes no sense. The majority of billy payers are not running instasaw every game.
Many excellent billy players dropped him because overheat was getting in the way of the player consistently hunting for highlights and doing saws that were difficult or borderline impossible.
Players learning billy now have prolonged periods pf power lockout. When a learning billy you should be encouraged to try and use his power often and regularly that is the appeal of the killer. OVERHEAT MAKES NO SENSE. It was a decision forced by a game design philosophy that killers should have a cooldown on there power regardless of the killers power level.
-
Survivors must aquire two keys to get the trap off. Tampered timer nerfed, any additional gens completed while a trap is active will reduce the countdown by 15 seconds. Idea mentioned above.
Increase pigs ambush to match leather straps and video tape add on. Rework leather straps and video tape. Egc slows down when trap is active traps activate if no gens are left.
These changes makes pug more consistent and while some addds some additional strengths to the killer the majority is aimmed at mitigating poor rng. If pig is looking within 16 meters of the survivor the trap timer stops until she has left that area.
I'm open to more nerfs to counterbalance some of these changes but overall pig needs more consistency as her rng is a big turnoff.
-
Man i wonder what disappointing way iri head gets nerfed. Sees obvious terrible change. Ah so i have a one shot one chance. This would be fine if i didnt spent 90%of the game openging lockers XD. At least let me generate a hatchet every 25 seconds and retain the one hatchet cap.
They could have done so many changes but in the end went with this garbage. It reminds me of og lopro chains turning off the instadown.
-
@Zixology said:
Hopefully they don't touch it. It's a nice buff that won't make it meta due to people not wanting to give up what they already have (assuming they're already running meta perks, since most people don't).
It will likely just be used by a few people who happen to come across it.
Ah yes just like mettle of man, undying and ds wait no turns out if something is busted people abuse the crap out of it because content creators want to get your attention and the rest of the community will mimic them or be itching to try something new.
-
Probably jack baker being added tho I'd be real disappointed if we got another hillbilly killer.
-
Hag. Shes a killer that horribly punishes ally survivor mistakes and being damned because of your allies is already punishment enough.
lotsa hags being dropped. A few slingers too but give me slinger anyday over the swamp lady. At least with slinger I dont die after being hooked once. 90% of my survivor games vs hag I end up dying or being immediatly rehooked despite not setting any traps off post unhook.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2130979#Comment_2130979
In general blight isn't going to cut it ? You realize he's borderline S-Tier and oppressive, correct ? 😂
Tldr blight was underplayed for a long period of time adaptation by survivors vs optimum blights will take time. Assuming hes oppresive now when he hasnt seen proper wider testing due tioa lower play rate is foolish. I remeber the same comments being made about pigs dash funny how that turned out.
I said excellent survivors read the post. They are undoubhtedly a 0.005% of the game but it was more to anticipate the hur dur sweats squads beat all killers comment.
I feel like I'm reliving the billy is busted nonesense. Yes the blight punishes misplays hard. Yes a good blight will leave very few oppurtunities for evasion but as with all killers just like huntress survivors will develop the mindset and reflexs to overcome and evade blight. (Bar j flick blight that is currently being addressed if the devs teams comments are anything to go by).
Blight has seen very little play due to the camera pov issues now its fixed more and more players are playing him.
Mark my words blight will see the same kinda of adaptation that survivors have developed vs huntresses and even some slingers where predictions and calls dependant on killer player behavior will define when a survivor anticipates when and how a killer uses there power and will change direction or move dependant on how they play.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2129902#Comment_2129902
Lieing ? Ok my guy. I never said he didn't have maps that were harder for him. But he's still a 4.6 killer. And you can use his power to manuver those maps and chase normally. And use your experience and skill at being a 4.6
I've gotten those maps as blight of course. And I still 4kd. Because I have the experience to do so. And can still use Blights power to manuver to gens. But not necessarily chase.
115% killer isnt going to cut it if your dealing with the excellent survivors. In general blight isnt going to cut it vs the excellent survivors but at least you have some chance when your power isn't being nulified by maps that shouldn't even exist.
Claiming experiance on blight will overcome every obstacle in these circumstances is nothing more then arrogance.
-
@Seraphor said:
The reason Blight and Oni (and Billy) are strong is because of their dash and the greater map pressure that allows.
Why is map pressure so strong? Because gen speeds, and because the killer has to try to be in up to 7 places at once to slow gens down.
Not every killer can be high speed.
You then have Freddy, Hag, Nurse and Spirit who can do similar things who are also very strong.
But then what? Does every killer have to have a mad dash power or a teleport?
No but in buit map traversal should be a thing. A less powerful version of freddys teleport should be base kit for all killers. This would mean areas like basement would need alternative escape routes but its very prevalent that unless your power is nuts (to a point its actually frustrating to play against) a slow speed killer is utter trash.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2125248#Comment_2125248
I've been destroying red ranks with him. No matter the map or survivors. He's just oppressive and not that hard to use. Those blight mains are just lieing to you. He's pretty damn easy 😂
Sees lerys and hawkins map. Now i know your lieing. Some maps literally don't work with his power badham has so many slip and slides its a joke. Anyone who genuinely played a lot of blight would immediatly acknowledge these maps are problems for him. Come on buddy step up. Do some research before posting.
-
@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2127731#Comment_2127731
If anything Nemesis and Mr. X are dull because they have no personality, not Jack.
Now, if Jack does get in the game, I will be very mad if he doesn't talk, since it's such a big part of his charm. Honestly though, since Trickster talks, I believe if Jack gets in the game he probably will too to some degree.
Yes he might talk but the kind of reaction other characters give to him would be generic survivor hurt noises. Characters like nemsis and mr x have more appeal gameplay wise since unstoppable creature with a focus on tentacles or fisticuffs vs another hillbilly chainsaw boy of which we have 2 already.
-
Jack bakers got a lot of character but he's wasted on dbd since there's no real dialog interaction. Nemsis or mr x fill a new slot as these massive daunting killers that dbd just doesn't have. Design wise they would likely be tricky but someone like jack feels kind of dull since he's likely just gonna be a more charismatic bubba.
-
@grayon444 said:
Just from the teaser and the forest I think they are doing the same with what they did with the Silent hill chapter.Take multiple things from multiple games.I could be wrong and i hope im wrong.
Because tbh, i'm not that excited about a mostly indoor map.
I think Raccoon city is a far better choice for a map.Plus its more popular.What do you guys think?
This could gives us 2 maps but i im not that optimistic.
Spencer mansion would be sick. Raccon city would probably a more fun map to play on tho since indoor maps suck. My expectation for killer Jack baker (id prefer birkin,nemsis or mr x but I feel its likely the team will have an easier time designing around jack. Survivor Leon or jill hands down just makes the most sense both are easily recognizable characters but if you pushed me to name one its probably be leon.
-
Slow update and poor balancing is hurting dbd. "Dont hate the player hate the game" springs to mind also "play civ maybe". I'm joking about the last quote (might be paraphrased) but a game like dbd needs more content updates and smarter balance changes. Anyone who says you can't balance for both casual and competitive play is lying to you because it can and has been done across many games.
Look up trickle down game balance if you are interested in seeing how this occurs. Note some killers will struggle with being balanced due to there kit being poorly designed im not going to argue nurse can be balanced but I will argue that a lot of the killers in the rooster can recieve the changes they need to be more powerful thats only accessible if the player plays well.
-
This makes perfect sense. If competent fast balance design was a thing, however patches come so slowly decisions and updates happen so little that mmr is not good for dbd. Compare dbd balance updates and content changes to any other popular live service game and its pathetic.
In a game like league or apex legends it makes sense because they will update frequently and can address balance issueswith some degree of swiftness. Compare with behaviour speeds at addressing old and existing imbalances like ds, undying, metle of man, keys, moris and its a bafflingly stupid idea.
Dbd is a casual game with some competitive players if it wants to be competitve it needs swifter responses to perk imbalances and problem gameplay mechanics.
-
Why not promote anti tunnel killer behavior by having a single pre nerf mori become available upon hooking every survivor once. This will allow you to speed up the killing process but add a condition of at least 4 hooks across 4 separate survivors.
As killer under this idea your encouraged to hook everyone once. Everyone gets to interact with the chase unless the survivors deliberatly want to avoid it. It gives those that were hooked recently a chance for a breather as they will be a less valuable hook target and it allows the killer to complete mori challenges without having to bring a mori.
Id love to also see some kind of comeback mechanic for survivor something like empowered repair/healing speeds for every dead survivor but all these things would need to be tested properly.
-
@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2122105#Comment_2122105
The argument is massively faulty:
It's a game. You are not going to lose any vital organs or loved ones if you don't win (even though that's exactly the ridiculous mentality so many streamers and fogwhisperers push. People oughta to some severe soulsearching).
So playing like that is a choice because people have to pamper their egos, nothing else. And with trickster I see it so commonly that the matches are full of the cheapest tactics. And the less said about the chat the better. Gods, these people are obnoxious. Really, again, with bubba and freddy you get your people that play fair and challenging and have an honest gg and sometimes helpful hints. trickster? mockery and even obviously false claims that they are on the devs team/related to a dev and that they'll ban us if we complain... AS IF ANYONE WOULD BELIEVE THAT.
https://forum.deadbydaylight.com/en/discussion/comment/2122123#Comment_2122123
Yeah, i mean he had to fight the entire Gop and fox news staff for that.
Continuous defeat invokes a negative reaction in players and builds a general irritable mood in the player. So when they win after a large dose of loss after loss they (wrongfully) take out there resentment on others and act like sore winners. I'm not arguing its acceptable I'm explaining its existence because often understanding where someone's crappy attitude is coming from is often the best way of inspiring others to do better. Make no mistake this is the capital G gaming attitude.
-
I want it to be mr. X, nemsis or birkin. However I hope this isn't the case but it's likely jack baker. Yes I know its probably the most boring option but its also one of the easiest since nemsis and Mr x will likely struggle being implemented gameplay wise and there size as well would make it difficult for map traversal. Jack wouldn't have this issue
-
Point still stands the trickster still does so poorly no wonder the killer resorts to cheap tactic's thanks for the heads up. Look at the history of weak killer's and ask how many were known as camping tunneling killers a large majority of them tended to be weaker killers because and it needs to be stressed the more lost the game seems the more likely a killer will camp or tunnel. Because no matter what you might say about what's fair a killer will generally take whatever path is needed to win. Because they want to win the game. Now if you want to talk about changing up the hook system to limit this stuff and promote hooking multiple survivor's, I'm all ears but as of now killers rely on these strategies as a last resort should the game be going poorly.
-
What world are you living in that you think hooks are everywhere. Often at most you might have two available at a given point in time that is if its not blocked by a breakable wall. Oh yes more time to waste.
-
In fairness if there losing that hard why would they play fair. They don't even get emblem points for chaser with there power XD.
-
TOXIC means Bad Attitude and Behavior in an online gaming context. Its not an attitude problem to camp someone even facecamp someone. If the intention is to remove a player from the game to win its not toxic. If they do it out of a desire to provoke you or deliberately annoy you it is in fact toxic. Facecamping out of a desire to ruins someone's game is not reportable its toxic nonetheless. Making the assumption someone is doing something to agitate you is a bold assumption and opens your accusation to error. Due to a lack of clarity on matter revolving around camping and malicious intent taking any action open's behavior up to legitimising false accusation's and applying bans to players who make a desperate decision to remove someone from the game.
I will note insidious facecamp bubba is a meme in the dbd community many do it to get in on the meme. Some do it as an excuse to be crappy that is almost certain but again some do it out of ye olde killer tradition.
-
Ah yes like that time legion double mend was meant to be a slow down build but create a stacking mend mechanic that of course no legion players were exploiting. Come on this is the same kind of nonsense. At least be consistent with what is and isn't an exploit. Pallets not stuning is not a thing killers can actively avoid you can choose to not run double blade legion you can choose to not run breakdown cope on.
-
@GannTM said:
What can I say Breakdown is meta
I miss omega mend legion that was fair right! XD
-
Havent touched the rifts in a while it just takes too long for someone like myself who aill finish out the challenges and tends to play other games.
-
@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2118300#Comment_2118300
The fact that grinds my gears is Killers are punished for ending the match early, aka slugging and etc, by less BP and the like, but it’s fine for survivors to end the match early when hatch spawns. It makes my blood boil cause you know those survivors think they “outplayed” me by using a key.
Whilst I agree hatch is frustrating and is a broken mechanic if you end a game early as survivor unless you accrue enough points by the rules of the game you can still lose despite escaping via hatch or exit gates.
The survivor is encourages to draw, out the game. Tho they jave less of an incentive then killer who only gets stronger and stronger. The issue is a lack of reward for pushing ranks. So most people dont care to draw out the game.
I'm gonna contimue to suggest the same hatch fix because i know whatever archaic dumb decision the devs come up with its likely gonna cause a load of issues.
Hatch only spawns at all gens done or egc. It's role is an alternative escape or another way out if the gates are located close by. Anything before that is bypassing the objective and as such are blatantly against the spirit of the mori nerf which was that it bypassed the 3 hook rule thus speeding up the objecitve for one side in a manner that is unfair. A unique chest spawns in the basement containing a skelton key when the egc starts it can be opened.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2121512#Comment_2121512
When I play killer winning is effortless, maybe idk try playing the game and getting better at instead of perpetuating that killer is somehow hard, because it isn't, and hasn't been for years.
Slug one person, they use unbreakable (if they have it) then while they're on the ground, chase someone else, slug them, rinse and repeat it's quite simple actually, and yes you have to hit the survivor twice to down them, just like you would if you chased the one unhooking so what's the difference? the majority of survivors need to be hit twice before you down them... lol????
The only one playing victim here is you.
"ugh i can't win bc key" ok lol.
Killer isnt hard? Theres at least 4 out of 5 dbd players who disagree. It is not complex with a lot of basic killers on a micrp level but the macro decision making makes the role extremely difficult. If all you do is play against yellows and greens yes but even purple survivors onwards will punish every micro and macro mistake you make.
Its rather childish to assume your experiance at x k +hours of dbd is indicative of how difficult the game is. Your acting like a person who clearly plays more then the average player assumes other can invest thousands of hours and say ya killer is easy guys. (I would hope you play killer regularly before making these statements). It kinda reminds me of that time a friend recomended dota me on the grounds its not that hard only to realise theres a lot of mechanics to track and read before you can even play at an average level.